sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

clamps

*A:M User*
  • Posts

    60
  • Joined

  • Last visited

Previous Fields

  • Hardware Platform
    Windows

clamps's Achievements

Apprentice

Apprentice (3/10)

0

Reputation

  1. Looking good! Can I suggest that you place an image on the other side of that gate to use as a lighting refence for the viewer? It could be a screen shot from the movie Gladiator or something. Just something to put the lighting you've employed in context. That harsh white area tends to be very distracting, and it prevents one from understanding the scene and the way the lighting might work. Since you're going for realism in lighting, rememebr context is very important. If you give the viewer enough clues, their brains will do a lot of your work for you.
  2. First off- great model! it really looks like a classic Space Marine. It's really modeled just like them. You're facing the classic problem of Space Marine Armour. There's no way in hell those guys could even draw their weapons from side holsters with that arm-armour on. The rear of the Knee joint and the hip shows it really well. How could that guy sit in a chair? Basicly, unless you want to go into muscle or deal with intersection, you're going to have to tweak the joints to make them useful. You may want to reference Shirow Masamune's work for a good look at the way power armour joints would work. I should note that this will mean that your Space Marines will look a little unlike the GW versions. Though given how litigious they are, this may be a good thing. But at least you won't have that classic problem where if he shrugs or tries to climb that ladder you see in the background of all those pretty Space Hulk pictures, he won't squeeze his head off like a zit.
  3. yep, that's the one. thanks. that'll make my job easier.
  4. mtpeak2, that sounds like exactly what i need. i'll have a look at that tonight. thanks.
  5. Hi all. here's a jacket i'm doing for a character. known issues are things like the general shape needs a bit of tweaking and such. My specific question regards decals. I'm really looking for a more interactive method of positioning a decal. What I mean is that I want a way to apply a decal, then move the cp's around UNDER the application, till the texture is in the right place. This should take place in an Action. Right now the process works like this- apply stamp look at model delete stamp move cp apply stamp rinse repeat. what i'm hoping for is more interactive than that. Any ideas?
  6. smudge, this is one of the best looking shorts i've ever seen. thanks for blazing the trail in tihs direction. i hope more people (besides me) take inspiration from your work. later clamps
×
×
  • Create New...