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

higginsdj

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Everything posted by higginsdj

  1. Very nice modelling spiderman (well it does look like a spiderman facepainting session gone bad ) The only thing that caught my eye was that the fold imediately below the lower lip was a little pronounced - too sharp - too much shadow. I think it needs to be softened a little. I like to model with the eyes open simply to capture the foldes in the eyelids (to ensure I have enough splines for them). But as long as one takes care and plans for the splineage required it really makes not difference (except that in your pose sliders you will have to fold the eyelids - I always find it easier to unfold things than fold them up) Cheers
  2. Quite a good head model. The only thing I am picking up on is the ear and jaw hinge seem to be a little too far to the back of the head. Cheers
  3. Hi Mark, Hope you don't mind but I've not tried modelling a 'character' model before so I thought I would give it a go as a quick exercise. Here's my attempt. It's a little heavier spline wise than I would usually do (I've been studying Anzovins how to model a head CD) Cheek still needs a little work - but you know how you want him to look. Project file is attached (hopefully) for your use if you wish. Cheers
  4. I like the goblin but I would give him/her a tad more upper lip if he/she is going to do any speaking. Cheers
  5. Yes - granted you are new - a head bob doesn't show us much about the character though (unless you're trying to build and animate one of those bobbing toy things )! The important thing is to have fun with him and really - who cares what others think - he's your character! (Your project is missing the model and material by the way - you'll need top embed them again) Cheers
  6. Its a character model. If we don't know what he will be used for, what he/she is expected to do - what can we say? We have nothing to compare it against! Did you want us to comment on how he was made - supply some wireframes. Do you want us to comment on how well his is rigged - we can't see. Do you want us to comment on how well you can animate him - then show us. I could say - he has no face, he has no hands and his feet are poking out in the wrong direction - but that could be your intention! As shortdog said "Cute little char you got there! His skin looks almost like a potato. In a good way." What more can we say at this point! Cheers
  7. Pixar, Not a bad effort but you need to be careful with your stretch and sqaush. ie the squash on the first bounce is less pronounced than the second bounce. The overall timing is OK but why is the ball deflated at the end. If this was the balls natural state it wouldn't have bounced! As Steve said - your best bet is to post in the Bootcamp forums. They are set up permanently so you can learn at your own pace. Cheers
  8. Step 1 Step 2 Step 3 - Break Splines and remove Step 4 - Extreude - Extrude and pull Shaded Version Cheers
  9. Another Application may be the best way for YOU to model a head - that doesn't mean that its THE best way. Lesson 1 - Never blame your tools for lack of experience/skills. Max has smoothing tools - AM doesn't (aside from porcelain). There are great many users of AM who can make smooth Organic objects (including heads) without the need to resort to 'other apps'. Cheers
  10. Yes - the colouring is nice but it looks like a flat gouache painting - particularly around the head. There's a distinct lack of shadow and sheen to the coat. Not sure how to fix that but it could very well be just the lighting! Cheers
  11. Well it looks like Keekat fits in the scene (except of the lack of shadow). Not sure what level of skills you have but I think the aniamtion of th ehand is a little slow. Rather than having keekat just appear - have him flash in from one side (big jump or fast run with appropriate follow through) have him a little furhter forward in the scene, have him glance back at what was going on, perhaps animate some embarrassment in his cheeks (expression and colour) then go with the voice/dialogue. Just some thoughts... Cheers
  12. Or a decal on the surface - Yes - in decal you have to choose 'Other' in type. - there is a tute on Colin Freemans site I believe (and I think Yves Poissant may have one to). Australian Sheperd - never heard of it. Looks like a Border Collie cross something but the grey hair colour is throwing me off. But - the model looks very good. Different angles and a wireframe view would be most helpful. Cheers
  13. David - that looks great. Nice and clean with lovely weight, anticipation and followthrough. Just some personal observations though. 1. On entry I get the feeling he is running from something (or bing chased) and he is puffed out. Not sure why you have him banging his head. 2. You tell the story very well from there on but I am a little confused where his attention actually is. At some points it is definitely off stage left and at other points I feel he is looking at me - the viewer - but other times I'm just not real sure. 3. Did you consider having the flower bend into this nose when he took the real deep sniff? Cheers
  14. Looks OK - some different views and a wireframe wouldn't go astray. Ears may need some work though - the lobes don't quite look right. Cheers
  15. Ahhh - another senior moment - they were both Poms Cheers
  16. Looks great. Now all you need to do is build some other other models and animate them to the War of the Worlds Sound track (the Richard Harris/David Essex version of course). Hmmmm this actually sounds like an interesting idea! Cheers
  17. You could afford to lose 2/3s of all those splines. Cheers
  18. Hey Ed, I can't wait to see it (and your character of course ) in action. Cheers
  19. Ahhhh - thats the trick isn't it Your not just creating models you're creating a scene. What makes it all fit together in the movie? Maybe you'll need to change your point of view. What actual relationship is there between the 3 components and how are you going to show this relationship int he image? Cheers
  20. Its a skylight rig. 1. Yves Poissant has a tute on his site along with the model, lights and actions required to put one together (http://www.ypoart.com/tutorials/skylights-intro.htm). 2. There is also a Skydome rig that you can add c/- John Henderson at http://www.artboxanimation.com/ and 3. Then there is the online skylight rig builder by Jeff Lee at http://www.shipbrook.com/jeff/animas/skylight/ Cheers
  21. Looks interesting, models appear to be well made but I see no 'connection' between the 3 model groups - ie there is nothing unifying them. In fact the big model 'thing' looks like a closeup of somthing rather than a big something within the scene. Cheers
  22. Nice model - all you need is an actual skydome to get some decent reflections Why a 136 light rig? I always use Yves 25 light rig and multipass. Cheers
  23. Very nice character model. The only thing I don't like is the crease on the chin (even though you have modelled it on purpose) but thats a character design thing so its just personal choice. Cheers
  24. Hi Pixar, If you haven't been there wander over to the Student forum - bootcamp 1. Download some of the exercises and read the comments - its a learning experience. You have the bounce motion down OK - now you just need to apply a litle squash and stretch. Cheers
  25. Unfortunetly thats one of those models that hasn't survived the changes in Animation Master over the years. Particularly in the Weaver material that was used on the grip. Its kind of one of those things where. . . "If I get time" I'll fix it and upload it. Just the textures - The models should still work - right? Cheers
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