sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

agep

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Everything posted by agep

  1. Thanks Eric. The wireframe you uploaded is more than enough. Very nice and clean wire. The brass render is awesome! If you plan on making a real version of it, please make an thread about it. It would be fun to watch the process
  2. Very nice work Eric, great details. And now for the inevitable question. Can you please show us the wireframe? I am curious of how you solved some of the details
  3. agep

    Nidaros Cathedral

    I dont know what the roof is made of unfortunately It sure would been an interesting experiment, but I dont think it will save enough rendertime to be worth it. I did som cool test that I never uploaded earlier in this project where I rendered out one depthmap of the westfront and used it as an displacementmap on a single path. Looked kind of cool. I might do one more test, when the westfront is complete. What I really is wondering about is if there is some kind of CNC machines out there that uses greyscale images to create reliefs? I know many of those machines take .STL files though
  4. agep

    Nidaros Cathedral

    Just an minor update today. Added most of the details to the side wall. Missing a door though Here is an render where I have added a simple proxy model for the rest of the cathedral, just to give a sense of shape
  5. As always, your stuff makes me happy. Just wonderful to look at. One funny thing I noticed is that the shape of your building is very similar to the east end of Nidaros Cathedral, all the basic shapes are there, funny Take a look at the attached photo:
  6. agep

    Nidaros Cathedral

    Thanks:) Decal? No, no. No cheating! Haha. Though, they are not individually modeled. One column is one model I'm using action objects, love action objects, just drag and drop onto the base model in the chor. There is 18 models so far. Working on a 400K model as one, would be impossible, I already have a hard time move around in the chor.
  7. agep

    Nidaros Cathedral

    Thank you guys! Your support means very much to me! Here is yet another update. At this point the patch count is at 401,693
  8. Yeah! Your trees has always been impressive
  9. Haha! No, its £49. But its worth the cost, which I think is very cheap. Its an easy to use 3D tracker with export to A:M and several other apps. Yeah, I've noticed. I think it is a hook causing the crease
  10. I used PFHoe for the tracking
  11. Very nice improvement! Currently the skirt looks to be way to flat, I think it should curve inward at the bottom
  12. Thanks for the comments That would be a funny addition
  13. agep

    Nidaros Cathedral

    Sorry for not replying to your posts until now rusty and nino. Thank you This project is far from dead:) It has just been paused while waiting for some new drawings of the cathedral. I finally got them, and this project is back on track. Here is an update, not a big one though. So far I've blocked out parts of the nave, just begun adding details
  14. You are absolutely right Yves. I did struggle with the composition. I wasn't sure whether the road was one or two lane, based on the road in the background, the size of the gravel on the edge of the road and the tree, I figured it had to be single lane side road. The point about the horizon line is at eye level I've haven't thought of before, good point. Thanks
  15. Ten minutes of work and I already have a sense of the shape I have attached the project. This was quick and dirty (I'm at work), and I therefore didnt to much effort into it where I put the cp's. Load the project and rotate around in the modellingwindow to see what I mean about the sense of the shape ford_gt40.zip
  16. Nice start. Here is something I sometimes do when working with a shape like the GT40. Try to draw as many lines viewable from two or more bleprints. Take the wheelwell as an example. From the sideview its straight forward. Draw the spline but once you look at the frontview you see that it curves inward very much, try to match that as best as you can. move the spline inwards to matc the front blueprint Do as many of these as possible (outline of the headlights, windows, outline of the rear, the groove on the hood and so on), then you can start bridging the parts. Hope this helps Best regards Stian
  17. Ok, so I had to play with some animation of the hand. Yeah I know the animation is bad, but I'm not done yet, more tweaking to come. I'm trying to achieve the sense of a nervous/edgy hand. I will work some more on the animation when I find some time. I also might try to add some fluids later hand.mov screencapture of the testanimation:
  18. Thank you for the comments! I agree about the dirt, but since that was not a part of the request from the client, I didn't put much effort into it. Basically just threw some simple materials on it. I might revisit the model later, but not right now, just got my hands on some new drawings of the cathedral, and is therefore back on track on that project The backdrop is an HDRI from Dosch Design, only the truck is 3D:
  19. Hi guys I just want to show a small client project I have been working on. I have not put much work into the texturing and shading since it was not necessary. The model might not be proportionally correct since I only had photos to work with. Let me know what you think Best regards Stian
  20. Thank you for your comments guys. I have been wanting to do a few test tracking some video and add the hand, but I haven't had time lately. too many projects going on at the moment. However, I tried to animate the hand, darn, animating is hard! Respect to all the animators out there:) Hopefully I find some time soon to show some animation Yeah, about that, since I basically know nothing about rigging, I find it very hard to model for rigging. The solution for those joints may be bad, I don't know, but it is to late to change it now
  21. Very nice! How will the teddy look if you use DOF now?
  22. Starting to look very good. What does the "Brightness" attribute do? Have you tried to lower the "Specular Size"?
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