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Hash, Inc. - Animation:Master

higginsdj

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Everything posted by higginsdj

  1. Hi Wegg, I take it all the old accounts are gone! I tried to log in and it said no such user/Account. Cheers
  2. Well I kept working on the project but failed to take proper backups and lost it all this morning when A:M crashed on save Well I still had the original Hermione model and found I was able to repeat the last 5 days work in about 3 hours Now have lots of practise and experience with Decals and grooming hair. I've started rendering a 2048 x 1366 px version (multipass 9). Last render - 1 pass - took 5hr 10min on the Laptop. I've move the render to my PC (slower by 15%) so I don't expect a result until sometime Wednesday. Since it will be almost 8mb in size I'll have to cut it to disk and mail it to you. I'll also include the latest version of the project - with all files. There is no point rendering larger since the Decal does not have the required resolution. Heres the new model/image version. Still havin gproblems with the fringe! Cheers
  3. Thanks Martin, I'm still experimenting with the hair so if I get the hair right I will render it out for you - what size? (The posted image size took almost 4 hrs to render with Multipass 16 (4x4)) An older version of the model/render (full image - different, less detailed decal) has been entered already and I included the entire project file with the entry for James to add to the A:M Free models section. Cheers
  4. Thanks Guys, It's my Hermione model (see the related thread in the WIP section to see wireframes etc) Modelling isn't hard - it just takes some experience and patience. You'll be doing it sooner than you think. The eye is a cobination of geometry and decal. The UV Edit makes it easy to align the decal to the geometry (the decal is just a high res Poser 4 texture map I found via a google search). The eyebrows are just decal - no hair yet, same for the eyelashes - none there yet - I'll just use V11 Hair. Cheers
  5. "Making a short" CD - Now thats a CD I would buy Cheers
  6. Thanks John, My scalp is its own geometry (I haven't turned on collision yet) I found out about the loss of styling when I created the scalp/hair as a separate model just to see how things worked out. Not to worry - I need practise at styling hair. Once I get her hair done I will put a few in her eyebrows then here eye lashes... Cheers
  7. Hi all, Here's a face closeup with my model using v11 hair. Some of the hair is looking nice but I need to address some geometry penetration (through the forhead and through the hood). Can this be avoided automatically with Hair settings or do I have to handle it manually? Cheers
  8. Don't worry. Shaded mode provides a rough guide only to your model. The 'cracks' created by hooks will disappear when properly rendered. In any case the end looks fine - a moulded end style finish which is just fine for the type of model you are building. Cheers
  9. I can't tell you why they do that - just that they do...... and now you can see why it's a good idea to reduce the splinage In your case try to reduce splines before you try to 'tie' them off. Extrude the end spline and scale - unlink every second spline and create a hook. Now extrude again and unlink every second one and create a hook. You should now be able to flatten the end ring in the X axis and try to form a perfect circle and reduce the circle scale to 1% (ie very small). Assuming no CP's overhang or cross you should get a smooth end. Remember to taper off the position of each spline ring to get a nice transition from one to the next. Cheers
  10. Looks fine so far though you could have probably gotten away with at least 1 less longitudinal spline per ridge as per:
  11. I don't know about 'silly'. What a great concept/idea. Cheers
  12. Patason Brooks has a whole series of good rigging tutes particularly for the shoulders and hips: http://www.lowrestv.com/arm/search3.asp?bo...ateAdded%20desc Cheers
  13. Thats what your bias handles are for You can tweak each CP - but it would have been easier to do 1/2 a profile so you only had 2 to tweak and then lathe the glass.... Cheers
  14. Press A then click on the 1st CP you wish to join and then click on the other. Repeat this for each spline on the lip. I don't even know how to use Quotes let alone multiples Cheers
  15. From a pose perspective you might like to pull his front arm away from the body (ie think silouette) otherwise the front arm gets lost in the body! Cheers
  16. We all have to start somewhere - well done. Other than the fact that it looks like a frosted glass (or plastic glass) as covered int eh previous post, the only comment I have is that it doesn't appear to have any thickness at the lip. As an extra task, why not add a hollow to the base then add a decorative join of the stem to the base and give the base some thickness at its edge. If you are feeling really keen - attempt a complete table set of glasses - sherry, port, wine, champayne etc but keep them looking like they belong to the same set - add some drink tumblers as well. This would make a useful modle set! Cheers
  17. I'd move the 5 point patch above the cheek to avoid any problems with smiles etc (see http://www.hash.com/forums/index.php?showtopic=9976 embedded pictures not the links) If you look carefully (side views) you will see you have modeled the plain of the cheek incorrectly. Janes cheek starts to the right and goes out to the left puffing around the mouth. You have modelled the opposite. Another problem - common amoung many - is the fact that you haven't modeled the lob of the nostrel. Can you see the semi hemispherical shape in the real picture (side view)? You've modeled basically a straight line form the tip of the nose to the cheek. Problems aside - this is a good beginning. To get a better picture of the model don't be afraid to look at it from all angles including from the top and bottom and of course 3/4 views. Cheers
  18. Is there any way of posting an Image Contest Entry before the judging ends to get feedback on improving it? I am assuming that a general post will disqualify the image since it would link artist and image. Even a partial post of the image would probably do the same. I'm not happy with my characters eyes and need advice/guidance on improving them. Cheers
  19. Oooooh - Yes please - I'm interested in the free upgrade I assume the post providing assistance to other users can be to any other forum topic or do you want to limit it to just any topic in the New User forum? Cheers
  20. I don't think you have quite captured the extent of horror Ms Goodbody would probably be feeling with hair like that (if my wifes reactions are anything to go by) Cheers
  21. My only crit is that you appear to have applied a decal to the top only. The Bristle ends need another decal and I would also apply another mat to the brush side facing the viewer. These are, of course, small details and my not actually show up in the final logo - but you might want to enlrage it into a signpost one day! Cheers
  22. What version are you running? I know that there are some occassions in versions 11+ the 5 point patch tool doesn't light up. Try: 1. Close the model windows. Reopen one and then set to spline view (num 8) and group select the points. or 2. Select each point individually. or 3. Select the points in a different order or 4. Group select them in a different order (ie using the SHIFT key to add group selected splines) I have known soem 5 pointers that took several attempts at grouping them before the 5 point patch tool became active (I am assuming that they are all continuous splines running through each of the 5 points of course) Cheers
  23. You do not need to get rid of all 5 point patches. My Face models generally have 2 one each eye, one on each side of the nose and one or 2 around the ears. If you make them relatively small and even sided and place them where the skin is not likely to be folded then you shouldn't have any problems. The splineage looks OK to me but I would actually add some extras in the eyelids to give you more skin and the ability to pose folds. Cheers
  24. OK, 1. Eyes are too symetrical, try to shape them better. Very few people actually have truely almond shaped eyes. 2. You seem to have modelled the eyes as if the front of the face is square/flat and as such they do not conform to the roundness of the brow. 3. Try adding some extra splines to the eye lids and model folds into them (you will need the extra skin when it comes to closing the eyes. 4. Add an extra spline or 2 for the eyebrow. If you animate an upward stretch then you are going to deform the eye socket with just the single spline. 5. Add an extra spline around the base of the nostrils. This willl allow you to shape the flare of the nostrals (lokks a little flat to me) and once again will give you some skin to play with when animating the face. 6. You have too many vertical splines on the nose. They are useful for the nostrals but end them halfway up the nose unless your intention is to create poses for many creases between the eyes. Without actually seeing a photo of you it's impossible to judge other changes that may be purely aesthetic rather than add to the photorealistism of the model. Cheers
  25. Did you want it critiqued? It's a pretty good first attempt but you appear to have some splinage issues in the cheek, eyebrow and nose areas. Cheers
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