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Hash, Inc. - Animation:Master

agep

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Posts posted by agep

  1. Try adding and "euler" constraint on the main rod bone. If that doesn't work, try adding a target bone that the main rod bone is constraint to "aim roll at".
    "Euler Limit" did not work, but "Aim Roll At" did! :) Thanks Mark
  2. Hi guys!

    I have been doing some more work on Henry

    Mainly I have been rigging him, made som tracks and did some render/lighting test. I also added some smoke, but that is very basic. Need some tweaking. Since I am no rigger, this was a hard nut, but I think I made it:)

     

    Animation and Lightingtest:

    smoketest_000.mov

     

    Rigging Screenshot:

    rigging_000.jpg

     

     

    Rigging animation:

    rigging_000.mov

     

    *edit*

    I see that there is a bug with one of the bones. For some reason do flip 180 degrees on the Z axis. You can see the main rod pop

  3. Hello friends

     

    I felt like doing some experimenting the other day.

    I had a photo of New York taken from the Empire State building

    The photo is taken by a friend and colleague of me, Johanna Vaart

     

    So, I wanted to see if I was able to convert the photo to an anaglyph using A:M. First I used PFHoe, to "track" the photo, by doing so I got the camera position and angle, then I started to create simple proxymodels and placed them accordingly with the photo. When done I made a depthmap using fog. In PhotoShop I used the depthmap as a displacementmap to skew the red channel to the left and green and blue channel to the right. I also made a "tilt-shift miniature" version of the photo

     

    Grab your red-cyan glasses and take a look :) I have also uploaded the wireframe and depthmap

     

    Original Photo taken by Johanna Vaart:

    ny_original_agepbiz.JPG

     

    Wireframe:

    ny_wire_agepbiz.jpg

     

    Depth Map:

    ny_depth_agepbiz.jpg

     

    Anaglyph:

    ny_anaglyph_agepbiz.jpg

     

    Tilt-Shift Miniature:

    ny_tiltshift_agepbiz.jpg

     

     

    *edit*

    added a quick animation test:

    ny_animation_000.mp4

     

    Best regards

    Stian

  4. Thanks

     

    What is your setup with ground and background? I am trying to use a setting similar to this and I can not get it to work

     

    This is basic AO setup (Global Color)

    Ambiance Intensity - 120%

    Ambiance Occlusion - 100%

    I am also using the default ground and white color on the camera. No lights in the scene

  5. Yhanks guys!

     

    though the coal looks like it needs a bit of displacement.
    Yeah, you are right. I don't think I am going to use displacement map though, I might end up modeling them (probably use Newton to fill the upper part of the tender with some simple distorted spheres)

     

    Is there any larger plan here
    Not at the moment. Just making a few vehicles when find the time. I might also make some environments later
  6. Hi friends

     

    I have made one more character from Thomas and Friends.

    This one is James the Red Engine

     

    Turntable:

     

    Screenshot:

    james_turntable_154.jpg

     

     

     

    Wallpaper of all the characters so far:

    thomas_and_friends_1080.jpg

  7. Thank you guys!

     

    No environment maps, just four luminaries strategically placed around in the choreography (luminaries are just simple plains with HDR EXR's decaled to them to appear bright white for reflections). Soft reflections on the metal material. The background gradient is simply an gradient image set to front project target on the ground. Rendered using AO

     

    iphone_chor.jpg

  8. Hi guys

     

    I wanted to recreate the metal material seen on the official iPhone 4 illustrations. While testing, I decided to model the whole phone. I did not manage to get the materials 100% correct, but I am satisfied with the result. Let me know what you think.

     

    Best regards

    Stian

     

    iphone_000.jpg iphone_001.jpg

    iphone_002.jpg

  9. Holy Cow that's a lot of detail! That model looks like it's pushing over 100k patches. What are you modeling that with? My computer gets sluggish around 10k patches.
    The magic word is "Action Object". I used the Hull as a "Base Model". Then drag and drop the other parts onto the Action. You simply assemble many small models to become one big model. The cannons are one model, the lifeboats are one model and so on

     

    I am using the same technique on the Nidaros Cathedral model, which at the moment consists of 54 separate models with a total of 734,742 patches

  10. Thanks guys!

     

    I know that you are a stickler for modelled detail so could you possibly show a closeup of just one of the life boats? ;)

     

    I only have this render at the moment. Its a close up of the midsection of Tirpitz. Tirpitz is just slightly different than Bismarck

    tirpitz3.jpg

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