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Hash, Inc. - Animation:Master

cosmonaut

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Posts posted by cosmonaut

  1. Wow, that is amazing! I'm not sure how I missed this one before (don't think I even noticed the thread till KenH said something about it). That has got to be the best looking AM characters I've ever seen! Can't wait to watch this one progress.

     

    Kevin

  2. I think you just import that skullcap/hair model into the other model... you know... open the model with the old hair... rt click import... new hair.

     

    I guess you should delete everything else not needed like bones and stuff. I think this works...

     

    -Vern

     

    tried that, the hair isn't included at all, so I tried opening in the both models in the same project and copying and pasting into the Woot model. This time I got hair but all the styling was lost...

     

     

    I think you just import that skullcap/hair model into the other model...

     

    Do it the reverse - import the woot model into the skullcap/hair model

     

    I could try that but I'd be scared I'd lose something in the existing Woot model. Anyone know of any issues with doing this? Guess it couldn't hurt to try...

  3. Well crap, does anyone know of a way to copy a model with hair styling intact into another model? Due to my screwup with SVN I endedup with a Woot model with just the skullcap/hair, which I attempted to copy into the real Woot model. Unfortunately when I tried I lose all the styling (about 3-4 hours of work). I could redo it quicker now that I've figured out a technique but I'd rather not if I can avoid it. Anyone have any ideas? Thanks.

     

    Kevin

  4. I created a flattened action of his face this weekend (and added hair). I haven't really created much in the way of maps for it yet but I'll try and get things updated tonight. Where do you suggest saving the action?

     

    Kevin

  5. Great work guys, I've been meaning to comment on your models for a while but never got around to it. Great stuff! My only comment would be with the hands (as others have mentioned). The fingers look too long and too much like plain old cylinders. Other than that amazing work. Can't wait to see more. Oh, and another vote for the setup machine/anzovin rig.

     

    Kevin

  6. Dude, that is INSANE. Great work! I don't think I've ever seen so much detail in an AM model before and after my experience with mechanical modeling for this past contest I will say my hat is off to you. That takes some serious patience. Can't wait to see this thing completed.

     

    Kevin

  7. Fair enough Yves (some good points), since I'm already going to be working on hair for Woot and Tin Servant this weekend I'll take a stab at doing some additional texturing on one (or even both) to see what I can come up with.

     

    Kevin

  8. I really think simple skin is fine for this sort of project style (and magnitude). I don't think we need to see the pours or anything like that. Maybe a bit of cheek blush or wrinkles in the older characters.

    And are lashes really necessary? Many great characters have none.

     

    I'm gonna disagree Ken. I think the characters deserve much more than we've given them so far (I'm still hopefull V14 will include SSS so we can use that). But, like Marcel pointed out, we really need a style guide to go on. The original direction was "like Shrek" which would mean a lot more texturing and a lot more detail but it's still pretty vague. At the very least their faces need more details. I'm more than willing to help out with texturing, I don't even mind flattening or painting. But I've been holding off jumping in here and some of the other areas like lighting for the same reasons Marcel listed.

     

    Kevin

  9. Excellent. Ditto on the sky coment. I love these clouds and there's a technique included that might be considered. Go to "Making of" and number 5:

     

    Clouds

     

    It also seems to me that there's too much grey. Maybe some white houses? More variety of grey? Different colors of thatch? Some weeds/flowers along the roadside?

     

    YES! Those nice, fluffy white clouds would be perfect...

  10. Very, very nice! My only comments are that some distant haze would help (maybe once you add mountains?) and I'm not sure those skymaps really work that well (in the castle outdoor scene either). Like Nancy said it has a nice painterly feel but the sky just looks like a digital image of a ... sky. It doesn't quite fit. Seems like we need some nice matte paintings with some happy clouds for the sky ... of course maybe those skymaps are just place holders and I just typed all this for nothing, that or I'm the only one who doesn't like them. Regardless, very nice work.

     

    Kevin

  11. Well there is one remaining bug in the area the helps with short hair but once that's fixed (Bob is looking into it) and I get more time (hopefully in the next week or two) I'll get to work on green monkey. Heck, I have to since I took on this shader project because I got so frustrated trying to add decent looking hair to Green Monkey in the first place!

  12. Thanks guys! hopefullly it'll be useful to people.

     

    Ken, the hair is still the same that AM currently has, the only thing different is the way it's shaded. You now have the option of setting hair unique diffuse and specular shaders. The existing hair shading is still quite useful for certain applications (i.e. grass, feathers, etc.) but the muhhair shader should work much better for human hair. I don't believe it will become the default shading but I could be wrong. Also, Bob Croucher has discussed several grooming improvements he'd like to implement so hopefully we'll see some of those show up sometime soon (hint hint Bob).

     

    Paul, I haven't tested it under a whole lot of different lighting conditions but I could certainly try that with the current setup, I'll see what I can come up with. Still have to finish Sully....

     

    thanks Zaryin, glad you like it.

     

    Kevin

  13. So, I finished up the shaders this weekend (hopefully in the next release) and had some time tonight to mess around with some TWO hair styles. This is more for a comparison of the hair shaders than a real haircut for Chopfyt (AM's styling tools still need some work, great for fur but hard to use for creating realistic human hair styles). Anyway, here's the hair with the original hair shading and the new muhHair shader (a port of an XSI hair shader). I did my best to make the original match as much as possible but it just doesn't work even remotely the same (I couldn't even make the colors match). Anyway, let me know what you think.

     

    Kevin

     

     

     

    p.s. a couple of movies I did for Bob showing the differences also.

     

    p.p.s Here's some images I did a while back for the other shader, kajiya-kay. Both show of the nice backlighting that can be achieved with this shader (fast too). (why does it keep appending my posts now? ack!)

    post-740-1147749599_thumb.jpg

    post-740-1147749627_thumb.jpg

    muhHairBall.mov

    origHairBall.mov

    post-740-1147750314_thumb.jpg

    post-740-1147750334_thumb.jpg

  14. The way AM currently shades hair means you probably won't be able to match Shrek2 level hair. I'm currently working on an improved hair shader, which will hopefully make it in to version 13 (if not I'll just release it independantly). This should give you much more realistic looking hair, and hopefully allow us to achieve better looking hair, especially on the humans. I'll try and post some samples tonight, maybe I'll even test it on some of the two characters...still gotta get going on that castle corridor too...

  15. I see you corrected my name, I was wondering who this Steve guy was and how he stole my username... :blink:

     

    Anyway, looking forward to getting started this weekend. One problem though, I can't seem to find your sketches. I've looked through the twiki and can't seem to find them anywhere. I don't have the wiki login and browsing the public area comes up empty on the castle set design page. Any ideas?

     

    Kevin

  16. in what way did you render? iv always wanted my renders to turn out that way but they never do?

     

    It's really easy if you have version 13...

    Ambiance Occlusion

    I think for this I used 1 light (sun) at 30% and the rest was AO at 70%...

     

    Just noticed the black artifacts on his body. What's causing that?

     

    A bug apparently. Hopefully it gets fixed soon. Several other people have had the same problem...

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