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Hash, Inc. - Animation:Master

DanCBradbury

*A:M User*
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Everything posted by DanCBradbury

  1. Here's an update on the retro. I've completly redone the front hood so it's a lot more rounded and matches the rest of the car. I also got rid of that very odd pointy thingy thing-a-ma-bober and made it just have a crease their instead. Retro07Spin.mov
  2. lol. ya the neck is a bit long. reminds me of nefrititi.
  3. lol. I'm sure the saleen could kick my car's a$s up and down the track. lol
  4. well, if the splines on the flat part of the wood are peaked and are going to stay that way, then just create a 4 point spline and attach the middle two cp's according to the picture. when those are attached just delete the outer two cp's and your creases should be gone. 5-point patches are very handy, but when you create a concave 5-point patch you get very strange crease and abnormalities. It takes a lot of experience and time to get model and spline construction down. I still have problems from time to time
  5. kinda reminds me of the Ain Ghazal human figures from Jordan. It has sort of a tribal feel to it and is kinda scary looking. Pretty cool looking model Joshua.
  6. you should realy add the fleace material to the white areas of her dress, and her shoe ball delies nice work, nice work indeed
  7. lol. that died the second i got v12 lol. the spectral color doesnt work the same way as the realy old version i had. But, v12 is much better, and a lot cleaner looking than my old one. i'm sure i could probably come up with a gradient that would replicate the old iridecent look i had.
  8. Erics continued work on his car made me want to work some more on my car... so i'm bringing it back into the sun Here's the latest update with the car. I added chrome strips around the windows to make them more classic looking, a crome strip around the back lights so they dont look like their just floating there, i shortened the hood a little, and i spruced up the geometry overall. I just went over 4k patches... mainly the grills fault, and i realy think i'm almost barely done this time. I KNOW IT! i've also included a spining video... filled with spinning goodness for the spin-spinterific spin cycle. Matte white all the way! Retro03Spin.mov
  9. his walk sees like he's slippin around on ice kinda. oh and you can fully edit a post to add stuff to them if you forget something.
  10. awe but raytrace is awesomefulness. nice cow
  11. ok... now he's definatly scary O_o
  12. Still... that's one damn fine lookin' hunk of semi shiny matte white plastic you got there. How many patches do you have in all? i look forward to your updates
  13. OH MY!! THAT LOOKS AWESOME!! lol. Very very very good work. Still, i think you used way to many cp's to get where you are today. Remeber, "less is more" in animation master. Cant wait to see it all colored and painted.
  14. One thing i noticed is that there are no shadows being emitted from the sky light rig that you have. Which would give the picture a much realer feel and look. you should try using the recently developed HRDI/LDRI method for your project. I think that would look killer. High Dyanamic Range Imagery
  15. That is amazing! Are the buildings in the background full sized or are they a small mockup? Anywho, this animation may even top an earlier movie made in A:M from 2004, "I'm Walkin" by Soulcage. I'm Walkin
  16. looks pretty good gerald. One thing though, you can have the ship with a hallowed out tower be one model, and the inside of the tower be anohter so that you can set the inside to render when you're a set distance away. Much like an LOD model works. It would increase frame rates and the method is used in every game out there. The geometry is still there to interact with player movements and physics objects, but it's just not rendered. oh, i havent seen a wire frame... but did you make sure that everything was made with 3-point patches? That's still a major standard in gaming because of texture mapping and matrix algebra patch rendering.
  17. very well done eric. But you only have one more day for it to be relavent. nice models and lighting.
  18. Is all of this working trhough newton physics or are you moving every individual domino?
  19. interesting pictures jody... but i dont believe that will solve his creasing problem. That's an odd looking airplane. I've never seen an engine like that before.
  20. That's some nice green fire you got there... Is it stylaized? or is it just the blue sky mixing with the yellow fire to make the outer flame green? Cool engine
  21. like vern said use 5 point patches to fix the dimples. i included a pic to show you what that would look like.
  22. Checked into that, it was a bone-assignment error I made whilst rigging. Now he bends properly. Good catch! For the curious, I've included a shaded-wire shot anyhow. Yes, I know his arms look like glued-on noodles. For the most part, they just function as collision objects for his cloak's cloth sim. Most of them are hidden before the final render. (Why bother rendering what you can't see?) ok, the crotch area indeed is malconstructed. You need to get rid of the spline that curves to the tip of the leg spline or raise it and make the areas 5-point patches. I've included 2 picutres of how you can fix this problem, but i think the first pic, where the very curved spline is removed, will give you the best results and be much cleaner and without creases.
  23. looks prety cool. The shading is much better now. one thing though, i dont think the patches around his crotch are built correctly, or at least it looks that way. Can you post a wire frame of him? you should use four 5-point patches to construct the area.
  24. cool goose eric. it's got lots of character, especialy the face and beak. He looks like an old man kinda. nice modeling
  25. your rabit is a bit scary... jk nice model
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