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Everything posted by ypoissant
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For a different splineage idea, here is an ear splines I postes late august.
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Wow! You really have a knack for architecture and interior design. This is beautifull.
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I like the format. This allows to show the same scene from different POV at the same time and I like that you play with the frames too. Object passing from frame to frames could make for a busy animation but you handled it very well. The timing is very good. Once an action is finished in a frame another one starts in another even if it is very secondary to the story. The 2D look of the background and all objects except the characters emphasizes the comics look. I wonder if the format would be as efficient if the backgrounds and the scenes in general were more 3D. Currently, it looks like it could be used as a Kids TV show generic. BTW, Greg, I didn't get any of the compression artifacts. I'm on Windows.
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Brian, Did you apply some Gamma correction in this image?
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Hey Brian, That looks really good. I, too prefer that one to the old one. Lot more moody. I see two areas where a tweak would help: 1) The light leak under the table could be taken care of with two methods: a) The right way is to increase the sampling area size. But at some point, you would need to increase the number of photons too. Another way is to cheat a little and set the radiance of the patches under the table to some lower value. 2) The Photon Mapping algorithm does not store photons on their first hit. That means that the spots where the sun directly hits the table top, the wall, the floor and the chair, do not contribute to the indirect illumination while they should contribute the most. There is a simple way to correct that. It is to use a special light rig, two klieg light back to back used as sun. One is pointing in the room and the other is pointing on a mirror that reflects the photons back in the room. And since the first hit in on the mirror, the wall, table top, etc will store the photons. I have designed such a rig and you can find it in the following thread: http://www.hash.com/forums/index.php?showtopic=10029&st=15 Good to see you use photon mapping. You get really good results. And thanks to your attention to realistic details, texturing and composition.
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Colin, That's super cool. If you have to fix some constraints, then the hands need tweak too. They seem to not be in the proper angle in relation to the BVH. Palms are a little too turned inward.
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I notice that on the second image, viewed from the top, his left deltoid looks really funny. The upper part where it meets the collarbone. Nice costume.
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I like the clip. I watched it over and over and like it over and over. I like the fingers play as he rocks the planet. It's like he's got extatic enjoyment from it. I agree with the grin coming a little too early though. He should take time to realize what happened (unless he already done that several time) For the rings, I thought they could be almost immaterial. Arms would go through them without difficulty, without breaking them ar moving them. They could generate some small clouds of particles where the arm meet the ring and then disapear or reintegrate their position when the arms get away from them. Very enjoyable clip, as usual.
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Wegg, That shows not only what can be achieved with A:M materials but also the high skill level of you and your team. Brian, You newbee! Glad to see you here. Did you see how your still are rating on the A:M stills?
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It looks much more realistic with hair on. You should crank up he lighting though. Both the skylight and the sun light. Your model skin and hair are so dark that we loose all details. I would crank up the lights to the point where the skin highlights are almost white.
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I agree with the others coment about the general lack of stains. I would definitely add more. Your reference photo have a lot more. Concrete have a very dull reflectance pattern. You should use the Oren-Nayar shader with a rather large roughness property on your concrete bridge to get this dull reflectance pattern.
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That is a nive piece of animation. I like how you matched the camera POV with the dramatic of the scene and how you manage to give your simple characters enough personality to convey their thought process while they move and sign. And a lots of humour in it. Bravo.
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Daniel, I saw your numbers on Wegg wood thread. You're using a 4-ray lights with a 16 pass render. That gives a 64 rays per lights which is overkill IMO. If you render in 16 passes, you could reduce your lights to 2 ray cast and still get very acceptable results.
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Great job! How did you model all those characters? You must be on very high octane cafeine
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Wegg, I think John is refering to a few reflection related additions that were added to v11.0. Look at this page and visit the links discussion "Relfective Blend", "Reflection Filter", "Soft Reflections" and "Fresnel Term".
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That's a good start. As mentionned by Jim, the rib cage is not only too sharp but descend a little too low in general and in particular in the front-middle. The sternum is the front bone/cartilage that joins the two sides on the rib cage. Concerning the breasts, there is something strange with the left one when viewed from the 3/4 view. It looks smaller than the other one. This is partly due to the way it meets the ribcage on the side. From the side view, the breasts should go further back. As modeled now, it is almost as if the front of the rib cage was flat.
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That is so simple and yet so effective. I watched it like a dozen times. It reminds me of the snowstorm we had here two weeks ago. Bravo and thanks and merry xmas to you too.
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This is a really great scene. The atmosphere is superb and the decaling job is amazing with details. When I see this image, the first thing that draw my attention are the desks. I don't know if that was your intension but they have an antropomorphic feeling. They look like living furnitures with their mouth open and the front one with its drooling tongue. Like they are ready to jump on whoever will enter the attic. This considerably adds to the spooky feeling of the scene.
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Nice to see you back Andy. You've got an interesting set of characters there. I particularly like your guitar player. And the cow is nice too.
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He is looking good. Lots of character. Bon travail.
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semi-realistic human model
ypoissant replied to pancho simpson's topic in Work In Progress / Sweatbox
My attention went to the cheek bone to cheek to mouth i the profile view. The ilen goes from outward to inward while on the model it goes from inward to outward. Since you have the model available, I'd strongly suggest you take at least a side 3/4 view and preferably a top 3/4 and bottom 3/4 view as well. But the side 3/4 view is absolutely essential to get the shape right. -
I think you've got a pretty decent face mesh there. Not bad for a beginner. There is a mess of 3 and 5 pointers on the chin bone which you could reconfigure otherwise.
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Those are really good. You are the master of hair. I'm amazed at the speed you come up with new hairs and hair styles.
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material test - projectfile added
ypoissant replied to JohnArtbox's topic in Work In Progress / Sweatbox
Clever use of material. That is really cool looking. Superb! -
No. The hair shadows are much more in harmony with the rest of the shadows. So it is related to z-buffer then. z-buffered shadows does not produce self-shadowing for small details hence the inside of the nostril is lit. That may explain the difference. And hair are definitely small details. Diffuse falloff: This should be set to 100%. Diffuse falloff allows you to adjust the way light falls-off on the object surface as it is facing away from light. Values lower than 100% will produce slower falloffs while values higher than 100% will produce quicker falloffs. So if the diffuse falloff was lower than 100% that may explain the ambiance look too. As for brightness, this one I don't know.