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Hash, Inc. - Animation:Master

NTense

*A:M User*
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    3D Game Programming, Low-Poly Modeling and Animation, Writing Music, .. pretty much any expressive creativity :-)
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    Athlon 2100 512 MB Ram ATI Radeon 9000 Pro 128 Meg ------------------------------------------------ Pentium 4 Laptop - 2 Ghz Processor 256 MB Ram ATI Radeon Mobility

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    Brandon

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  1. I think the "flat" shadow you're experiencing is from the sharp angle going from the face to the side of the head. JohnArtbox's idea can be done a few ways... mainly, just try to find a way to decrease the transition angle a bit.. That should smooth out the shading a bit.
  2. Haven't dropped him in a chor yet. I think I'm satisfied with the structure of the head so I've got to move on to the body now. I'll come back and touch up the textures and add the hair after I've got the body built. ...Oh just remembered, I've gotta do teeth/gums/tongue too. My initial thought was to go for a Sorcerer/Wizard type of a look. I've got a general idea... Will keep updated. I haven't gotten V11 yet (still working with 7.1 ), but plan on updating for Chrismas I think (the hair tutorial I saw on the Hash site was pretty nice). Can you setup spring-constraints on the hair to have a "cloth" feel to them since it's governed by splines?
  3. I did some searching tonight and found a few good Hair tutorials.. They were directed at LW and MAX, but the concepts looked simple enough to use. I've been playing around with it a little and been getting decent results, though I need a bit more practice to get it just right. Here's the link to the one that's worked the best for me. http://www.newtek.com/products/lightwave/t.../modeling/hair/
  4. @Mega: Hey, thanks. I did the texturing in PShop, using some reference images and a lot of airbrush, bluring, and smudging .. It's how I do all my texturing for my realtime models. I really like PhotoShop and/or Paintshop pro . I've never really worked with Painter.. Do you like it? The protrusion wasn't intentional. I don't think it's as evident now (if we're talking about the same thing). And I took care of the "lip stick smudge" under the lip (though I may have overcompensated). I'm really trying to find a nice way to do reallistic hair (given the version I'm using). Does anyone know of any good tutorials that don't use Hash's hair system, but rather texturing of patches? I've seen some really realistic stuff done with the older versions, but have yet to find a good tutorial. I was trying to combine decaling a color map and transparency map (which is what you see below), but it still doesn't look good enough for my liking.. Also, I need to improve his ears drasticly and add a little bump and spec map to him. @ jfirestine: Here's some wireframe shots (I took the Hair out of the bare frame because it made everything look like a next ) Here's how he looks after today: I thought it rendered pretty well up close:
  5. Hi All, I got AM back when it was version 5.0, and stuck with it up to 7.1.. I stepped out of the 3-D scene for quite a few years, and just within the last few weeks, dropped by the Hash site to see the changes they made in software. I was blown away at the improvements (though I still need to upgrade ). Anyway, I've been doing 3D game development and low-poly (I know it's a dreaded word) modeling as a hobby/sidebusiness for about a year now, and wanted to start doing some cinematic stuff. So, out comes my copy of AM... To make a long story short, I'm in the process of "re-learning" AM (you don't use it, you lose it), and thought that I'd get my feet wet by working on a new character. I was intending on using him for the Mascot competition, but after drudging along to get this far, I don't think he'll be ready in time. Anyway, here's a pic of what I've got so far. I've gotta give'm some ears and hair (I don't think I'll use much of the fur, but rather map the hair). Just shooting him out their as my WIP, and saying hi to the community!
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