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Hash, Inc. - Animation:Master

Eric2575

*A:M User*
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Everything posted by Eric2575

  1. That flour sack can be quite a character. Good job
  2. Beauty, eh?!
  3. Thanks gang. The rivets are giving me fits. The upper structure rivets are all modeled and the rivets below the water line are decals. The decals are all hand drawn using references from the movie prop. There are over three thousand on the ship. Got a ways to go
  4. Ok, back to the Nautilus.
  5. I have to type this since I'm speechless!
  6. Very nice
  7. Man, that's the ugliest girl I've seen in a long while
  8. Golly gee gosh! Flattery will get you everywhere. Thank you Al
  9. Ok, accepting scripts for a new space saga as of now
  10. As always, thank you for the encouragement, I really appreciate it. Jake, I have to admit it, the guy with the torch is not my creation, he just kind'a snuck into the shot while rendering. I could never achieve anything as complex as him As far as the eye is concerned, that's where I left off when my PC blew up. I'll start to work on it again and post as I go. Thanks again guys Eric
  11. Thank you Nancy and PM. No, I'm not using AMPaint, although I'm thinking of buying it. The facial decals were made in Photoshop.
  12. Actually there is. I'm using the skin shader and SSS to get this result.
  13. Just got my main computer up and running again. This is a WIP that I'll be posting my progress on and off. Photorealism is very difficult.
  14. If you set multi to one pass, it should take about the same time as no pass and hopefully the bump will work. What is the vase for?
  15. Is the material a Simbiont by any chance? If so, you need to turn off bump in the simbionts bump properties. That will allow your applied bump map to look the way it's supposed to. I like your vase style, very creative.
  16. Eric2575

    TSM2

    Thank you Jason.
  17. Thank you Stian, the multiply in photoshop is what I missed.
  18. Stian: may I ask about your wireframe render settings? Specifically, I'd like to know how you achieved such crisp lines? How large did you render the wire? Was it larger than the final and then reduced to the final? How many multi passes did you use? Did you use 16 polys per patch or adaptive? Would you describe your Photoshop technique for selecting the wire? Thank you Eric
  19. Wow, yu be reelly smart to do fancy light and show we be reely dumb for not knowing light...um me forgot to say seeeecret light trick. Nice one 2075
  20. Hey, I just learned something new and it did not come from our new Animation Master master.
  21. Although off subject, how did he get the angry smiley face in the post?
  22. Are you using a couple of kliegs to get the underwater highlights? Would you share your water properties with us?
  23. I can tell that your beach line tga is too undefined, and too small. I mean the scale is too small and you are losing detail when it is scaled up. That's what's causing it to look so ...pardon the pun...washed up
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