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Posts posted by zandoriastudios
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When you create UV's inside of ZBrush and export an .OBJ and then import it into Animation:Master, your imported model will have a DECAL that uses them. Here is an example of a cliff that I created in ZBrush and imported into A:M. You can see the UVs in the Decal View, and the cliff in the final shot:
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Congratulations on this accomplishment--It is something to be proud of! We all start projects, but it is a long slog to get from the beginning to the end! I hope that you will continue and not go back to the day job thing! I'm ready for the Wannabe Pirates movie
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Ahhh! Thanks for the explanation
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Great tutorial! I didn't know that you could do that either!--it is revolutionary!!! I am going to adopt this technique myself
One question: in the video you turned the relationship to OFF before you started positioning objects, and then turned it on and made the objects active. What is the reason for this? Would it work to just position the objects in the Pose without that step? I didn't understand--can you elaborate?
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Great job!
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i use it--great way to move files from my iPad or iPhone to computer!
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Doing a little more digging...If you just change your YouTube channel to a "partner" you can easily monetize your videos yourself! It looks like you can make about $1 per 1000 views. Granted, that's not much--my channel has only 18,000+ views, which means that I would've only made around $18....
But if you had something that people really liked and shared, then those numbers could be a lot different!
I am nearly done with the first episode of TAR, so I'm going to start a playlist with it--hoping that I can find some fans
Mark--you might consider monetizing your own channel, and putting the Paunk Show out there...
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Maybe if they had mentioned "Heavy Push" instead?
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Good points in the article...It looks like animators that join the network take a 70% share of the ad revenue--which sounds reasonable for the extra exposure....So should I join channel Frederator with TAR?
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(I think) you can assign a ring of points 100% to one bone, and a distant ring 100% to a different bone. Then select those rings and everything in between and EDIT CP WEIGHTS. That should show you those two bones+ whatever was in between (model bone?)--remove that bone/bones from the list, then BALANCE SELECTED. That should blend between the 2 bones.
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wow-great tip Robcat! I will start using that!!!
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I don't think there is a way to mirror it (although Robcat could probably do it in a spreadsheet, because he is so clever), and I agree it is a bit tedious... I have some smartskin and weighting videos on my YouTube channel (but they are tedious as well )
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Thanks for the critique
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So here is a re-rendered version of my poster image. I've added a gradient material that changes the diffuse falloff at the edges and toon lines--this looks really good straight out of the renderer, but I ran the oil paint filter on this in Photoshop to give some subtle brush strokes. I think it is a pretty good emulation of a Boris Vallejo "look":
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I made some changes to the eyeline, and some major changes to the look. There is something homogenous in the look of current CG animation that is unsatisfying to me, and I want to get a more stylized look (see blog post)
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anthropomorphic hippo--its a great idea Had similar situation with Richard Starkings and his character "Hip Flask"--I'm sure this artist has never seen TAR, it is coincidence.
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Great job all around, Robcat!
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I just finished rendering a shot that I used a video reference of myself as a rotoscope. Pretty cool to get the timing and spacing for free--made it a lot easier to animate. Although the hand-off of constraints between the head and hand and the way he rolls the hat against his belly to take hold of it was really tricky!!! I was really pleased with the result (except the eyeline is too high...). I made a blog post about it here
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Elegantly simple! Nice job!
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I've got my own project to work on
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I think it is up to you to complete it...
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I remember that I made the Balrog, simply because when LOTR came out people on the forum gave it as an example of something that couldn't be done in A:M. So I like that recreating (or parodying) a shot from a BIG NAME animated movie would be worthy. We already have a "Buzz Lightyear" model--maybe recreating a shot with him, with full facial animation, lit like the latest film
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draw guide curves before running it, and it will use them to determine edge loops and stuff
Zremesher
in Tar of Zandoria
Posted
yes, you can do that.
In this case, I made a low-res proxy for the cliff and exported an OBJ from A:M. Then I subdivided it in ZBrush and sculpted and painted it. Then I exported the lowest subdivision back out as an .OBJ and imported into A:M. If you setup your decals in A:M, then you should be able to do just what you said--however, once you try UVMaster inside ZBrush, you may not want to bother