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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. replies here: http://www.hash.com/forums/index.php?s=&am...st&p=340003
  2. Yeah I need that. Sorry i didn't catch the first one.
  3. I can do that. Chaplin used to do that.
  4. Sorry, there's no rush! I forgot you were doing it. Carry on!
  5. I'm thinking some heel taps and the sound of the bottle clanking would work well. or make some appropriate music?
  6. Hey, Gerry, I'm missing frames 721 and 722.
  7. It looks economical! It may be asking too much for one patch to be a whole 1/4th of a breast but maybe it depends on how close we'll get to them?
  8. Have I gotten the finished version of this yet?
  9. The sun seems to be aimed directly along the length of the train so the shadow is covered by the train. Try aiming the sun from the side of the scene rather than the front.
  10. the two sides look awfully close. I don't know how it really is. Or is that image squeezed somehow?
  11. Bump maps creates the illusion of surface shape details but only in a simple shading manner. They don't change the surface shape. AO and Fake AO depends on actual surface shape to create its shading effect in the recesses and crevices of a model. Here's a surface with a bump map applied. The shading in the recesses represents the direct light only and not the environment illumination By processing the bump map we can make another map that shades the recesses approximately the way the ambient light would. Here's that map added as a Diffuse Map to the surface. Here's the original test image... Now blurred with Gaussian Blur... (this is saved and used as the BumpMap) In Photoshop Other>High Pass filter... In Photoshop Adjust>Curves to scrunch the grays up closer to white... (this is saved and used as the Diffuse map at 40%)
  12. I don't think Stian sets his shadow color to blue. I think it's the fill that is adding blue to the dark shadows.
  13. The one spline i'm thinking of would go between the beaks, not into either one. It may be necessary to spline the top and bottom beaks together so they form a "corner" to the mouth
  14. In Stian's pics he has a fairly sharp primary shadow and the AO is what's doing the haziness within the primary shadow.
  15. For ray traced lights you'll need to make the size (width?) parameter larger. The light's position is jittered for each sample and if it's very small the position isn't different enough to make the shadows fuzzy.
  16. yes, horizontally, but just one, not two.
  17. one possibility is to splice yet another spline between the to beeaks to divide that area in half. Although i don't like having those splines so close together.
  18. That will work for the Flag scenario but it creates a rigid row of patches adjoining the attached edge. Attach groups ostensibly solves that problem. Still fiddling with it.
  19. You need the extra floors so the convicts can throw stuff down on new arrivals. You may get slowdown again as you add more units. If that happens you may want to to consider an alternate simplified version of the unit that you can use for far away instances.
  20. Here's a start. Delete the Cp at the yellow cross and break the two splines that were intersecting there. This will make the light gray area an open space. Then extend splines (blue lines) from the beak into existing splines at the top and side of this now open space. The one heading to the eye will need a new CP (purple) stitched into the spline ring it intersects (hold down SHIFT when you add the new CP). This spline will end in a hook at the next spline ring.
  21. BTW - I read your topic title as 'Cloth Attacks Groups' and thought, "Too Cool!" Now you've got me wondering what you are up to... Well, someone was wondering about doing a cape, and I thought "all" you really need to do is attach two corners of a square of cloth to a character's shoulders. Attach groups are part of that...
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