sprockets 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! Learn to create your own tool bars! Behind The Scenes: A:M and Animatronics
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Hash, Inc. - Animation:Master

SantoAnderson

*A:M User*
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  • Name
    B. K. Anderson
  • Location
    SLC UT

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  • Hardware Platform
    Mac/Win
  • System Description
    Right now, crappy Dell Dimension 4100 Pentium 3 700 mhz. ---soon--- Top of the line Apple Powerbook

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  1. I just purchased the upgrade a few minutes ago, so hopefully I'll be able to be working with nice materials within the week. Finally
  2. Temple update: I stuck a temporary bump map on most of the surface, but it's retaining way to much of a beveled edge even on a 1% bump. I need to update from Version 2000 ASAP so I can actually use Bitmap + or something of the like. Hmmm
  3. Dang, well the construction was a pain because evidently in one of the original patches there was a double spline which ended up cloning an extra thousand patches or so (and I'm not exactly sure where to start to fix it). I had to build it in three parts. The two sides are essentially the same model reversed along the X-axis and each side loads at 18 K polys. The middle section which contains the front and rear columns counts about 12k and the basic copper roof counts 30 polygons. So we do the math and it's about 48 grand, easily the highest poly model I've ever built, eclipsing the previous model 3 fold. But since 90% of the polys are sharp and there's only two mesh colors to deal with, it loads relatively fast and renders quick. Now my computer's a grand P.O.C. from five years ago, and having recently tried to map a brick texture onto the model I depleted its virtual memory and I had to manual reboot the computer. Pucha che, necesito una nueva computadora pues.
  4. Here's a reference image that shows the granite exterior. I'm considering just making one huge decal-projection map for each side and contrasting the initial image with brick exterior for a bump-map. Now here's a predicament that I tried to work with yesterday. Those spot-lights on the spires, I've tried kliegs and spotlights pointing up towards the spire, but they aren't lighting correctly. I'll tinker again once I get the decal done.
  5. Nice! But why is the exit sign on the floor? Isn't that against building code?
  6. Hey guys, I've received a commission from a buddy of mine to create a couple classic buildings from Salt Lake. Namely Temple Square. I've got the temple itself built (no textures yet) and just wanted to ask what would be the best way to achieve a granite effect. I don't want to re-decal every inch of this thing and was wondering if I can somehow material-map this thing with a single equally scaled image facing the same direction Then repeat it with a bump map of the same size, etc. Any suggestions?
  7. Yeah, right now it might look a little too chizzled without mats and textures. Maybe you could fatten it up a bit and thin the legs up too.
  8. New quickly animated & rendered kickflip, (yeah, I know the skateboard flip needs more animation.) with an old character I built a while back. I'll try and make a good render tonight. skateboard.mov
  9. Don't know yet, I built it in just under an hour, and I figure it could be useful for a future still shot or quick scene render. Today I'll add the bolts and texture it some.
  10. Here's a tiny WIP I built tonight for a project. Any critiques are welcome.
  11. Quick and crappy scene render: Although, the volumetric lighting is super-opaque and keeps creating unnecessary lines. Is there any way to blur that?
  12. Update: Legs, forearms, hands, and batty-esque pose.
  13. Mini-update: Cape and Utility belt. But that freakin' cape bends too much.
  14. Hey guys, I've spent the last day or two tinkering around with the idea of a low-res BB batman for fun. Anyway, I couldn't find many great reference images, so the majority of the work has been guessing. Meh, I'm not losing much sleep over it either. I know there are a couple hard angles and other kinks to work out, but I don't intend to render this guy at 800 x 600 at all. ...Tommorrow, the utility belt.
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