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zandoriastudios

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Posts posted by zandoriastudios

  1. I just exported a high-res model out of a choreography and added some more detail to it in ZBrush. There is a new 3D model marketplace called Cults3D where designers are selling model files for 3D printing.

     

    I'm hoping this might help me spread some awareness for the TAR of Zandoria project, and maybe some revenue. It seems that as the 3D printers become more ubiquitous, there will be a market for high-quality sculpts and for commission work when everyone gets tired of printing Stanford bunnies and Yoda heads from Thingiverse....

     

    Check it out HERE.

    tar_stl_2.jpg

  2. http://zandoria.wordpress.com/2014/01/21/landscapes/

     

    Though the terrain could have easily been generated in A:M, I worked on the mesh in a different program that I'm trying to learn.... The thing that I think is worth pointing out here is that the landscape renders are just being used as background rotoscopes. So the only things that I'm really dealing with in the shot is the character(s).

    Also, I had to make some compromises on the rendering options that I can afford to use...I initially was using a sunlight+global illumination+ambient occlusion+multipass(9x) and my frames took 1-1/2hrs to render @ 1280 x 720. Switching to Z-buffered lights and eliminating AO and global illumination took it down to 2min/frame. Though some of the later frames are over 14minutes (I think this is due to the number of particles still living in the scene...)

    tar_13_342.jpg

  3. Not true.

    3D World did a multi-part article on the TWO project, remember? Eggington did a klller review of Animation:master in that magazine... I first heard about A:M in a magazine called "3D Artist"--an article by Raf Anzovin called "Dem Bones". I recently got a plug for TAR of Zandoria in Animation Magazine.

     

    All these magazines need content. Creating content that is useful to their readership, or newsworthy, that features your product is guerrilla marketing!

  4. ....so here´s my thought: it would be cool to have some controller-nulls in a hidden folder which you could unhide, adjust, hit an update button of some sort, and all the bones and those related to them move in the correct newly defined place. no going back to the installation version, no need to re-export... this would also be great for making differently proportioned versions of one character (for instance for populating a scene background or something like that) without having to re-rig and re-weight....

     

    What if you had the animation rig bones use constraints (aim like 2?) to align with the geometry bones?, then if you adjusted the geometry bones, for a different character, the animation controls would refresh--I realize that would be circular, but maybe an on/off relationship switches from "rigging" where the geometry bones are primary, and "animating" where the control bones are primary.

  5. Jake, I haven't taken it that far, so I don't know how the textures would import on the .obj import... My thought would be to setup UVs in A:M and then export back out to .obj, then use that model in Zbrush to project displacement and turn any polypaint into texture maps (At this point you already have the .mdl in A:M). But that may be an unnecessary step--I will followup...

  6. Definitely agree about storyboards! I think sometimes that can even double as the script if you are working solo (you do need a dialog script for your voice actors...). From the storyboards you can clearly see what has to be built--it is a blueprint for the whole shot.

    I don't agree on animatics as necessary...it seems like a way to communicate a much bigger VFX shot to a team that might be working on different pieces. But I do think some kind of "story reel" is important--where you can time your storyboards, swap them with real-time renders, and basically build the finished scene as you complete different parts.

     

    You are right that you don't have to do it all yourself. If you are the Producer, you've got to line up a team that can fulfill the different roles, and lead them to where you want to go.

     

    If I can help you in any way to bring your dream to life, just let me know what you need.

  7. Sitting here looking at some old stuff in my studio....Do you know it has been 17 years since I started TAR? Originally it was going to be an airbrushed graphic novel, but it didn't get much interest...

     

    Nowadays I've gotten into a rut of working full-time with little energy left over for my art (which for most of my life has been my driving passion). Sitting here feeling a little defeated and trying to muster the naive enthusiasm I had at the beginning...

     

    I'm sure that I am not alone in this feeling--just watching the credits of almost any CG animated movie is sobering when you consider the number of man-hours that went into it. Working solo, I have to curtail the vision to what is actually possible with my resources (lifetime remaining). Sigh....

     

    tarp1.jpg?w=450

    tarp2.jpg?w=450

    tarp3.jpg?w=450

    tarp4.jpg?w=450

    tarp5.jpg?w=450

    tarp6.jpg?w=450

  8. It was used in the TWO movie project--I don't know how to go about setting it up for a project of my own, but it would be pretty cool if someone could explain it. It would be nice to try a distributed project with the community using the tool built into A:M

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