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Posts posted by jon
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that helped a great deal... thanks!
a little less v12 noob now... ' ' )
-jon
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whatever the source, the model will need some serious work before it will perform well in a:m.
this isn't a limitation of the program, it's like you're bringing your favorite kenny g mp3s to our rave.
might be good music, but it just won't fly here.
-jon
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i want to scale a bone precisely (not using the mouse) and also scale related cps and child bones.
i expect to do this in the transform/translate area of the property window, but the entire transform section is grayed out, and i can't change the values.
what's going on?
- did this method go away sometime since version 8...
- am i not seeing the new way to do this...
- or am i experiencing some kind of bug caused by my version 8 model.
answers to anticipated questions:
- tried in versions 12v+ and 12w
- the model has been imported a few times
- scaling by mouse does work, but i want precision
- she's naked now, but clothes are next
thanks!
-jon
everything old is new again, except me.
- did this method go away sometime since version 8...
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whatever his workflow, the four-triangle-square method of construction tells me that this was imported from the original game model after folks started asking for the wireframe.
with a little practice, i'm sure case could create a much better version, but importing a poly model isn't going to do a thing to build mad splinin' skills.
-jon
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you've discovered the secret to animation: master modeling: triangles!
dood, it's a poly port and u r l4m3.
use the program and your imagination, and create real art.
-jon
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you've done a great mod job here! of course, i have a few suggestions... ' ' )
1) the blue is too dark for my taste. i'd lighten it up a bit, and prolly desaturate it some as well. the model screams "photoreal", but the blue just takes me out of the illusion.
2) you've narrowed the head, but i don't see a corresponding change is supe's neck. his head looks squarish overall -- much more like captain marvel -- which adds to my overall impression that his head is just sitting on his shoulders.
gripes aside, this fellow is a great amalgam of the impossibly proportioned animated versions of the big blue banana and his movie counterparts.
-jon
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so, after two weeks... is it time to call crap yet?
-jon
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i'm not certain of the ultimate value of all these derivative works, but if the super hero bug ever bit me, i'd prolly create rorschach or maybe even sedusa were i feeling villainous.
as for supergirl here... it's a great start!
my only nags: her legs seem unusually long in proportion to the rest of her body, and i sure hope she has some red undies to go with that miniskirt!
keep on splinin'!
-jon
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congrats! you know what they say after all..
the devil's in the details! ' ' )
-jon
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aside from all of the unnatural attention to his butt, i would mass him up a bit.
he also looks a little swaybacked... that is, the equine spine bows down in the middle.
it all really depends on how realistic you want the model to be, and ultimately... whatever looks good to you.
-jon
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very iconic!
i'd prefer button eyes to the decals, but a tail seems like a requirement!
still, too cute for words...
... except for those, i guess '' )
-jon
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i'm not happy that his front legs aren't in line vertically with his torso... he looks like he's leaning forward.
it is, however a great model!
here's my take on a centaur from loooong ago, but when etri gets updated, she'll have a larger, bulkier equine half: http://www.hash.com/imagecontest/August00g...y/jondarkly.jpg
-jon
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colin's trick is to point his avatar to a wrapper swf, that calls another animation at random.
he's previously threatened to stream huge cinematic epics, but hasn't yet. ' ' )
-jon
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Norfolk seems to be the location.Where is it at again?-jon
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With those greying temples, Jim's looks more like Superman's dad!
jeesh.... everyone knows superman's dad is marlon brando.
heres more info on the great series 'kingdom come'.
-jon
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i have to congratulate you on the tremendous progress you've made in animation:master!
just last week you were importing polygon models, and now here you are creating a complex character in a:m overnight that looks nearly identical to a professional game character!
i can hardly wait to see your splinemanship!
-jon
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i agree with the unibody advice from kricket: her arms and neck need to be attached to her body. this will help give her real shoulders.
from the front view, her legs are very tubular, while her torso is curvey... they don't seem to go together. this isn't a problem from the side view.
great model overall!
-jon
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those are some great looking jeans!
-jon
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speaking of breasts, i just realized that spherical is a good shape here, what with her bodice and all.
please demote me to the viscount of stylized breasts.
-jon
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ew... "contest" is a dirty word.
noah is the undisputed king of photoreal breasts.
i will humbly accept the title of baron of stylized breasts.
huzzah!
-jon
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actually, i could write chapters on her breasts alone! ' ' )
...but, 'brevity is the soul of wit' and all.
-jon
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boobs: a little high, a little spherical
textures: a little oversaturated
g-string: a little 90's.. (loincloth would be better)
ears: a little small?
concept: great!
-jon
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dood,
no matter what you model, the peanut gallery is gonna say 'my pet iguana did that last week' or 'why is there an eyeball in her bellybutton' or whatever.
just pick something and model the hell out of it!
peace
-jon
you wanna trip, i'll bring it to yah!
sophie
in Work In Progress / Sweatbox
Posted
as promised in a recent rant, here's sophie, in version 12 format.
if you have any trouble figuring out my simple rig, feel free to gripe. ' ' )
-jon
Sophie_v12.zip