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. Thank you guys. Here is yet another rendertest
  2. I tried to adjust the thumb as suggested. I've also started the riggingprocess. Not done yet, learning about cp weighting (jupp, never used cp weighting before ). Attached are a few more renders, with two of them in a test pose
  3. Thanks The cathedral project is far from dead, I'm just waiting for some drawings of it, since I currently just have drawing/blueprint of the westfront. I'm going to a meeting with the people that is responsible for the renovation of the cathedral, they will provide me with more drawing
  4. Hi guys. Here is a small project I am working on inbetween other projects. I used my own hand as referance as I thought that coud be quite handy (bad pun intended). I might try to rig it with 'Steve's Hand Gizmo', but since I'm very bad at rigging, I'm not sure I'll be able to do so. Anyway, let me know what you think Best regards Stian
  5. agep

    Nidaros Cathedral

    Thank you guys:)
  6. Really nice work as always Eric!
  7. First, makes sure that your ground plane don't have any Ambiance Intensity set to it (some of the Primitives from the Library use to have 20% set to them). Other than that I usually Increase or Decrease the Ambiance Intensity within the Choreography options to make the Environment sphere and Ground plane match
  8. Not sure if it helps, but select your Ground plane, within Options set 'Cast Reflection' to OFF, let the sphere cast the reflections of the ground
  9. agep

    Nidaros Cathedral

    Its just a challenge for myself. The more detailed the project is, the more I want to do it. Nidaros Cathedral is a project I have always wanted to do, and since I live not so far from it, its easy to study it and take reference photos of it. Here is a new update:
  10. Haha! That is one hilarious character! Love him
  11. agep

    Nidaros Cathedral

    Thanks Here is an small update before I go to bed. The towers are more or less done
  12. Cool! I'm looking forward to the thread
  13. Cool style on both of your projects, but I especially like the second one. Keep it up!
  14. agep

    Nidaros Cathedral

    Thanks! I'm most likely to use materials, probably containing large tileable images It has been a busy week, and I haven't had much time to work on this, however, I managed to find some time to do some more splining on the towers
  15. agep

    Nidaros Cathedral

    At this point there is 140000 patches in the model, and the model is broken up into 9 parts and assembled into an action as you suspected Looks can deceive? Considering the patchcount, I would guess that many unnecessary patches could probably be deleted I usually just draw the spline (path) trying to match the blueprint, then tweaking the bias Here is a new update, I have started working on the towers
  16. agep

    Nidaros Cathedral

    Thank you guys! Not really I'm afraid. The modelling itself isn't that complicated. it is having good referance images and or blueprints and time which is the keys in a project like this And I have a very understanding and patient girlfriend;) You are very close. Sweeper and Duplicator. I drew the pattern with a spline, then swept a shape along it. I worked some more on the cathedral yesterday, let me know what you think
  17. Cool model. His eyes is from Harold
  18. I wish you the best of luck my friend!
  19. I'm using Ambiance Occlusion. To get an pure AO render, delete all lights in the choreography. On your Choreography properties you have something called "Global Ambiance Type", set that to Global Color. Within Global Color set Intensity and Occlusion to 100%. In Render to File Settings (Advanced) you have to set Ambiance Occlusion to ON. Within that setting you have Occlucion Sampling which defines the quality of the render. 10% is grainy while 100% is clean. However, higher the samplig, higher the rendertime. 40% is a nice setting
  20. Very nice job on the texturing of the building
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