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Everything posted by Eric2575
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Hmm, not bad, but how about the color of the main suit? I can see this character in dark blue, maybe purple? The red still reminds me too much of you know who
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Give us a quick screencap of the situation. Btw, I love what you did with your hair I tried messing with hair and have not quite got the hang of it yet - pun intended. Since you picked right up on it, maybe you could throw together a short tutorial on your settings and how you did it.
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simple displacement to make a stamper
Eric2575 replied to johnl3d's topic in Work In Progress / Sweatbox
The Tinkering Gnome strikes again, this time with a branding iron. You must eat, sleep and drink Hash -
Paul, the floor BD is walking on was actually the next to last thing I worked on in this image. I was having some issues with the light lists in this project, so I took what I could get at crunch time. There were so many variables to play with, that I simply ran out of time tweaking it. Just to confirm, there was nothing composited in this scene and no background rotoscopes used. All done with three passes in AM. Lee, I'm still bummed out that you will not be able to share your talents for some time while you are on your mission. Well, I can take solance in the fact that you will bless people in other ways Thanks for the compliment and right back atcha and Iron Man Case, have you been away from the forum for a while or have I just missed your posts? I still need to work on CREEPY style
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Thanks cronos. Jon, I know what you're saying. The rotoscope I used seems to be an early version that looked more like a man, not like the monsters in the game. This was actually ok with me since I did not want to do a mirror copy of the game character. But you are right, this guy is not nearly as ominous. It was just a modeling excercise. My next monster will be totally original and it should be really scary....muahahahahah
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Thank you Paul, I appreciate it. No problem Robert. You did get me going on it.
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Thanks to all who voted for my contest entry. Here is a wireframe of the pic entered. This was another great learning experience with lots of challenges. I also wanted to thank Robert Ballenger, aka Teh_Demon, for inspiring me to start this project. Cheers Eric
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You really need to start with the basics and go through the booklet that came with AM. AM is a patch based program that makes solid patches out two or more splines joined to form a four or five point patch. You have a continuous spline with more than five cps. That alone will never make a rendering surface. Who ever wrote the pumpkin tutorial assumed you knew what a four or five point patch is. There are several basic spline tutorials in the New Users section. Do a search for them, complete them, and then try the pumpkin again.
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I haven't done any live action either, but your first attempt looks great. Make me wanna try it too. AM rocks!
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Is that one light for every room? It looks really nice.
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Hey Vern: That portrait is great! Was that done on a computer or is it airbrushed? I don't know your background in art, but you've got some talent there. I'll check on this thread often. Eric
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Can child bones be selected with the parent bones to
Eric2575 replied to Eric2575's topic in Squetch - Rig
That's the answer I was looking for - hold the right arrow key to open the folder structure. Thank you David. -
Seems pretty clear cut. Time is getting critical and I'm off to the races. Thanks David, I'll let you know how it turns out. Eric
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Can child bones be selected with the parent bones to
Eric2575 replied to Eric2575's topic in Squetch - Rig
I'm trying to delete just a selection of bones from the squetch rig since my character does not have a face. I modeled a character based on the Bioshock game. Basically they are men walking around in big diving helmets. The asterisk key did not work. I'm on a PC if that matters. -
Can child bones be selected with the parent bones to
Eric2575 replied to Eric2575's topic in Squetch - Rig
That sounds about right, but is there a way to expand all folders without having to go through each one? -
When deleting bones from a rig, it takes an awful long time because of the number of bones. When I click on a parent bone and hit delete, the child bones under it are not deleted, they just move up to where the parents used to be. Is there a control key that selects the parent bone and all the children underneath for deleting?
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David: Thank you for the run down - I am really grateful for all the help you, Mark and others working on/with the Squetch Rig are providing. You guys are awesome! I am going to follow your instructions, but first I have another question. My model is basically a guy in a spacesuit with no face visible. All I need is for the head to be able to move, no facial anything. Since I don't need any of the facial stuff, should I delete certain bones and poses after I import the rig onto my model? I actually tried this last night, but when it came to exporting, a bunch of error messages popped up. I believe Rusty was trying to accomplish something similar but I was not able to really follow what needed to be done. I hope you can help me since I am trying to get a basic pose for my character for the Mascot Entry by tonight. Eric
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Thanks, that did the trick.
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I believe I have followed your tutorial on installing the S-rig and am now ready to assign cp's. The problem is that therre are so many bones in the arms, legs, spine, etc. I started assigning cp's per your instructions, grouping the cp's closest to the bone, but when I test it out in the chor or an action, all the bones are still there, what I mean is that I am used to seeing only one bone for the forearm, one for the upper arm, etc. When I manipulate one of the many bones in the arm, it only moves that one bone. There is no option for IK. Did I miss something in the rigging process? Where is the option to move the whole arm by just dragging the hand, etc? Can you guess that rigging is completely foreign to me? Thanks Eric
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I'm going through mtpeak2's tutorial on how to install the S-rig and have a slight problem. I placed one of the install bones and hid it as instructed. A couple of steps later, I wanted to move it just a bit more, unhid the bone per shift J and now have all bones visible. Is there a way to get back to the default bones only showing? Right now it looks like I'll have to pick each and every bone to hide them again - hundreds of bones???
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No, I don't think so. Looks ok to me
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The correct texture pattern on the cube is only on the front side. How can I change the orientation of this? This is probably so simple I'm just overlooking it. It seems that when I place this pattern on a model, it only applies it from the front. Obviously I want to make a floor with this, but when I drop this simbiont on a floor, it gives me the elongated pattern seen on the top of the cube. Answer: Open the material's properties and click on Transform. There you would type in a value of 90 in the X rotate value, which will give you a top down orientation to this particular material.
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Good point Nancy. Thanks for clarifying Martin.
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Thanks Rusty, that's just what I needed. I thought I saw it in your tut, just couldn't remember exactly where I saw it. Your quick explanation also makes sense. Btw, when are we going to see the results of your rigging labor? Are you going to write a tutorial on your experience? Hope so, I think it's needed. Heck, I'd pay for it. Cheers Eric
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Good things take time and patience, young Grasshopper