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Hash, Inc. - Animation:Master

mediaho

*A:M User*
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Posts posted by mediaho

  1. As much as I hate emoticons, they are good for clarifying your intent in a post since you can't read facial expression or voice inflection. The winking one that's usually used "tongue in cheek" indicator looks more like a "WTF" to me.

     

    Now we have: ;)

     

    But this reads better as a wink to me: wink.gif or wink.gif

     

    I know if I was animating a cartoon face, and he needed a lighthearted wink, I would use a stronger smile. I've thought about this for a while and I've seen posts end with ;) and the followups seem to misread the intent. Is it just me?

  2. I guess I'll be the AM rep. I'll see if I can find things that might be helpful to A:M game makers - things like ports and plugins. I'll keep putting on disguises and asking over and over. :ph34r:

     

    Since my expertise is really the art side, is there anything programmers would be looking out for?

  3. I really liked the fella, like mediaho said: the facial stuff looks spot on. I don't really have any critique as Im pretty new to this :P but I really like your model. I don't understand exactly what mediaho means when he says the audio is played when the animation is loaded. Atleast I didn't have any similar problem.

    Not a problem. I just clicked his link in another browser tab and continued reading the forum in the foreground while it was loading. When it loaded, it played in another tab so I couldn't see it, only hear it. I just switched to the other tab and re-played it.

  4. Nice animation! The facial stuff looks spot on! My biggest critique would that it's extremely symmetrical and "twinny." His hips and torso stay pointed forward and his weight is dead in the middle. Don't be afraid to really get in there and twist him around with a sound clip like that.

     

    As the animation was loading in the background, I just heard the audio at first. Immediately I thought of someone laughing and looking around at the (invisible) people by him who aren't as amused as he is. I thought that had some great comedic possibilities with that performance. Anyway, just thought I'd mention that.

  5. Nice model. I like the cheeks and lips especially. The one thing that bugs me the most is the shape of the eyes. Notice how her eyes sland down by the nose and up by the temples. Yours are just (American) football shaped. To quote an old art teacher of mine (and paraphrase Jim's post above), "Don't draw what you know is there, but rather what is there."

     

    You may want to also check out the Cooper hair tutorial for better hair results.

     

    Nice going so far.

  6. Nice start! Especially since you just got those blueprints a couple days before.

     

    There are a lot of factors that go into the surface properties of a car. Your car needs sharper specular highlights and reflections. Here are some links to help your reflections

     

    Soft Reflections

    Reflection Blend

    Reflection Filter

    Fresnel Term

     

    but remember that the reflection is affected the most by the actual shape of the reflective model.

     

    You may also want to use Render Shader Plugins

     

    Looking forward to seeing more. I love the Batmobile.

  7. Spec-freakin'-tacular! I really love the "squetch" as you call it, especially when his head hits the planet. Are you doing anything unusual with the arm rig? His arms at 124.18 look rubber-hosey but when he's rocking the planet, they look solid and boney.

     

    Awesome work. I'm really looking forward to this short.

  8. Oh. My. God!

     

    How did I miss this? What an amazing, funny, well-executed, charming film! When my jaw wasn't on my keyboard I was laughing out loud. You guys should be proud. Get it on the circuit and make sure you submit to Nicktoons before they cancel that show.

     

    Congratulations, all involved.

  9. Excellent! The snow effect, the camera struggling against the wind, the contrast in the character designs and personalities, all perfect. You folks continue to amaze and inspire me. Great solution with the hair. Did you choose not to use hair dynamics bacause you wanted better control or were the results not very good?

  10. Patches are literally 2-Dimensional, so they have no concept of having two sides, if that makes sense. You could do it in realtime by doubling the patch and flipping the normals on one of them, then choose not to show backfaces but I don't think there's any way to do final rendering of 1-sided patches.

     

    You could also use Zpider's puZh plugin to extrude the whole thing slightly along its normals to get a parallel duplicate.

     

    puZh plugin

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