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Hash, Inc. - Animation:Master

nerrazzi

*A:M User*
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Posts posted by nerrazzi

  1. Nothing... right now I 'guess.' I've seen Hash do this before with the magnet mode button. It showed up in 8.5 and didn't do anything... just sat there, then in future upgrades they actually gave it a purpose.

     

    EDIT:

     

    My bad, I'm thinking of "filters".... doh!

     

    Layers can be used for still images or playing movie files.

  2. 3d is just another visual medium by which artists' express thier talents and/or abilities. Whether it's splines or poly's, the software doesn't do the work it's the artists' talent that is left when all is said an done. You can crack open a high-end poly app. and if you don't know how to use the toolset, you're gonna have problems... The polys won't shape & form themselves, you've got to do all that.

    Take for instance a block of oil-based clay... if it doesn't look like what it's supposed to look like when you're finished it all comes back to you, the artist, not the clay.

     

    I suggest locating some tutorials and start learning how to use A:M's toolset first, the rest is up to your imagination.

  3. Not real sure what your model looks like based on your description but if you model an enclosed light casing and assign a klieg lamp to it in a choreography, seems like that ought to do the trick.

    You can assign a light to the model within the modeling window itself but they're kind of unpredictable and sometimes difficult to control the lighting. But the klieg lamp gives you more of a focused lighting.

     

    Also, using shadows helps eliminate a lot of light leaks.

  4. I need someone who can produce various voices for different characters, basically... As mentioned, it's a paid project so if you think you can pull it off I'd like to hear your demo you can send me a PM for further details. thanks

     

    ...Forgot to mention, I need seven (7) men & four (4) woman of average age

  5. The characters don't look exactly like ants, They look more like Camel/Ant-Men.

     

    Ha ha! yeah.... some of them are fairly ugly... Here's a shot of the character I'm going to use as Moses, "ALL" of the other characters are derived from this one character via the distortion mode... "everyone"

     

    How did you do the background and what kind materials are you using on the pillar?

     

    Nuttin' special.... just painting them in Photoshop.... I do a web search and find photos of real Egyptian hieroglyphs and try to make up some stuff using that information, just not counting on anyone being able to understand how to read it I guess...

    thanks for the reply :)

    post-7-1095660509.jpg

  6. Hey, I like that man! Very smooth surfaces to be so patch heavy.

     

    Quick question, why did you use that many patches to build the mustang? Seems like you could have gotten away with it using no more than 5500-6000 patches.

     

    EDIT: Oh wait, I re-read your original post, was this model from a CAD program?

  7. Rodney, that was a great idea to add the DOF, I actually tried to do that in the first place in A:M but I can't ever get the desired results... didn't think about using PS. I really don't want to build everything in A:M, more interested in tell a story.

     

    To my eyes it makes him seem more solid.

    Yeah, to me it makes him stand out from the environment a bit as well, almost the best of both worlds in terms of 2 & 3D...

     

    John Bigboote: I got a broken link when I went to play the clip but I remember checkin' that out some months back when A:M Films was relatively new. I saw the Jeep Treo at the Cobo 2004 North American International Auto Show in Detroit. It's an impressive little vehicle, lots of room inside.

    post-7-1095447663.jpg

  8. thanks everyone for taking the time out to reply... this project is built around the story of Moses in the book of Exodus, a kid's video of sorts with splashes of grown-up humor. I'm using ants as a break away from the traditional "people" look and to make it a bit more interesting for the kids.

     

    There's also the look of the background that has me concerned... my wife doesn't like it and I'm at the *50/50 rock either way* point. But it has to do with the water color feel of the buildings and distant mountains etc... She say's that it's like Picasso meets post modern contemorary.

     

    I think that it's okay for distant objects and/or props and the coloring look to be good as decals on closer objects. What are your thoughts?

    post-7-1095442030.jpg

  9. Before I start my final rendering of this project I'm working on, I'd thought I'd see what some of you think about toon lines, with or without....

     

    I've noticed that smaller resolutions yield not-so-great results while larger rez images or movies bring more precise results concerning the toon lines that is.

     

    This file contains my character with toon lines. (line bias set to 700.)

    with_lines.mov

  10. I'm working on a project that involves my character standing in place, sloshing the mud using his feet & legs. In the pic, you can see that I've used five bones to manipulate the surface of the mud. The four bones lying horizontally are all constrained to "aim at" the fifth center vertical bone with the "scale to reach" selection checked. It's also translated to an additional bone I've added to the characters calf region.

     

    Now when I move the characters leg up, the surface of the mud follows but it's consistancy looks more like glue than mud. I'm considering adding an additional bone to the "mud" model and assigning a "dynamic constraint" to it to give it a bit more "looseness.

     

    Does anyone have any other ideas or suggestions that would help this surface's texture consistancy?

    post-7-1095349102.jpg

  11. Hey I like that man! So are the little "Kapsule" men going to pilot it? Make little kapsule space guys and give 'em little fish bowl helmets maybe...? Nice work!

     

    I do have one question. I love the "look" of the objects using your lighting app. but the shadows on the floor seem like there's too many, you know what I mean? Is there a way to reduce that sort of thing, maybe diffuse the shadows a bit or perhaps blur them some? It's a very nice film look almost, makes it seem as though they are real physical models captured using a dv cam.

  12. Yves, this model is reeeally great! The skin is smooth and the anatomy is very articulate, it's clear that you've paid due attention to the muscular structure. A fine job exellent, excellent work...

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