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Hash, Inc. - Animation:Master

AMAR

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Everything posted by AMAR

  1. That's some great animation!!!!!!!!!!!!! Wonder how a mocap system like that works with hash cost. Oh? I did notice the right arm passing through as the head turned but I think this was more a demonstration of how realistic you can have a character in Hash move. Great job I need one of those systems that would be a great tool to use and play with.
  2. that can also be done with a reg gaussian blur and a layer mask going from dark to light using the default color settings with black first and white second. You can tweak the midpoint slider to determine were the lighter diffusion of the blur will occur.
  3. Here's is the 360 animated view simatest1.mov
  4. Hey, Hashers Here's an update of my character with some clothes on I got to finish her costume and of course the rig......oh and give her a wig. This is the img update and I have 360 animated view of her also. Comments are welcomes........be brutally honest. My goal is to finish a model that will rival some of the high density models you see on CGTALK. Thanks for the coments so far. P.S. I'll probaly use three techniques for the hair (1. wig and texture, 2. Hair mat and texture and 3. Use the v.11 hair stylize feature with textures once I get 11 sometime in july. )
  5. Mack Thanks, you're right. I have already corrected that area and i starting planning for the costume design tomorrow or tonight i'll post an update with the changes and a costume.
  6. Here's a pic for sample costumes which one should i put on her guys............HELP ME GIVE ME AN IDEA WHAT WOULD LOOK GREAT IN ANIMATION.
  7. Thanks Frank for the complement but even in those truths you say I still find error and i'm sure others can that's why I posted it. Thanks maybe when I texture her and add the costume I'll get ruffle from the bushes. by the way let me post those costume possiblities. P.S. again i like your fred.
  8. thanks for the comments guys. I'm fixing up her waist to hip area now and since she's a hero type trying to figure out an outfit I got some ideas I'll post the pics in a sec. But i'm open to suggestions and if you see any thing else that stands out maybe i can correct it. Since the face is of someone i know the textures have been already started.
  9. You to huh? Yes they were pretty intimidating as a child. With hash new hair feature might be an idea or a challenge to recreate one or something like it in 11.
  10. here is the spline view. She only 2700+ patches but i know about a 1000 or so will be added for teeth and accessories.
  11. HI, all I'm posting this new model i'm completing and i'm look for critiques. The head I did almost 6 months or so ago The body i started this week. She a little bottom heavy maybe for some but perfect for me. Here the image
  12. clean character.........very Jim Henson Muppet looking. So that means he's going to be a humorous fellow?
  13. The only thing also I see you added was Hair patches that increase the count the approach was similiar. You ended up with 3000+pacthes which is still good and I 2600+ patches. Which was due to me adding the pencil and the bandaid. I still think the approach was great and still it turned out very clean. I'll post an image now
  14. hey that's really good modeling. I just completed working on that model also and I like how yours turned out better. Yours look more mature and has a bit more character. I did recreate some quick rotos to getter a better perspective of the character. I going to refer this link to him if your interested, I'll post a pic in a bit. I'm emailing him now and I'll refer this link.
  15. one other thing that i wanted to add was that it is key when placing your hooks not to place them on the end (middle as shown in the pic last sent on the center spline i have selected) were your going to mirror something. In this case, I did in this quick illustration but i had to go back and modify those areas because there were no cp's in th hook area for the mirrored splines to connect to. Lastly one key thing when modeling characters we ge caught in is leaving out the frailties seen in the human face that give it character. Like every on the right side of the face don't exactly line up and isn't exactly the same size. The same is true for other attributes like ears, teeth, the body, hands, fingers, feet, toes, nails, hairline, and so on......and so on. I wanted to mentioned that because those are the things that will set your characters apart from being just a good or very good model. Making it a GREAT MODEL, what I did what a good quick start that should after you do it after the 5 or 10 time have you creating very good models of the face. Also helping you to develop a techique that suits you. But for the models to become great takes time and out of the probaly 70 or more attempts i had over the years of create faces I've create very very good models.... None I consider greate yet but with fine artist and artist that are animators have to make a choice do you focus on making great CG looking art or CG models that will animate. My approach was to show you how I create a face that will animate and with a little tweaking patience and textures, make a really good looking face. Until next time ...............GOOD LUCK and GODSPEED with your splining.
  16. And the pic by itself.................
  17. I apologize for not sending this earlier but i got caught up in the Final (NBA) and did a little tweaking........... Now the face splinage is stll kinda low (398 patches) and still needs a little TLC (manipulation of points and the bias) but the key here was to show you the direction to go in to lay down splines. It's been said already but if you use adobe illustrator, Freehand or Core Draw laying down splines takes on a similiar philosophy with the exception it is 3D of course. This model you're creating can be more accurate but the rotos don't quite line up and since I was trying to get this done quickly I didn't spend the key time i needed in line up the photos in photoshop. Making good hand drawn or using good rotoscopes is key in character creation unless you are freestyling it. It's is a science in it own right, as with all the other processes, but even more for accurate recreations of the subject that is chosen (the character your modeling). None the less, here the model and that final pic. wendy_sample.zip
  18. Here yah go........... The Beginning I'll finish off the nose. Then i"ll post a pic with a .prj zipped file in about 15min or an half hour. Happy Splining ......I'm Out for now
  19. I just made it in and noticed you posted the pics.....give me an hour and i'll have something for you to check out.........K.....Happy Splining...
  20. if u post the pic the side and the front view I'll lay down the spline to help you understand how to do this....sort of like creating a template. Also what you can do that looks like a poser model, if you do a quick and a screen capture of the side and front with the wireframe that will help you get a better picture of how to lay down the appropriate splines. Using the basic splinage seen in the polygons outlines in the face can help you get the results you want. I wanted to do a tute on this but never got around to it. Collin Freeman has a pretty good tute on it also for modeling faces. Just wished it was available back in 98'. Happy Splining.....
  21. are u seeking a specific total patch count or are you just concerned with the spine rings being 8 or 4 in the areas of the limbs attaching......
  22. here's one for the eyes http://www.antropus.com the tutorial section uder eyes
  23. More textures almost done I tried another quick render with a tint (post effect) and the colors side by side. The next render i'll touch up the hair and then add........them bones......THEM BONES..THEM BONES..... EHHH!
  24. fantaboooooolooooouuuuuussssssssss Many how many patches you got there?? it's got to be 70,000 - 300, 000 ..whatever it is I did know you can put that many objects in a scene. Did you layer these items or do separate renders ....what was your approach for this typre of render.
  25. hey guys here's an update!!!!!!!!! I finished smoothing the body a bit and started the texturing. I've got some bump and skin maps i'm in the process of applying. Right now i have a transluency procedural material on his skin and a few test maps on the face. Moving Right Along
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