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Everything posted by robcat2075
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Fine looking stuff! The bases of the wine glasses look dark, I suppose because they are "reflecting" the dark background, but I'd think more of the light table top would come thru.
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Hey, fine looking stuff! That's a feature-quality looking character! I hope this is a pilot for a series or something because I can totally see that. One ani-bit... around fr. 22-23 his feet are leaving the ground flat-footed. If he pushed off with his toes leaving the ground last it would look like a more forceful jump.
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Good looking scene. the lack of tension you are showing in the lines here [attachmentid=15861] is rather at odds with the tension you are showing elsewhere in the balloon.
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That's the old displacement that only subdivides a patch. the per-pixel displacement is new in V13
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Bellisimo! Quello è meraviglioso!
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Is there a tutorial on how to bring items forward ...
robcat2075 replied to Lucine's topic in New Users
Layers are objects in space like any other model. Choose an ovehead view and move one closer to or farther from the camera to arrange it in relation to another layer. Does that help? -
Nice looking sets. Great character! Good discussion! -I dont know the story so I don't know why the character is looking directly at the camera. But in most cases it's a rather ambiguous tactic unless the viewer has been explicitly prepared to understand it as the POV of an established character. -One small animation note... the head rotates as if it is perched on an isloated axis on the top of the neck. You could loosen up that up greatly with accompanying motion in the neck bone. Try moving your own head without any neck motion at all. Bet you can't do it! And since your character has a pretty substantial neck it becomes all the more important to not leave it locked in place. We could extend this concept to the whole body. You really can't move your head with out some shoulder movement too. And once yo move the shoulders the hips have to move also to balance the body. It's just a hair of motion but it keeps the character from looking stiff.
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a search on "Nissan Skyline" maybe? http://maxworld2000.narod.ru/graphs/cars/n...skyline_r34.jpg (loads slowly) http://images.search.yahoo.com/search/imag...r=sbcfp-imp&b=1 Hopefully , you've done the modeling tuts in the book that came with your A:M CD. That will get you started on the "how". If you haven't done them... do them first.
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Yup you don't need that extra spline onthe top face (red). Make the end (green) out of one single spline loop, extrude it twice like the arrows show, peak everything, and then neither the ends nor the middle will show a patch. If you made this by first creating the L-shaped cross section, then extruded that down, that will almost certainly create internal patches since the ends and middle would be made from more than one spline.
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Internal patches. This is a sign of improper splining when building the model originally. Show a wireframe of the model and someone will be able to point out how to avoid that.
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how many times do you need to do this on one model?
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Wouldn't bump/displacement/normal mapping eliminate the need to model each board separately?
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The Adventures of Sil and Twill
robcat2075 replied to satyajit2000's topic in Work In Progress / Sweatbox
Hey, lots of beautiful looking stuff there. I'll be eager to see the whole show someday. -
solution... stucco!
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I agree. Sometimes the feet are going up at the same time as the body. Since the feet push the body off the ground, they have to stay in contact with the ground (pushing) until the body has gotten enough momentum to carry it up. Then the feet are yanked up behind it. Right now he's in the air too long for the small push he's getting. If your rig permits it you can lift the heels up while leaving the toes planted to give more extension on the push.
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Yes. Even real world video has this trouble. Long, thin, nearly horizontal lines are a worst case for anti-aliasing to solve. In real-life you can defocus the camera a bit to soften the lines, but that's harder to do in CG. Post a pic. Any reason not to use 12t? Won't change the aliasing, but it has more bugs fixed.
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My tooltips don't show up consistently either. Tools>Customize>Commands will show every icon and a description
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What exact version are you using? including the letter in the version number. Help>about
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That sounds too violent. How about if he just shoots the gun out of their hand?
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or how about a bank robbery?
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and most importantly, animation. A:M can import common polygonal formats (that's what you are talking about) but these models are rarely suitable to conversion to splines, which is what A:M uses. Most models will need to be substantially reworked if you intend to rig and animate them. A:M is introducing ambient occlusion in V13. V13 is still in "alpha" now, but A:M owners can download and use it. I think the math of 3D rendering is pretty well established now. I doubt that any of the apps has a secret that dramatically increases their speed, all things being equal. If you want faster these days, you need faster hardware. Yes. A:M is a unified environment to model, rig and animate without need of other programs.
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I calibrated my monitor once... and everything I did on it after that was too dark for the rest of the world to see. Calibrated monitors are so rare that it has almost become pointless to target them.
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My first suggestion would be to add some light across the top. It's too dark for me to make any other critique comments...
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If you can duplicate the look of Sully's hair then Martin can say A:M's renderer is as good as what Pixar had for their first four movies and not just the first three. Looking forward to what you come up with.
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I'm on the "boards too lumpy side." They look like they are inflated. Is thie because the edges are not beveled but just rounded corners? But wonderful work all-in-all! Eager to see this develop!