-
Posts
2,518 -
Joined
-
Last visited
-
Days Won
58
Content Type
Profiles
Forums
Events
Everything posted by Shelton
-
Thanks guys. What you guys have done has helped all of the AM community with this rig and it is appreciated. I will keep you updated. Steve
-
Ok, I started over and got to the foot control ik,. The instructions state to rotate into position, however, i cannot get the large grey ik bones to show. David, I know you are busy with the TWO project, is there a video tut yet on how to install the rig? Steve
-
Thanks for the reply. I will keep you informed as I will get back to when I return Steve
-
David As I stated earlier it could be me and yes it was me. i found the bones. I don't know what I was doing but I restarted the process and the appeared. So I am starting the rigging process. Ok wait I reread your post. You start the installation plugin? Here is what I did: Loaded the rig model and then imported the unrig character model, went to bones mode and found the rig waiting. Did I miss a step? Steve
-
Hi David Downloaded the newest version (1-21-2006) of the rig and I am running v 13 alpha 8. Since this has been an area that I have tried to stay away from I come to you not knowing if I have done something wrong or what. I opened the 1-21-2006 rig and then imported my unrigged character into the rig model. I can not see any bones. I have gone through the bones list and made sure all are visible and to date I can not see any bones when I switch to bones mode.? Can you help me Steve
-
Hi Colin I love the look of this guy / demon! The wire frame has helped me with the body of my comic character. Any way keep up the good work. Steve
-
Thanks. I have saved him in several locations believe me, on the server on removable drives and everywhere else. Anyway, I will upload a smoothed version as well. This was the first try at a character with defined muscle. I am still working on the comic book style character. HAIR. I can not get this aspect yet. It is driving me nuts! Steve
-
I think the look is wonderful. As a claims adjuster in my real job, I have not seen this level of detail in the reconstruction of an accident. Most of the time it is modified blocks running into each other. Anyway great job. Here is a link to adobe page for AE http://www.adobe.com/support/techdocs/331305.html It states it will receive open EXR. Great job Steve
-
HASH was able to save the prj after I had a system and software crash. So here is an update. I have decided to use this model to learn the other basics, such as rigging and movement and so on. So I apologize if I upload this character alot to help me learn AM. thanks for all the help Steve
-
I recently had a system and software crash that made the prj file not accessible. Sent the file to the guys at HASH. I then went on to another project. I received an email late yesterday afternoon with the corruption removed and the prj file restored. I did loose two models inside the project but received 90 of the file back. This has caused me to back up files off the system and back up individual models on so on and so on. So thanks to the guys at HASH for the help Steve
-
Of the five characters I have modeled, none have had hair I liked. In fact, two of them I hid the hair with a cap. But this character I wanted to have blond flowing hair. I have tried twice and well I am not going to u/l the file because it is embarassing. I need some help on hair. I have looked at this forum and I am impressed with the hair I have seen. Any help would be appreciated. Steve
-
Hi Dan I have gone back and reduce the count on the chin upper lip and check. I am starting on the back and top of the head. The eyes I will leave alone for now and the ears are a nightmare. I have hooks and altered the cps until I am tired of looking at ears. I will keep working on reducing the patch count as I go. Thanks for the comments Steve
-
Here is an update on the head and chin. I have started on the texturing not having much luck. Will post to see if I can get some help Steve
-
Here is the wire and rework of the front of the face. I am going back and work on the eye socket and will pull the eyes in slightly. That should give more of the hour glass you talked about Colin. I will begin fleshing out the lips the give some body to them. Steve
-
Thanks, should have the model up in few minutes. Steve
-
Ho Colin After see the image render 3/4 shot with the splines I agree about to many lines above. The main emphasis that I wanted from Wolverine was the chin and with your suggestions I might be able to salvage that. I will upload later tonight with the changes. Steve
-
-
Colin The character is destined to be a comic book figure. The chin of Wolverine is what I was looking for. he has strong but small chin. What I ended up with is more of a rounded chin. I have u/l wire frame. I have to start using this as a tool more often as I see a number of areas that could cause some problems and ones that are already. On the chin: I have made some adjustments to the chin but wanted to keep a narrow base. I wanted a strong jaw with the cheek tuck in toward the nose. I am also concerned about the upper lip area. It appears that it this area is sticking out to far. if you go to a side view it does not appear that way. From a side view I want the figure to have a flater fase with a Roman style nose. At the bridge it was drop back into the face. As you can see I may have overdone that. Steve
-
Thanks for the nice comments especially from both of you. I will update later tonight. Steve
-
Well, after loosing the last model, I took a few days away from the computer and started with a new idea. I just started with the head and will try to get the ear and hair tomorrow. I worked hard on getting the eyes in and with Colin Freeman's advise I actually got the thing in on the second try. This is the first model I have been able to shut the eyes properly. I have a lot of clean up. One thing I noticed and maybe why I get spline heavy is a spline one at a time. Some of the other models updated lately look wonderful with so few spline. How do they do that? Will up date as I go Steve
-
Well, as a computer geek and one that never fails to drive home the point to back up data, I failed to back up the project file. I had a system crash and lost all the files except for a test version of the character in v13. But v 12 will not recognize the file. Soooo, its time to start over. Steve
-
After looking at the model's face and then the rotoscope as J suggested, I found several things. Dimensions were very close but after doing a bird's eye view I found the cheek bones under the eye were set too far back. I have moved them out and will need some smoothing of the face. This gave a natural dimple when I did this. Also I found the jaw stuck out like Jay Leno and I have rounded the jaw and with the combination of moving the cheek bones out the model looks better to me. Let me know what you think. I also narrowed the nose and the removed some of the ball on the end of the nose. I also moved the head up as Eric suggested and gave more of a neck. I have smoothed some of the muscles. Touched up the hands and fingers. I really appreciate all the help Steve
-
Eric Thanks, with regards to the neck. I made some changes to the neck and made it longer. I had scaled the entire head slightly and made the size of the neck out of sync. J I think the scaling is better than it appears on the face. I used photoshop to do the measurements and I am close to your thoughts. Also, the uploaded picture is skewed slightly. I used an adjustment in photoshop and it appears that some of the model was lost. So I agree with your thoughts and measurements but will look again once the neck is finished. I started to make this character with a great deal of muscle and stopped. I am going back through and cleaning up now and the neck and deltoids will be revised. I will post once I complete that and then its on to hair and texture and then to the clothing. Steve
-
-
Here is a small update. I have decided to pull back on teh muscle and work towrd clothing attached. Steve