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Everything posted by zandoriastudios
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Cool--I'll PM you my number, in case you can't find it. We can go in my Jeep if you like
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I'll be there!
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The IBM building is north of Atlanta, a little. I forget the exit number, but I will find the directions from Colin and post them, soon as I hear that date is good...
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I think it was something like 57 minutes for an a-buffer render. For multipass it would be more...
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Jim, Here is a tip on keyframing the hair thickness: Keyframe the thickness to 0 at 0% of length and then to the full thickness you desire at about 10%. Key it again at that thickness at 50% and then back to 0 at 100% (You would have to alter the percentages,based on how long the overall length of the hair is, but you get the idea...) I find that this helps get a natural looking "hairline" at the leading edge of the hair, that wont look like hair-plugs, that combines well with the painted hairline too. For me this gives a better and faster rendering result than keyframing the hair transparency along the length, which is what I tried first. The model looks very nice!!!
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I'm up for another meeting--it is usually lots of fun, everybody showing-off their secret techniques! February 12th is good for me. Wade, let me know if you want to carpool down to Atlanta
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Since these models are all on the Hash CD--and the Cave Troll as well, maybe we could do some animations from LOTR, featuring a fellowship comprised of A:M mascots!
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Cool! Is that from a game?
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hmmm. I did the modeling the Sunday before Siggraph last year. I did the rigging this past fall... the textures a couple of weeks ago...and then tweaked everything again the next weekend (it seems like I only work on the weekend, if I'm not doing something else, like playing Diablo), and I tweaked everything again yesterday to get the gamma sorted out. So about 9 months!
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I'm done working on this model, so I thought I would show him off, in case you missed the WIP thread He will be on the next Hash CD, so you guys can animate him!
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After some re-calibration to my gamma settings on my system (thanks to advice from Yves), I made adjustments to the levels on my decals and adjustments to the color settings on my hair emitter, and then adjustments to the lighting. Now hopefully we should all see a similar picture, and you will be able to see the detail in Kongs fur.
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OK, this is a little test for Yves. My monitor gamma is calibrated to 2.2 and this picture looks the way I intend, even though the blacks of the hair are really black. I ran the Gamma NTSC post Effect on the render, and I am putting them side by side. On my NTSC monitor the Gamma adjusted render looks washed out (just as it does on the computer (too me)). But how does it look tou you? The blacks in the hair are supposed to be there, but you should see a little bit of highlight (20% specular intensity). Chances are that your monitor may be calibrated differently from mine. So the question is, which version looks right to you.
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Animation:Master Technical Reference V11
zandoriastudios replied to myAM's topic in Work In Progress / Sweatbox
Get it now. Then get it later, too. Help support the resource, so you don't have to go back to just "wishing" you had it. If people don't buy it, then I have other things to work on. -
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Added a little more belly hair and worked on the color map. Accidentally painted out my fingernails, so I will have to fix that!
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Jim, I agree, the hair looks better than the textures, which is making it stick out to my eye too. Right now there is not much of a color map at all--mostly just bump and specular. I will go back to the maps for some intense texture work. Ken, I have a lot of Gorilla reference, thanks for more. I agree the hairline of the belly ought to come up another row. I will adjust that for the next update Thanks for the feedback!
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did a little more adjustment to the hair material. --for some reason I started getting a runtime error in multi-pass. After rendering it without multi-pass, I rerendered and didn't get the problem ( can't figure out the issue...) Anyway, The model is about done except for some jiggle dynamics that I want to put on it, and some pose sliders on the face. I'm probably going to increase the bumpmap intensity for the face and torso...Ok, maybe not completely done.... I will post a couple more
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10 second club entry December 2004
zandoriastudios replied to shaunf's topic in Work In Progress / Sweatbox
Really nice face expressions. -
Looks like a very nice job on the modeling! Congratulations
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soon. I haven't done any more yet...distracted by other stuff.
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Not sure about the flickering, looks like it might just be from the reflecktion of the particles... You need to animate the materials translation, to make the waves move.
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Animation:Master Technical Reference V11
zandoriastudios replied to myAM's topic in Work In Progress / Sweatbox
Actually, it did better than I expected! I only expected to sell about 200.