Jump to content
Hash, Inc. - Animation:Master

nerrazzi

*A:M User*
  • Posts

    374
  • Joined

  • Last visited

Everything posted by nerrazzi

  1. Hey Julian, I like the image ya got there! Nice detail... Have you tried playing with the focal length to give the view a bit more depth? Also, I think you can make your renders go by a lot quicker if you composite everything in the shot i.e. render the stars as a background plate as well as the planet and then finally the ship. But definately the stars & planet. --just a thought...
  2. This is insane! This technique would look good on those LOTR statues. Excellent work man! Love what you've done!
  3. Nice Work! Can't wait to see the chopper you've got planned for 'em, if it's anything like the cars you build-- it'll be insane. Have any pics of the bike?
  4. I did the lighting on my sub by adding a Klieg and Bulb Lamp "in front" of the dome, the twist with my dome lamp is that I added a decal of a cars headlight to it. I didn't make it transparent at all or apply a glow to it, the bulb lamp will add all the illumination that light's gonna need and will also lighten up the exterior a bit. (something the klieg won't do by itself) So, the Klieg is for the volumetric fx and the bulb is for making the dome "appear" as though it's lit when we all know it's a LIE!!! BTW, all of my klieg lamps are set to Raytraced.
  5. Ken Ham is the man!!! Nice animation Dan, looks high-end!
  6. Good Job! I didn't read all of the comments, but the only thing I saw that would have made it look more like a film from the early 1900's would be the camera shake & sped-up playback that you see common in movies from that era. Other-n-at--- very original idea! 5 stars!
  7. I was using Yves Skylight rig to light a character and it did such a fantastic job that I tried it on a vehicle of mine in a virtual studio-- here is the result. Let me know what you guys think...
  8. LOL! Okay... here's a brighter shot These images are retouched in PS, I'm using a blue omni light from that package later on I'll throw it into AE after I animate it. EDIT: Oh yeah, I forgot to mention that this last image is like the first shot I took so there's a lot of parts and detail that aren't present.
  9. Thanks for the feedback folks! These 2 images here are earlier shots I took trying to give it a really cold feel, some of the lights are runnung kind of hot but they're just test shots. That's a really good idea! I'm going to have to give it a go...
  10. **BUMP** I've went with another sub design but haven't done anything with the particles in the water yet. After seeing the floating particle matter in Finding Nemo, nothing I do looks good.
  11. I built one of those a while back, drove me nuts trying to rig it... Overall your model looks good however, I think you should add some weathering to make it appear as though it's been used & fired upon. Also, I think in the long run it would benefit you to swap the bump maps for real modeled geometry especially when those snowspeeders fly in close to do their harpoon maneuvers. ...just a thought
  12. Love the lighting man, and beautiful modeling! Is there a link to that skylight?
  13. Looks pretty good David, now throw in some therapeutic water jets and that should complete the package...
  14. I like it, looks perfect for that world you're creating.
  15. That's the plan but we'll see how it turns out. I still need a second character to pilot a separate sub and to somehow inadvertently screw things up. I thought about using a pig but don't have anything concrete as of yet...
  16. Here's a look at one of the characters needed to pilot the sub.
  17. MAN! Phew! Your models are unbelievable! Love the hair too. I think you & Yves are by far the best modelers of females Hash has. You had one other female model I saw maybe a year ago and you did a fabulous job on her as well. I think she had a "slightly" more exaggerated figure but still those are the best. There needs to be some kind of Hash Community Award for you guys; not associated with the image contest but for an obvious clear understanding of the human topography & the how-to's behind spline modeling. Up to this point, you guys are unbeatable....
  18. Nope, used percentage p/s and set its' interpolation to HOLD, although now that you mentioned it, it sounds like using an on/off p/s would save some time and do the same trick.... hummm Yip! You can even control lighting decals this way.
  19. You can actually take this a step further and create your own "south-park-like" characters. (personally i don't like the show...)
  20. Here are the decals I used to make the expressions, I never modeled any eyeballs did any smart-skinning or use the toon renderer, come to think of it render times are lightning quick.
  21. I was just poking around today with decals and how I can use them to breath life into a character. So far, I was able to give my simple "2 patch count" ninja model about five facial expressions, it worked for his eyes so I know it'll work for his mouth phonemes although I didn't bother making them. Just curious in what some of you think about it... quickface.mov
×
×
  • Create New...