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Hash, Inc. - Animation:Master

pixelmech

*A:M User*
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Everything posted by pixelmech

  1. Didn't know there was a group! Maybe someday we can have a midwest function or something
  2. But...but..we want more pictures NOOOOWWWWW! Seriously, looking forward to seeing more. Edit: Hey - you are in Streamwood! I'm in West Dundee! Spent about a year in Schaumburg about a year or so ago as well. Wonder how many Chicagoland A:Mers are out there... Tom
  3. Jess, that is looking great. Brings back memories of when I first read that book, and how terrifying it was!
  4. I like it! I love the mouth, and the texture is awesome! He looks fearsome
  5. Thanks I want the car to have some curves to it. The scoop will have an opening that would work as ram air as well. I used to have a 77' vette, my favorite car - and I love the curves on the C3 vettes. (No longer have it thanks to the dot-bomb hehe) Tom
  6. Ahhh I see Rodger. I will definitely try to fix that thanks! Please don't be afraid to give me constructive criticism, I'll take it gladly. It's funny, when I was extruding the hood in front view, at one point I looked up and I was suddenly in birds eye - somehow I shifted it accidentally. So I think I will completely redo the hood to make sure it doesn't have any issues.
  7. I've already seen your cars Xtaz..nice! I see what you mean. I went back in and reduced it as much as I could without ruining lines or curves. Then I extruded the hood out using the spline from the edge of the fender, matching the splines on the front part as I went along so they all match. I think its better.... Have the rough form of the scoop. Needs a lot of work though, hood is not aligned up well either. Is the splineage an improvement?
  8. The spline count was something I struggled with. At first i felt I needed more to get the detail I need. Particularly at the edges of the wheelwell I actually added splines to get the corner right. However, I think you guys are right and I can get rid of some, so will try to do so. The hood has less splines than the fenders, and that actually made it hard to match up exactly too. I'm going to try and dup the fender and remove splines and see how it goes.
  9. And a rough hood. I tried the scoop, but too tired..maybe tomrrow!
  10. Hey vash, Good start, faces are tough. You need to work with SOME kind of rotoscope with a face, or its nigh impossible to get right. The face is very flat because of that. You also have a few spline junctions with 5 splines going through an intersection. I would go and rework those to start. But if I were you, I would go and do Colins face tutorial. Use his rotoscopes and it will teach you a lot. Just doing that you will find out how to minimize the creasing and so forth. There is a real process to doing a face you kind of have to follow to at least some extent. Hang in there tho - face is gotta be the toughest thing to do!
  11. Here's an update with the front grille and moulding. Definitely needs tweaking but close to what I was looking for. The grille seems a bit small. Obviously I'm just coloring groups right now, no real textures (not that I know how to make any anyway!) Next job is the hood, which should be interesting.
  12. Definitely more realistic than cartoony, but most likely there will be somewhat of a novelty feel to it. I don't have the skill to model something true to life just yet, anyway. But I want the pieces I make to be as near as "real" as possible. I think I know how to finish up the front end, and I hope to do that tonight and post an update. I know my top rotoscope for sure has that monster look to it, but it is unintentional. The scales are a bit off, but it was a quick one-off sketch. I have more of the idea in my head than on paper, and the roto is more of a guide. Thanks for the encouragement!
  13. Well, not noseplate - (it was late) basically the back of the grille. The part where the headlights and the grille would be set into. I think I know how I'll do it now after sleeping on it, then I'll post an update. I couldn't keep extruding the main part of the body into the grille back, since there were way too many points, and oddly spaced, to really form anything. jamagica - thanks! ChrisThom - Well...it needs some wheels first!
  14. Here's the drawings I'm using as scopes, only two I did.
  15. Well, I drew these two views of my own little musclecar on a whim and decided to model it just for fun. Holy cow has this been hard. I think I have about 6 hours into it already. Been having lots of trouble figuring out the noseplate behind the headlights, but I think I have if figured. I need to totally redo it from what you see below but the concept is working. Man, some of these realistic 3d models of cars I've seen, I don't know how they do it. It's tricky to get precise measurements too. Here it is so far.
  16. That was great What a great model you have there.
  17. Ill check the keys, but I did in fact do a LOT of scaling of the model in the chor - I could have happened then and I didn't notice it - I will be more careful about that in the future. Thanks for the tip.
  18. I believe the bones are at the correct angles, I checked them all. When I play with them in the action, they bend the right way....
  19. Wonderful work! I agree it is a bit warnerish which I like. Looking forward to seeing it.
  20. I'm in 11.1b - no smartskin. This is a TSM2 Rig
  21. Get's better each time, good work. Actually I think the green wall color lends to its perceived dirtiness in a way, since its that typical, roadside gas station bugly green -
  22. Yeah, if you look at my post, I noted that the fingers are all screwed up. I don't know what happened because they weren't like that in the action before I imported it into the Chor, I'm stumped on that one. If there is a problem out there right now, I seem to be experiencing it.
  23. Here's a new version after days of trying to work out rigging problems. I think I have most of them worked out, but unfortunately I still have the keyframe not pasting issue, which is really frustrating. Also, you'll notice the hands are *totally* screwed up. Why? NO Idea. They were just fine in the action. I built the chor, and lo and behold they were all messed up. I can't seem to figure out how to fix the slippage, can anyone advise? Larger version (1.82mb) at: http://www.pixelmech.com/rev/walk3-bigger.mov walk3.mov
  24. I think you're right Steve, they are a tad small. I'll fix that up. As soon as I get some modeling done on him I'll post it.
  25. I think you are correct. My guess is I will have to figure that out during the modeling process, I played with it a bit and just wasn't sure how it would go.
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