Jump to content
Hash, Inc. - Animation:Master

urthmaan

*A:M User*
  • Posts

    41
  • Joined

  • Last visited

Everything posted by urthmaan

  1. hello, hope all are well. i was wondering is there a software license cost for using AM2007 in a 3 person studio environment? or would i need to buy 3 separate copies to be used on multiple computers? thanks.
  2. hello all. hope youre well. i was just wondering what exactly is the "deform tool" for, and in what type of scenario is it used in? thanks.
  3. hey Jim. < Does this only happen with the rotoscope or any decal in the model window?> ... it happens with both rotoscopes and trying to make a decal. im really at a loss cause this is the 1st time that this has happened, and i would like to learn a fix that if this happens again, i would know how to fix it. thanks again for your time. hey Yves, my rotoscopes resolution is 300x300, my screen resolution is 1024x768. where i am now( my day job ), im not able to lower my rotoscopes resolution any lower than that( using MSPaint ). for future reference, whats the basic rule for an ideal resolution for importing rotoscope images?
  4. hey Jim, thanks for checking in. i tried to do ctrl+d, but nothing happened. i then went to tools/options/rendering/real time, to make sure it was on, but nothing changed again.
  5. hello all. now ive been researching on my own for the past couple of days since i first noticed ive had this problem, and ive tried all the solutions but im still having no luck. im trying to import a new .jpeg rotoscope, but all i get is a blank square in the modeling screen. i tried one suggestion to switch from "OpenGL" to "Direct 3D", then the whole thing disappears, but i still get a selection box( i even resorted to following one guys suggestion to switch from one to the other, then back again quickly, but that didnt work( no, i didnt try to do the chant yet ). i cant update the video card driver as im doing this on my day-job computer( to clarify, ive been playing with AM2003 on this system for a few months without a glitch, and this is just happening all of a sudden, i havent had issues with rotoscopes before now ). now,... whats even weirder is that the rotoscopes i load all appear in the project window( see image below ). i havent made any changes or upgrades or updates to what i had on here originally, and i havent found any more referrence to this issue for a solid fix in the forum community. ... can somebody,... ANYBODY, please help me with a solution? ill try anything. thanks much in advance for your input.
  6. hello all. im Jabari and have been exposed to AM since 2000. i have always been a fan of comics and cartoons, but my main creative focus has been music production. i recently decided that i want to make a serious go at trying my hand at animation, as its actually been eating away at me for quite some time. the present makeup of hip-hop really isnt fun and creative anymore, so i figured this would be a good time for me to start, i pretty much now just make beats for my own enjoyment. im giving myself a 2-year training window, hopefully ill be proficient enough that i can start my own animation studio. i was learning on my own through the various tutes and what-not, ive even purchased a couple of the Anzovin discs. now im thinking about doing the AM certs, which have really gotten my attention( once i figure out how to get started with those, gotta do more research ). anywho, i just wanted to shout-out to those here who still dare to dream in the 21st century and if the road gets too hard during your travels, know youre never walking alone. layta.
  7. ok guys. thanks much, ill keep what you both said in mind.
  8. hello Ken. here are some views with wireframes, please feel free to pick apart and let me know where i could have issues. also while i thinking about the point you made, what exactly defines "animation splinage", and are there rules concerning such? thanks again.
  9. hello all. i just wanted to show picts of a face i did by lathing a sphere and extruding where i felt was needed first, then i added the mouth and eye sockets later. i know this isnt common practice, but i just wanted to see if it could be done, i also have a wireframe if anyone is interested. any and all critiques and feedback is appreciated. thanks.
  10. ok, i would like to upload a pict of my first freestyle head design for some feedback, but i dont know how to make picts of the models that i make. i see i can export to .targa, but how can i make this a .jpg without the use of other software? thanks.
  11. hello all. hope everyone is doing well. i was wondering while im learning how to model, does someone who knows how to model, also have to also be good at animating? or vice-versa? like, say if youre the type of person who is "so-so" at modeling, but if someone gave you a pre-built rigged model, you know you could animate the heck out of it? or if you know you suck at or dont have the patience to animate, but would love to be down with a project just to build and model a character? is this acceptible that although a person is assigned a job doing either/or, knowing the other is not a requirement, i.e., and artist that gets paid to model doesnt need to know how to animate? i hope this make sence, i was just thinking about how much work and how much teamwork goes into making some types of 3D media. thanks much.
  12. thanks much, i appreciate the input. this is something i just wanted to sit on my personal time and play with.
  13. hello. i was wondering could anyone point to a tute which addresses how i can model or animate an actor who has to either put on or take off clothing? for example, if i were to do a Superman model and i wanted him to do his famous "rip open shirt to expose the "S" shield", how is this done? or how about if he was fighting a villain who had on a helmet and was taking it off? thanks.
  14. hey there, just wanted to say how cool it was for Hash to have a booth @ the convention in Chicago. definately one of the highpoints of my visit. great job of showcasing what a tight proggie you guys offer and i hope it brought more converts to our cause.
  15. yeah,... i like how you freaked that. im on the similar mindset, but i guess my mind is still stuck in thinking i could "draw" in Hash like i could using pencil/paper, or do breakdowns like you displayed building the body of your model. ...alright, guess its back to the lab to see what i can come up with, thanks to all for your help and input.
  16. i guess im on the same mindset as that most of the tutes that teach modeling use the basic school of thought to where you break down your humanoid model using basic shapes, like when youre to build the body, most of it is using cylinders, which is used in illustration. but from what im seeing when it comes down to doing the heads, everyone seems to start from the eyes, nose and mouth, which to me seems more complicated as i didnt learn to draw like this, i.e., starting with what seems to be the finished look and working your way backward. im just having difficulty trying to understand why this is practiced and why not just lathe a sphere, extrude a cube to represent the jaw area, maybe extrude outward from center a cone shape to represent the nose, and do your tweeking from there. wouldnt this not animate correctly? or basically do i need to "unlearn" what i already "learned"? thanks again for you feedback.
  17. hey again, i guess im trying to see what would be the approach to doing cartoon styled heads. like,... im from the 2D world of comic-book breakdowns where i use a simple shape to get the overall feel of the face, split this then add the facial features. its kinda difficult for me to start with the eyes then try to build a face around that, outside of always having to rotoscope and image. basically i would like be able to make a sphere, a cube, or a cone, and make a face from that. is this possible? and is there any reference to where i can research this, or can anyone point me to where i can go to get this. thanks much.
  18. hello. im studying the Facial Modeling tute from Anzovin, and i was wondering if im looking to create more cartoon-styled face models, am i still to use as much detailed splinage like is taught in the tute? i was hope to just take simple head shape and basically add eyes, nose and mouth, something similar to a Bruce Timm type style, even how Jeff Lew did "Killer Bean". is there a way that supposed to be approached when modelling a toon thats more cartoon than realistic? and if there's info pertaining to this, could someone direct me to a link? thanks.
×
×
  • Create New...