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Posts posted by Eric2575
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Well, I'm getting some new found respect for feature length animations and what it takes to render them. My small Nautilus animation is at 92% and has been rendering all night - 15:21 hours so far. It's only 640x240 but the light reflections, water reflections, etc, are really taking a render toll. 7 seconds long = 18 hours render time on my computer Still need to run a wake and splash animation to composite it with the main track. I'm really happy with the way it looks so far though. Again, I can't say enough about Mark's fantastic work he's done with the ocean generator. I shudder to think how much extra processing time it would take to render this with displacement mapping for the waves!?
I probably won't finish this until tomorrow due to the extra track I need to render and a bit of post work. It will be worth it though. Stay tuned.
Eric Camden
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If the surgeon that took out your mole had half the skill in doctoring that you have in modeling, the excision would have been unnoticeable. And that's a fact.
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That flour sack can be quite a character. Good job
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Beauty, eh?!
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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
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I have to type this since I'm speechless!
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Very nice
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Man, that's the ugliest girl I've seen in a long while
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Golly gee gosh! Flattery will get you everywhere. Thank you Al
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Ok, accepting scripts for a new space saga as of now
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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
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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.
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Actually there is. I'm using the skin shader and SSS to get this result.
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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?
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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.
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TSM2
in TSM2 - Rig
Thank you Jason.
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Thank you Stian, the multiply in photoshop is what I missed.
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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
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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
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Hey, I just learned something new and it did not come from our new Animation Master master.
Nautilus animation short
in Work In Progress / Sweatbox
Posted
It just finished rendering. Now for the post work, music and sounds.