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Hash, Inc. - Animation:Master

Dhar

*A:M User*
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Everything posted by Dhar

  1. Done the body - got rid of the smile (most of it anyway). Getting ready to attach the head to the body. Your critiques/corrections please. Edit: Head attached to body
  2. Mmmm... delish I have a jackhammer?
  3. I have both of those CD's and I highly recommend both. You may find some useful links here as well http://www.lowrestv.com/arm/search3.asp?bo...ateAdded%20desc
  4. This has fun written all over it Oh ye master model tinkerer.
  5. Correct. A:M is totally spline and patch based. No polygons, no sub-divisions. Which makes life much easier
  6. That is more relevant to polygon based software. I found this link that may give an overall idea http://cube.phlatt.net/home/spiraloid/tutorial/modeling.html
  7. When using cloth, you're basically leaving it up to the program to simulate it for you. You don't really have control over cloth simulation, you do not control how it folds so it may or may not go the way you want. You have to know the limitations before you can decide. I would not recommend it for a beginner. You're better off doing it manually for now (model a blanket and rig it) until you're experienced enough to experiment with the cloth feature.
  8. Thanks guys. I really appreciate your encouragement. After following the recommendations, I tweaked the face some more, softened up the "bugaboo" eyes.
  9. When you're, you're right Mat. Here's he is less smiley. I also made the head bigger to give the design more balance.
  10. Thanks Rusty, and believe you me, once this model is done I'll be picking your brain too about the squetch rig
  11. That'd be great Mark. Thanks.
  12. Good rule of thumb to go by. Thanks David.
  13. I guess you're referring to the large eyes - I did that on purpose that way emotions are clearly expressed in the animation
  14. Get into it... get into it.... I need all the help I can get. Ken, could you please explain, or break it down for me? Especially around the cheek. Thanks.
  15. Thanks Mark. That turned out well. It also showed me how much more tweking was still left to do
  16. Which splines are you referring to Ken, Mark? Would you please post a pic with instructions? Dan, my intention for this model is for character animation practice. Nostrils, hair, textures, clothing etc.. are not detremental to the mechanics of character animation. If this turns out alright I'll donate it to the community and it'll be up to the individual to add nostrils, hair etc.. Here's a turnaround Gumbo_Rotate.mov
  17. Thanks for the great feed back guys. I tweaked the splinage. I don't know how I missed them. Yeah, this is my first character model. I modeled simple stuff in the past, but this is my first serious modeling. Like they say; need is the mother of invention On to the body.
  18. I want to help you Jake, but I'll need the project file. I found my first "Take a walk" exercise from a couple of years ago where I used Lady Goodbody. I'm perplexed as to why you're having trouble with it. Dhar's old work
  19. Hi folks, I needed a character that I can compete with in animation competitions. So, I decided to build one with the goal of making it as universal as possible and, with David's help, will have the awesome rig used in TWO. I started with the head first. That's how I always start my drawings. Linguini, of Pixar's Ratatouille, is my inspiration. I'm following two DVD tutorials, relying heavily on Barry Zundel's (Bizzle) character modeling Disc 1, and augmnted with hints from William Sutton's Modeling a Gorilla tutorial. Your critiques and insights are most welcome.
  20. I'd make each scene a project. That way, if a project gets corrupted (and it is known to happen) you don't loose the entire project. That's why the TWO project is a great learning experience to see how a movie is made Good luck.
  21. Sweet I like the pose, very "Boris Vallejo"-ish where the hero is always in manly, symetrical pose while the women more curvey and dramatic. I agree about the lighting, maybe a spot light from one of those halogen construction lights? - I don't know, you seem to have a better eye for this stuff than I do. Great job man.
  22. Watch out! Stian is getting ready to conquer the world
  23. Awesome! Another winner from Satyajit
  24. First things first. Do you have a story? Why do you need buildings? Why do you need city scapes? And will you be doing a fly through from space into a bedroom in one single scene? It is hard to give you a straight answer without asking more questions about what it is you wish to achieve. City scape, a street corner with buildngs and a builing interior are normally separate models. Buildings in a city scape will not need as much detail as buildings in a street corner scene. A building does not need to have a fully detailed room inside it. So, each scene will have its own separate model. As for a window in a wall, there are a couple of ways of doing that but, again, it depends on your scene. There is the boolean cut method and then there is the actual modeling skill required to build a wall around a window (which isn't that difficult). You basically build blocks and put them next to each other
  25. Does the channel editor reflect the wonkiness? Is it all wonky too or does it look normal?
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