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Hash, Inc. - Animation:Master

Shelton

*A:M User*
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Everything posted by Shelton

  1. It has been a while and I thought it was time to get back into the game. I wanted to start with a fun loving super hero. Here is the start. Steve
  2. I found your suggestion to be correct. I had the correct settings. Thanks Dhar, I look forward to meeting you at teh HASH Bash. Steve
  3. I need some help. Polished metal has got me stumped. I have tried all the settings and I almost get it but the color is darker when I place it in a lighted scene. I am working on the nib portion of the pen Steve
  4. Caroline, I agree. I thought it would be that easy as well. I am in the middle of decaling and learning photoshop at the same time Steve
  5. Thanks everyone. I was decalling an easel with tga files that I created and when I looked down at the PWS I had 10 decals and still had a few more to add. I took each decal into Painter and imported a projection and I only used half as many. I have not had any problems on a 2.2 ghz AMD 64 4000 with 2 gig of ram but what I was thinking about was the render farm where each machine is only 512mb. Thanks again Steve
  6. Is there a limit of the number of decals in a scene? On a model? Steve
  7. Excellent that is the look I am going for. Here is the newest render I made before I read your post. Steve I will give a try in a few minutes Matt how many lights do you have set up?
  8. What is the best practice? Light the model while or light the model in Chor window.... Thanks for the help. Glow feature was what I was thinking of but could not get my thoughts together last night.
  9. I am starting a new project. I have modeled an easel and wanted to place a light at the top. I have model a glass canopy on the light and have placed a light / bulb in the canopy. I have a couple of questions. I want the canopy to glow from the light / bulb. How do I do this? I want the bulb to mimic a real bulb and shine downward as a result of the canopy. Can you help me on this? Here is a render of the start of lighting the scene. thanks Steve
  10. Well, this started out as a man, then I tought I could pull the chin in and work as a woman and then back to a man and then back to a woman. I think I will do as you suggested Ethan and pull the chin to square off more and fix the cheeks and then get on with the body. I did set the mouth up to open. So I am ready to get back after it Steve
  11. Work has kept me hopping so I have not had time to do anything. I have worked on the mesh a little tonight. Will this face animate?
  12. Dhar beat me to it. All the machines I have with ATI cards work fine. All the NVidia cards show black. But as Tim stated switch direct view and it works some times for me as well Steve
  13. Thanks David. Here is an update. I will get rid of a number of splines on the forehead. Once again I am having problems around the eyes. Some say to add more splines to the eyelids to get a better flow. I have tried that. Here is the look around the eyelid. Moved ears up and reworked. The chin has changed. Neck has changed, moved the mouth closer to the nose Steve
  14. Some one asked me to u/l wire frame Steve
  15. That is a good question. It started as one and I think with the last couple of changes I see it becomming the other. Steve
  16. Ok tweaked a large number of things. Brow area Nose Check and chin Lips Forehead Steve
  17. Ok going a different direction The reference has been a quick pencil sketch and the rest was off the top of my head. I think I will make a couple of changes. Steve
  18. I can't seem to get this right. Help Steve
  19. Here is the first shot of the new character I am working on. I borrowed NimmieAmmee eyes for the time being just to get placement. What I would like to do is build the character from concept, rig, texture and have you guys critique along the way. I will have updates this week. I hope you guys don't get bored with this caharacter. Steve
  20. Thaks for the comment. I touched up the dog and submitted it for approval on the video and they signed off. The dog only has a small part as do the cow, and horse. I am rendering the horse tonight and the video is off to the dvd press on Monday. It has been a long 6 months but the video is over and the new one does not start until February Steve
  21. Caroline I used mp4 to compress. 2.64 was 7 meg, mp4 was 2.4 megs. All the rest were above 7 megs and I reduced the size to 320x240 for viewing. The front leg could be slowed even more as I was watching a lab walk today. I use 4 frames to animate with and I could have made it 8 or twelve frames. I was watching our standard poodle walk and she does everything in fast motion. Steve
  22. Smoother walk cycle with legs Steve Comp_6_3.mov
  23. Here is a rough start on the playtime with a ball dogplay.mov
  24. Hi Caroline, Thanks for the post and the critique. You are helping! I video "Peaches" our standard poodle walking at a fast pace. Now a I know all dogs have some of the same patterns to walking but what I found was that indeed at any given time as Chad suggested the back paw pushed off and within a two beat counts the front would then push off on the same side. I have been around dogs all my life and never noticed this. I have looked at the sheets you provided and will make some changes Steve
  25. That is awesome thank you Caroline!! Here is where I am at now Steve Comp_1_2_1.wmv
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