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Hash, Inc. - Animation:Master

Xtaz

Hash Fellow
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Everything posted by Xtaz

  1. Thanks Ethan... Stian .. this new v13 renderer rocks !!! Hi Stuart ... yep ... all stones were modeled just copy and paste of the same model and little adjusts ... Thanks Ken .... no particles almost all textures were decalled ... just car paint ( basic black ) is a Simbiont texture ....
  2. Salve Spliners : I modeled a Plymouth Breeze for a client and I resolved to play whit it.... dust and some colors here ... decals there.... dust ...materials .... actions... dust .... render settings ... lights ...and ..... do i mentioned dust ???? comments please...
  3. Thank you friends for your words about the model and image !!! Hi Rodney !!! You could verify trhough the Brazil´s flag that is pitched behind the tools !!! Hey Stuart .... You are one of my heroes in A:M... and i agree whit all your comments I should dirt scene before send it .... I noticed that ... the scene was very clean, but to redo the texture and render again would take another looooooooooooooooooooooooooooooong time ..... Thank you ..... I used a tileable texture from wall and ground you can find them in the net ... thanks dhar !!! ....
  4. Hi Hashers : I would like to thanks the votes in my entry ... and show you the high resolution version of it ... CLICK HERE (1.4Mb - 2880x1800 pixels ) .... some informations : IBL - Amb.Int. = 180% / Amb.Occ. + 95% HDR - 640x640 / Rad = 800:1 Sun Light - Int.= 25% / Ray Casts = 5 / Darkness = 95% 25 passes render time = 98h 22m I will donate the project to Extra CD/DVD .... for now I put the robot ( full rigged ) model to download in my site ... comments are welcome as usual .... Thanks again
  5. we can discuss the use or not of images 2d as molds, processes to unite splines... etc.. etc but the first step to speed up the process is learn the keyboard shortcuts... they are indispensable for a fast modelling...
  6. Please ... post wireframe .. then we can see the problem this happens with me constantly.... after selecting the 5 points, you should type H ( to hide all others cp's ) then drag a box and hit 5cp tool button ... after hit H again
  7. Thx for critcisms .... the trees are really flat ... im rendering a new image using models wht hair ... the results are better .... Matt ... I agree whit your comment ... the image that you uploaded is better than mine ... im using a new set of colors .. thx ...
  8. it will be built ...the works will begin in June thx for comments
  9. Hi Hashers : Im working in a new architeture project ... maybe I will have to model the interior .. for while the front is ready... comments are welcome...as always ....
  10. Hi Rodney ..... I would like to see MUFOOF in Printable version excellent initiative ....
  11. But, as usual, I'm being picky. and I like this .... thx Stuart .... i was think something like reartlism .... Ill fix it ... yu are right .... i would love to participate n TWO .... Thx KEN Thank you Dhar ..... sure .... as always I used just a basic feature - POSE and adjust cp's .... I created two different groups inside a model, I called them BASE ( white ) and DROP (yellow), they arent conected ... then i used POSE to setup the scene .... i adjusted cp's in 25/50/75/100 % using magnetic tool and i did some little adjusts between 70 / 100 % to fix drop shape. While the drop goes down the base closes frame 0 POSE 0% frame 30 POSE 100% as I said .... basic The wireframed DROP v1.1 is here : WIREFRAMED DROP MOV ( 186 Kb ) THX ALL
  12. Hi Hashers : Im postig this just to show an idea : DROP.MOV ( 117Kb )
  13. thank you for comments .. im speechless .... ill fix alias and post result here tomorrow ( more 9h to render ) i believe this render time is caused for model into model ... i mean the wine into glass and bottle... all these models have transparency, reflection and index of refraction ... and they should interact .... thx again Spliners
  14. Hi Yves : Im not sure if i used it ...... thanks for the tip !!!!
  15. Hi Hashers .... I just loved these new features ( IBL and HDR ). they produces nice photorealistic renders !!!!! THX HASH ... more one .... kitchen scene !!!! ( 262 Kb ) render time = 9h02m 16 passes IBL+HDR resolution= 800x800
  16. hi Paul : i used a projection map on sphere to reflect in objects .. and i used a flat patch as background
  17. sorry for delay and thx for all words hashers .... informations about image : - ilumination was done using IBL whit a HDR file ( downloaded HERE ) - NO lights - 1440x900 - render time = 5h 30m using 16 passes - mirrored Spheres - 100% reflection - glasses - 10% fellection - index of ref. = 1.23 and colors Paul... I used a decal in wire stands ... but the result was unexpected txh all ...
  18. Hi Hashers .... I was playing whit AM, IBL, HDRI, AO and other letters and i resolved to render a wallpaper to use whit my new laptop .... the result is here, i didnt compact it to show all its colors ( 830Kb ) all comments are welcome ... as always
  19. Hi Steve : to model a mouth in this shape you need to use more splines to shape the circle... and as genocel said you must use 5 points instead a single cp in the corner .... I have a tip for you ... never use a single cp as vertex for more than 4 patches .... i modeled and attached a "mouthed pencil" to show you ... pencil.zip
  20. Hi D !!!! She's amazing ........... i love her !!!
  21. sure viper ... send it to xtaz@xtaz.com.br ... will be a pleasure to help you ....
  22. NICE WEB zaryn..... Your spider rocks !!!!! good lucky in mech IC ..... ill be there too....
  23. its much better, isnt it ? i would like to see a zoomed pic of this area but i think that yellow spline can be removed. have attention with the patches, never leave a square patch with 5 cps, use hooks ... i advise you to model just one side ( left or right ) then use copy/flip/attach on final .... keep work
  24. Hi Viper ..... The initial conception is good but you need to repair some details... To start I have a very important tip for you, never use a single cp as vertex for more than 4 patches, it will create creases ... always . I see some critical areas in wireframe pic : area 1 : remake splines and use hook ( cp is vertex for 6 patchs ( !!! ) ) area 2 : this solution isnt work area 3 : try to reduce the number of splines ... this area is too dense area 4 : the distances between cps is very important, you must try align them to smooth the model nice start... keep us updated about your great model ....
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