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Posts posted by hypnomike
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Great progress Ed, it's really coming to life.
Just keep it away from your credit cards!
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I am testing a kick action.
Hmmm....animated punch ups always work for me.
You may want to rotate his hips and upper body as he kicks, also speed up the kick out as this will give it more snap and power.
Looking good so far, keep those posts coming.
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<PF>Mark said:
Ok quick time is the way to go over cinepak that is for sureThanks for taking the time to post a larger version Mark.
It makes a huge difference. Great work!
I've finally completed my giraffe. It's not perfect by a long shot but I'd got to the stage where improving one area was adversely affecting another.
Call it the law of diminishing returns!
I mentioned a problem I came across with five point patches in the new users forum. Look it up if any of you've had trouble.
The main source of aggro with this was attaching the rear leg. The front worked fine but as there were so many control points at the rear I had some difficulty selecting the right ones. Probably because mine were not quite in the same position as the AOM example.
I frequently came across splines that would not snap (option not highlighted), spline that bent at an angle rather than the usual curve (set to smooth) and on a couple of occasions when I deleted a control point an existing point shot away from the giraffe making it look like it had been harpooned!
I would define the latter problem as a bug but for the fact that I'm currently running on unsupported windows 98. I'm upgrading my OS soon so hopefully no more surprises.
Oh and here's the finished product...
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Customer service like that is what keeps me coming back.
I had a similar experience and I'm very impressed with their speed and standard of service.
I've had a sneak peek at the tutorials I ordered (they're supposed to be for Christmas but I ordered early because of the sale) and they are top class.
Well done Anzovin, I'll certainly buy more as I progress.
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Is it practicle for you to use displacement maps?
Unlike bumpmaps displacement maps can be seen on the geometry of your model.
You may need to increase the patch count where you use them.
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Hmm..looks good enough to eat Bill.
Some great ideas there, look forward to more WIP.
Thanks for posting.
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Nice work Ed!
The hair works really well.
If I model my own head I'll add some myself (artistic license!!).
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Nice work Mark!
You've done a great job, I love the way you animate the tail, very expressive.
If you find a way to make the animation bigger and keep the size down be sure to post again.
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Great work, as always.
You've taken some of the best elements from both scenes and this works well.
The atmos. around the creature and ships could maybe do with a little fog, but I suspect your planned explosions may make this unnecessary.
Keep posting, can't wait for the next image.
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Nice work Phil.
Did you use the converted image and touch it up, or did you use converted image purely for reference via rotoscope?
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Foxy Lady...
Nice job.
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Hey David, a great animation, I really enjoyed it.
If I was to nit pick you may want to add more blinks, but I had to watch a few times to notice.
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Nice work, the added mouth and tongue adds real character.
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Top man John!
Don't know why the centaur's reflection didn't appear in the render...Maybe centaurs don't have a reflection....
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I like the eyes the way you've done them Ken, they go well with the style you have created.
Unfortunately I can't use porcelain on him as some of the wing patches are 5 pointers.I know there must be a good reason for five pointers but can you disect them with a fresh spline thereby creating a four point and a three point spline?
Keep up the good work.
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Taking shape nicely!
Look forward to the full version, will it be catoony or are you planning a photorealistic job?
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Nice idea jamagica, I'm sure it'll work well.
Look forward to further posts.
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Thanks for the demo Paul, I'll be looking forward to your test renders.
BTW I notice that the hair is the only thing to significantly improve between 1 pass and sixteen. Is it possible or practicle to have the software do multipass on the hair and one pass on the rest?
If you could choose, ie hair/shadows multipass the rest single it would save a great deal of time.
If you can't it's maybe one for the wish list.
Keep those posts coming!
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Thanks for bumping your thread Mark, I missed it first time around.
Cool character, I remember seeing the guitar shaped keyboard many years ago, have they caught on, or have I been under a rock all those years?
Keep posting.
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If you copy and paste, for example, ball the pasted section will be called ball1.
If you then name the paste seperately you will have two identical groups, one named ball1 and the other carrying the name you give it.
The groups just refer to a collection of splines/patches but do not duplicate them.
Simply deleting any extra group names will make things look better in the project workspace but I don't know if this has any effect on your cut and paste speed, you could always try and see if it does.
Has any one else come across this??
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Yeh.. I'm pretty sure that's what he was drawing our attention to.
It took me a while to figure it out as I didn't fully understand what he was aiming for.
You could be onto a winner with decal wrap.
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Getting there Rich!
I couldn't place what was wrong until I read KenH and Darklimit, I'm guessing if you follow their tips you'll see another improvement.
Keep posting the improvements Rich.
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Nice work there Rodney!
That cover would sure help to sell a book.
but I fear they are misplaced on an old harddrive.Yeh, harddrives make lousy filing cabinets.
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Hi Scott!
WOW, I wasn't expecting to see a parrot on this thread, great work.
Depending on how photorealistic you want things to be it looks ok as is, though the beak could do with specular highlights.
It'd be a good idea to keep your basic model to use when it's not in closeup and if you go for more detail use that for closeups. Decals can take up alot of memory so when he's not the centre of attention you could probably do without them.
Good luck with your project and keep those posts coming.
Incredibly Obvious.
in Work In Progress / Sweatbox
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Great work as always Ken.
I like the way you get such good results with so few splines.