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Everything posted by agep
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Thanks. btw, I uploaded the image to cgtalk: http://forums.cgsociety.org/showthread.php...839#post2564839
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Have sent you a mail The wire to final is done in pinnacle studio. About the arms, good question, but I might not have a good answer for that I don't have to much experience in rigging, but I found that method working best (for me that is), I somehow feel like I get an better overview with nulls. btw I've added an image that shows the armrig
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Thanks. Yes, its a floppydisc, that was some last minute added "accessories" You can inspect the models a bit better on this image LINK
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Here is the final version of the toycar. I did try to move the plasticbase, but it didn't look as good as I hoped, so I moved it back again. Rendertime: 40hr A big thanks to Yves for all the great input and suggestion. I agree with Dimos. Yves have helped me a lot, not just on this project, and he have given me many big aha-experiences on many things, like beveling and skyrig. Thanks Yves
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Thanks Mike 1. Are u sure? I know that they aren't adjusted and syncronised to the ground. 2. It gave me a bit better overview, personal opinion
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Thanks for the comments. I'm glad that you like the animation, cuz animating is not my strongest side Using him in a story might happen, but for the moment I don't have any story for him
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And here is a clip showing how the rig is working. The belts (not showed on the clip) are are individually controlled by one pose slider each. rig.mov
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And here is an animationtest using the image contest environment Johnny6PAL_test_Custom.mov
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Hello everyone. For the moment Im working on this robot. It's supposed to be an very absent-minded and dumb robot (not evil but just non intelligent). This is also my first serious atempt on doing an rig on a character. I'll in a second upload a few animation tests I have rendered. Comments are welcome First is an 360' of the robot (with an little animation) Johnny6rotatesmall.mov
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Its uploaded (I think this is the t-rex you're asking for, have not tested it). Let me know when its downloaded so I can remove it. *edit* removed
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Nice start on your model I downloaded the trex a while back, so I do have it on my computer, but it is very big (18MB). I could if you want it upload it to my website for a sec for you to download, or I could split it in two and send it on e-mail (max 10mb attachment on the gmail )
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Thanks for the tips Yves, and all the time and effort you have been using on this project of mine. I'll take a look at it when I get home from work. *edit* thanks for the links Thanks Fab. It's you who inspired me you know:-)
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Latest render. Getting closer? I did increase the bumps on the plastic and the reflectivity, but I'll need to increase it even more. Also changed the spec on the boxes and the cars. reduced saturation and contrast on the floor. I'm getting blind on this project so please tell if there is something to adjust. Regards Stian
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Is it a flipped normals issue? just guessing
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Weird. Does it end up like this in a final render also? Are u sure the aren't any duble patches in that area? since it looks like just the center of the patch is missing the decal
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Thanks for the comment I see your point, thanks. Have done an new arrangement, better?. Also added softness on the reflections, and I think it looks overall better except for the plastic on the boxes (feel like I lost some of the roughness, guess I'll need to tweak the cp's more). Any comments or tips? still get the light on the folds though.... Regards Stian
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Okey. Here is the last render. How is the saturate now, still to high or to low? Did not get rid of the light/glow in the folds, also got this irritating glow under the short side of the complete box How about the shadows? Yet to do: close the chassis of the car.
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Thank you very much Yves for the valuable information, and to all the others that have commentet this project so far. I'm doing a new testrender with lowered saturate on the floor (but I think I need to lower it even more), and I have increased the bump on the floor (there is actually an bump on it ) I did try to thicken the walls on the box, but not much, since the box is actually VERY thin. I also did a bevel on the folds instead of peaked, but even though I cant seem to get rid of the funny light on the folds.... Also darkened the shadows. Right now I'm at work and I'll upload the test when I get home. I didn't have much time to work on it last nigth, hope to do more to day after work. Regards Stian
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Tell me how, and I will do
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Thanks I totally agree with you, but I just throw into the toycar radiosity room, to test it. What I do want to test it on is some kind of an slate/rock texture, but I didn't find any. btw what are those textures? some kind of industrial floor?
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Thanks. By the way: Here is an updated render of it: extra chainlink added. radioisityrender (just an quick test with the toycar settings).
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Thanks for the comments friends Good idea, any color in mind? It is some modelled bumps on the plastic, and a tiny bit of reflections that reflects the wall textures Of course Martin I have noticed them, but I have no clue why. Guess I need to ask Ypossiant To dark maybe?
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First of all I must admit that this render is inspired by Fabrice and his keychain. But I hope that you don't consider this as an rip off (even though I used an wooden floor texture). I have been trying to understand radiosity, and its hard but interesting. MUCH to learn yet I went to an store and bought an 5$ toy car and scanned the box, then I created the box in A:M and used the scanned image as an decal. Then I rigged the box to make it foldable. Hope you like it btw: render size: 1280x1024 render time: *coughing*36hr*coughing* Regards Stian Ervik Wahlvåg Image has been updated to final version
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If so, I join the club:-) After I discovered the bevel method I kind of bevel everything Ahhhh, I just cant stop beveling!
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I know The ugly patch is also on the bottom of it