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

Iham Wrong

*A:M User*
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    Everything is interesting, but being a genetically inferior redneck from the South imposes limits.
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    #1 Windows 2000 Pro Intel P4 2.8gHz - Abit Ic7G-MB 1G- DDR ATI-9800Pro 128m #2 Window 2000 Pro Intel P4 1.8gHz - SoyoP4I-MB 1.5G-RAM ATI-9800PRO 128m #3 Windows XP-Pro AMD XP2400 -ASUS 8KhA+MB 1.0 G-RAM Nvidia 4600 128m

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    Frank Hulsey
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    Grand Prairie,Texas

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  1. I guess that would be an Eyeped (I-ped). So, what is your plan for this alien? Suppose he would make a good spy. The "Eye-Spy".
  2. Hey! That has a lot of really nice elements in it. Are you going to keep refining it into a really slick piece?
  3. Here's the link to the ball project. http://www.hash.com/forums/index.php?showtopic=5959&st=0 http://www.hash.com/forums/index.php?showtopic=7303 P.S. The lightening looks good. I like it.
  4. Hey, that's really good considering how quickly you made it. currently, it looks like one of the cars that completed the race. There are a few places that need to be corrected. Mainly the splines that auto- connected around the wheel wells. Something else, you can break the car down in sections just like a real car. It does make it easier to model and control the surface smoothness on areas where the curves turn sharply.
  5. Hehe! Nasty. Very nice style and motion.
  6. Oh yeah! That works nicely. Give yourself a big pat on the back.
  7. Very nice. Hmm.. how do you sneeze effectively without a diaphram or lungs?
  8. <Grins> Hey John, I was playing around with the cloud settings last night and I can tell there needs to be more than one action to compensate for distance from camera. I'm thinking here that an expression to control the jitter effect should be determined by measuring that distance and compensate the blur effect automatically. Sounds easy enough, just need to learn how to use the expression system. The airbase/city is great. I bet it's going to be spectacular when it's colored in edge shaders. Hmm.. need some angle caps and devil caps now.
  9. What if you made the cloud blobs jitter on the action/multipass settings like you do your lights? Would't that leave a soft fluffy looking artifact? Perhaps a mess, I don't know. Just tossing ideas.
  10. What about setting the decal tab to display as a rotoscope? I've used the option with limited success. It's main drawback is that you can still accidently select the image and move it around. So care must be taken to aim and hit the cp when manipulating them. That's about as interactive
  11. Wow! That's some good looking critters!
  12. <chuckles> Dem be Orcs! Better & better.
  13. Can you hear the applause from the distant crowds?
  14. I love the cast shadow on the tree trunk. It could be the texturing, but the shadow has that feeling of rightness to it.
  15. That's pretty dang impressive. To me, the veritcal streaks look like they fit in perfectly. P.S. I sure wouldn't want to be the cameraman on that shot.
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