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!
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

higginsdj

Film
  • Posts

    3,693
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by higginsdj

  1. Very cool. I assume that I can set it so the 'particles' can drop rather than blow away - nice after effect to a disrupter weapon perhaps Cheers
  2. Absolutely brilliant. They look like they would fit perfectly into any Aardman classic. Wallace would love riding thet cycle and avoiding that cow on one of his adventures Cheers
  3. My take on business cards is this: 1. I want them to see my name - first and foremost so it needs to stand out. 2. I want them to know who I am/what I do (without the need to 'look me up') 3. Provide a single, no failure, fast contact on the front of the card. You can put a lot more detail on the back of the card..... Cheers
  4. Thanks all. Well my image is completed and submitted. You'll now have to wait for the image contest vote Hope everyone else has their entries well on the way. Cheers
  5. I like Revision 1 - more pleasing to the eye. Try filling in the border around the address text. Cheers
  6. It doesn't say what you do. You might be a photo studio, a sound studio or a portrait artist! Aside from that I like the graphic design. I'd move the text boxes up a tad (in the centred position they look below centre - just an optical illusion thing - think matt border around a watercolour). Have you experimented with the address box being black on white (ie in contrast to your name box)? Cheers
  7. I know how you feel. There's been a lot of these loses lately (comparitively speaking)! Hopefully something hasn't snuck into the latest v11 release! Cheers
  8. LOL, These guys want you to know that they are comming I used various sources. I have my own collection of Warhammer minatures, plus all the books and manuals, White Dwarf Magazine etc etc etc. I also studied Blurs 'Dawn of War' to see what changes they made that would make animating these characters a little easier. All the models are basically the same. Some detail is different (ie the repair patch on the Seargents shoulder armour and the power claw are not present on the troopers and, of course, the seargent carries the squads banner.) I've now got all the models textured, decalled and posed. All I need to do now is add some minor detail like grenades etc. and my scene/image is complete (and it only takes 50 minutes to render at 800x600 with a huge number of DT's, 3 characters, terrain, rocks, pebbles, grass and 25 lights). AM is just amazing Cheers
  9. Looks like a good start. Nice shapes/design but you need to make the engines look like they are engines. The material doesn't really work well IMO as it makes the craft look like its construced from concrete. Cheers
  10. Well here is a sneek preview of my Contest Entry. This is one of the background Space Marines lifted from one of my composite layers. (Note that he doesn't look this bright in the final version.) Cheers
  11. Not sure if this Darktree material can help you? Cheers
  12. Thanks guys, After a couple of years experience in AM (and nothing else), modelling, to me, is the easy part. Rigging, texturing and composition are the hard bits. Right now I think I have the final image blocked out (everything completed except for posing the characters) This time round, rather than completing the image in a single render, I have rendered 7 separate layers and composited them (4 layers were constructed in Photoshop - simple render > clouds layers) and I have applied various levels of bluring to the background layers to give me some depth of field (much easier to do it this way than spending the time experimenting in AM) Cheers
  13. Which 'eagle' are you referring to? The icon on his chest armour is not an eagle. The Banner head is an eagle (see image below) build via the font wizard and reshaped in the Z axis Raw, there are some creasing issues but these are not visible once the material has been put on it. Cheers
  14. Well you'll be happy to note that when I have finished the models for the Image (and possibly animation) contests for Hash I'll be posting them as freebies for all members. Cheers
  15. Time is more precious to some than others! Cheers
  16. Mr MM, Religion and Politics are discussions that ARE to be avoided. There are other forums perhaps more suited to such discussion. It is all well and good you wanting to discuss these issues in relation ot a possible animated work by you using God as the subject but any discussion related to the philosophy or belief is taboo. Why? you may ask - wars have started and been fought over the topics. Individual beliefs in them are varied and generally unwavering such that 'discussion' on the matter generally stirs malcontent. Pushing the forum in that direction serves little use unless of course you gain some perverse pleasure out of the fire you appear to wish to fan! I believe most people here would welcome any animation you wish to present on the subject and even assist in critiquing technique but it is not the forum to discuss *why* you do it/did it your way. Thats the prelude of the film critic Note that this forum did trial a Rants and Raves forum to allow various discussion (most of which was related to discussion of God and Religion) It was soon disbanded as it started to degenerate. Any 'discussion' on the topic of God is POINTLESS (ie I tell you what I believe, you tell me what you believe - we don't agree with each other - so what was the point?) PS - And one last thing - please watch the use of your (not just Mr MM- but everyone) language on this forum. We don't want things to spiral into some foul language slinging match! Cheers
  17. Well I've just finished off the standard Space Marine model (with helmet and 2 normal arms) and just rendered it in my blocking scene for the Image contest and I blew myself away. Only my animation mentor has seen it (but I haven't had a reply from him yet - maybe he fainted ) I just wish I could show you guys what I have so far - but it's so close to the finished product you'll just have to wait for the image contest I appologise ahead of time to my fellow compeditors. Your going to have to put in the extra mile for this comp if you want to win But then again - I'm biased Cheers
  18. And why do you think I am putting so much effort/detail into my model? Your dragon is one very good model. I tried my hand at modelling a dragon a couple of years ago but it just didn't look right. Cheers
  19. Chris, Thats looking quite reasonable. Some issues on the upper lip area - a wireframe would help the critiquing process. Cheers
  20. So you like your custard cold I prefer mine hot and just starting to skin. You'll have to wait for the Image contest results to see the colour version of this guy (If I ever get the rig finished - assigning 13000 patches to bones is a real pain) Cheers
  21. No, he's based on the Games Workshops Warhammer 40K Space Marine models (with some variations gleamed from Blurs game cinematic for 'Dawn of War') I'm going for a 'Toy Soldier' look rather than photorealism. Cheers
  22. The eagles not missing any patches Ken - that's just the style of the motif (used Font wizard and that nice Dingbats link provided on one of the other topics) My real concern is the front on view and the leg joins at the pelvis. I know I will have to cater for considerable leg bending but am trying to model to avoid a situation where I get interpenitration of the armour - it may be unvoidable else he may start looking 'odd'. Any ideas on ways around this would be great. The only idea I have is to create a pose slider that will allow me to shrink the length of the front of his thigh armour as his legs bend! Cheers
  23. Here's my latest model. 13,000 patches, no materials, decals etc. (350kb .mov file) Mod Edit: This may be the file at the broken link: SMarine.zip Any comments most welcome. Cheers
  24. No - the eagle heads are geometry (font wizard). Yes one is facing the wrong way - I'll flip the one on the non ejection port side to face forward - good pickup The basic design is modelled from the Warhammer Wargear book picture. I'll adjust it's size once I rig it with the marines holding it. In all likelihood I may just slide the pistol grip back. The Boltgun is a bulky/stubby weapon considering it is just a sort of missile launcher and needs to be capable of taking small weapon and hand weapon hits (ie used as a shield from Axe or Sword strikes) and still be operational. The 'black' barrel is gun metal - ie not a painted surface - heat and oil mean it won't rust. When you say colours are inconsitant is it my use of green, yellow, red and black? The red bits are the weapon safeties. I could make hem the gunmetal colour (I'm not very good with colour). My Marines armour is red with yellow trim. I did originally colour the gun red but it just looked 'too much' when added to the Marines. Colour ideas most welcome here. The rust is just a standard DT material - there are two varieties used - Rusty Paint (Tweaked) and Rusty Steel (as is). For the barrel I used a tweaked version of Brushed Aluminium. Cheers
  25. Well you won't see the space marines till the Image contest but here is his primary weapon - the Boltgun (modified - somewhere between Blur's version and the actual models version) No decals yet - it's all geometry with working magazine and projectiles (ie the projectile and casings are separate geometry) and the casings fly out the ejection port (once I build the appropriate actions) Any comments, ideas for improvement most welcome. Patch count for the gun is 6,380. My marines are 12,000 each - so far (and the gun is a separate model) Wireframe view: Cheers
×
×
  • Create New...