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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. I inquired with Anzovin about such a thing. They seem to be actively not interested. Perhaps part of the problem is they still sell a TSM for Maya and they don't want the marketplace confusion. mac version
  2. Good lookin' hair!
  3. I'm not much of a car model but I think you'll have less crease problem if you arrange the splines to be more radial to the center of the curve. Patches like to be more square than diamond shaped.
  4. Well, it's a bit jiggly but the shadow matches pretty well. Try a tripod shot and i bet that will work.
  5. I'm going to guess the artifact is some sort of non-enclosed boolean problem.
  6. Sure, go ahead and use it!
  7. Actually that was the original plan, but Steffen Gross has a flipping plugin that will flip CP assignments.
  8. You can make her look 50% less zombie by not pointing her eyes straight forward. Turn the head to any other direction and then turn the eyes back to the camera.
  9. hmmm... I thought it looked more like crystal was just refracting the background scenery?
  10. I'm not sure how you have it set up. I'd make the emitter a simple disc, hide it in the dragons mouth and face it outwards. then blast away. here's a PRJ of a blowtorch I was working on. It's not very good fire but it shows the concept of shooting flames blowtorch.zip
  11. I think you can get more "shooting" fire by turning off gravity in the chor and making sure there isn't a downward force setin the emitter.
  12. Edit the AI file you have down to just an outline. No fills, no line effects. You want just the shape.
  13. a drastic timesaver would be to do that outline in a vector art program that can export .ai files The AI import wizard can extrude it and do front and back faces for you.
  14. include some shoulder motion when she's nodding off. When she tries to stay awake, use the shoulders to help jerk her head back up.
  15. I think any edit you make to the action will be shown in all uses of it. I dont' think one action can get you 3 different results.
  16. Do you think maybe the terminator on the planet should be sharper?
  17. I'm wondering about the idea of the sign over their heads. Wouldn't an icon on their face or chest do better?
  18. It seems to depend on if a part of a patch is not within the rectangular bounds of the decal. Just my guess. Try separate color and transparancy decals and make sure they completely cover the patches they contact (meaning hide any patches that dont' have the decal image on them)
  19. OK I thought using AO was a goal for the final render. But why the worry about hair then?
  20. TSM2 can do isolated body parts in the "parts" tab. There's video in my screencam tuts on how to use the parts tab although it's not specifically about hands.
  21. Are you refering to one of those complex spinning light rigs that Yves has spoken about in the past? Yes, but they aren't hard to set up. There are several ready-to-use out there for the taking. It is a multi-pass thing. Here's my point: How long will it take to render real hair with AO? If the two don't work together the answer is infinity, which is a lousy render time. With a multipass light rig you can have the hair, you can have the AO look, and all the other things you can have with multipass like jittered lights for accurate shadows, accurate motion blur, softer jittered hair, real DoF.... I know you can make helmet hair look great, but real hair could be very impressive.
  22. A light rig will get you the AO look without the limitations. render time probably not dramatically different, either.
  23. Very impressive! I can't wait to see the hair.
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