sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

ypoissant

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Everything posted by ypoissant

  1. Wow! The man model's hair is stunning. Almost real. It got this same 'ambiance' effect though. I wonder what is causing this? The "radiance" property is used only when you use radiosity in the choreography. Otherwise, it doesn't affect the render at all. It tells the photon shooter how much of the photons should be reflected back from the surface. Unless there are good reasons (technical, artistic or stylistic) to change it, it should normally be set at 100%.
  2. Nice hair style. It suits her very well. I like her slicked hair style too but I guess they are for different occasions. One thing I noticed about those hairs is the shadows on the rest of the model seems much darker than on the hair which makes the hair looks like they were added afterward. Is there any ambiance setting on the hair or is this because the use of z-buffered shadows does not work so well on hair? I like the model too. Nice set of curves. Especially the waist line. The symetry in the dress folds and in gloves folds attract my eyes though.
  3. Looks like a compression artifact to me. It is common for compressort to reset frames at evert 30 frames. It is user defined but the default is 30. CHeck your targa files first. If the targa files have the same problem then you might want to report this to support. If you don't render to targa, then we can't say for sure what's causing the problem.
  4. You've got the expression right on. And the stomach is good too.
  5. Excellent muscles definition and deformation. And there is a lot of attention to lighting too. The only thing that bothers me a little is he look like he's got a belly. I think it might be because the plexus and the front torax region decends too low but I'm not sure. BTW, that would be an excellent pose to output in stereo.
  6. This is beautifull. That heron is superb. I'm always amazed by the quality of your work. Very nice style.
  7. John, Thanks for sharing this. I will have to reread this again tomorrow morning with a fresh brain though. If only for following your thought process in developing that idea, I'm in admiration.
  8. OK, I ask . This is definitely usefull and interesting. Considering that some of the arm movement is extreme, if not arm breaking, and that even in this situation, the rig behaves quite well, it is definitely worth looking at the implementation details, even if it is complex. And the model looks good too. Where does it come from?
  9. I spotted a few issues : - Highly saturated colored objects look immediately out of place in a scene like that. I'm refering to the hat, the green chess pieces and the blue lamp. This is especially important here since the rest of the objects in this scene have desaturated colors. And you might want to check a couple ambiance settings too. - The wood texture must be scaled down quite a lot. Right now, it doesn't look like wood at all but rather like a stylised paint job. - The carpet texture is too fine for the number of passes you are using. This is probably a regular patterned material scaled very small. This will inevitably produce moiré patterns. Use a decal in this circumstance as decals can be mipmapped while materials can't. From the top view (I assume the carpet is modeled from the top view) in the model window, render to file with as high resolution as you need. then apply the resulting render as a decal.
  10. Yes, right. That's the one. Did you post process in photoshop to get that sort of highlights and gradients on the blue suit like you did for your first post of him or is this done with gradient materials or something? The fingers and the hands are stunning. And very nice use of colors.
  11. OMG Colin, This is too good. So good it hurts. I don't know how you did that lighting / material on the guy but it is amazing. Wow!
  12. A couple 3/4 views will also help with the cheek bone and the maxilaire. You can open the image in A:M interface by double-clicking on the image in teh Images container. You can keep the image beside the modeling window and adjust with both windows side by side.
  13. There are so many things happening on the forum that I completely missed that topic. Here is a few things I would do for your scene: - One way to increase the illumination facing the viewer would be to set your wall, behind the viewer, to white. This will contribute much more light on the front facing surfaces. Since this wall is not visible anyway, there should be no problem in cheating this way. - Increasing the max bounces should help in distributing illumination more evenly and thus more on the facing surfaces too. - I would certainly modify the colors on the drums a little. Increase the constrats. Lighten and desaturate the red and darken the logo. The red, in particular pops out as unnatural because too saturated IMO.
  14. You know what? I saved the image on my HD and plan to frame it (in an A:M frame model thatis) and hang it in one of the photon rooms.
  15. Well, That's what I call creative use of photon mapping. Am I right? You could probably frame this and sell it
  16. William, You're a fine modeler. And I love that last last render you made of Kong jumping in the air. Fine rigger and smartskinner too.
  17. This is pure genius. No wonder you are so successfull. You have both superb artistic, acting and storytelling skills and brilliant ingenuity.
  18. You really captured her head and facial structure. Even without the decal, she looks like Hermione.
  19. Very well done, effective timing and rythm, excellent lighting, masterfully executed. How long do you take to do such a commercial and how many people work on that? Can you tell us about your work pipeline?
  20. From what I can see, you seem to have captured hermione head and face structure pretty well. Good work. On another note, concerning your Cornell Rendered heroine, You should use a completely closed box for this type of render. Especially since part of her suit is highly reflective, we see black spots at those reflection angles.
  21. Very good model, textures and lighting and overall pictures. I like the very feminine feel to her even though she is pictured in sort of hero poses. Hero poses but not overly testosterone driven. With self confidence but not blind confidence. Image 11 have a determined look but not a killer look. If I were to nit-pick on something, I don't particularly like those panels in the background of the first serie. It is too characteristic of computer generated imagery. And I find the square tile under her is too sharply cut. I would extend the floor so that we don't see the edges and delimit the visible part of the floor with a spot or if you don't want to modify your lighting, with a spherical material designed to make the central part of the floor fade to black in a circular way.
  22. That is coming along very well. You've put a lot of details in this model. That adds to believability even though it is an imaginary character.
  23. Anders, I know I can count on you for that sort of thing You are right. the first Sqrt is wrong. And, I also missed something else. For a random distribution on the whole sphere (not only on half sphere) the costheta should be: costheta = 1.0 - 2.0 * Rand();
  24. Between the two solution suggested by Anders, I would prefer the first one as it would be more efficient to generate the vectors this way rather than rotating them. Another faster variation of first Anders example would be: N = 2048; for (int i=1, i < N, i++){ costheta = sqrt( Rand() ); sintheta = sqrt( 1.0 - costheta * costheta ); phi = Rand() * 2.0 * Pi(); X[i]= R*cos(phi)*sintheta; Y[i] = R*sin(phi)*sintheta; Z[i] = R*costheta; }
  25. ypoissant

    Kapsules

    I love this character. There is a lot of character in this character . I would expect all sort of crazy things happening with this character around.
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