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Hash, Inc. - Animation:Master

AMAR

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Posts posted by AMAR

  1. Thanks, Doug I'm familiar with his site and was willing to purchase his cd. But paypal was giving me some issues and their tech support never responded.

     

    I have TSM and played around with it but it wasn't the most user friendly.

     

    So i've been working on my own rigs and this cog question had pop up so I was trying to resolve this in the mean time and I haven't found much online in reference to.

     

    Some references just say it's the the center of gravity and some say it is a root(parent) bone that control a set bones.

     

    Still unclear but thanks anyway....... :(

  2. I posted this ealier on the OT area and didn't know if that was the proper place so i'm posting it again.

     

    I'm aware of most of the different types of bones you can create in hash.

     

    My question is how do you create COG bones are they nulls or position bones that uses either a tralation or a rotation only and/or they bone that are used to aim to or translate to?

     

    I just seeking clarity.

     

    One thing I do know is that COG is = to center of gravity.

     

    Thanks in advance

  3. Though I stopped being scared of Sweetums a while back.

     

    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.

  4. 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

  5. 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.

  6. http://compreviews.about.com/library/weekly/aa-pentiumM.htm

     

    this what your talking about on this link this is talking about a comparison to the Pentium M chip with is using the same architecture as the centrino but it has been improve upon.

     

    Note this is referencing only the Intel comparison between the MOBILE POPULAR USED CHIPSETS ON LAPTOPS THAT USES THESE but in no way a 1.7 centrino mobile is faster that a P4 intel 2.8ghz HT (HYPERTHREADING) chip or any of the other chips like the new xeons or itaniun chips or NEW AMD or G5 chips.

     

    These chip are for good performance but if you notince they aren't put into the highend laptops.

     

    Great for business, good for hash not great for hash but once I go my net laptop with the Intel HT chip in it it blew everything out of they way as far as laptops i've used.

     

    My next test is to try a new laptop with the new amd 64 chip in it, and next year hopefully when they bring the new G5 laptops for the MAC. By then HASH shoud have 12 that runs flawlessly on TIGER or whatever BIG CAT there using next.........

     

    MAYBE CHEETAH????

     

    Later back to splining.

  7. Hello i might be interested.

     

    1st. what is your budget? (range from what to what if you can be specific)

     

    2nd. besides the model is there any texturing or procedural mapping you need done.

     

    3rd. what is your expected project due date.

     

    4th. again you stated that the model has to be ready for rigging and animation

    so no rigging is needed and the model you need should be at a low patch count somewhere

    between 2000 - 3000 patches.

     

    Lastly I'll let you know if this is the case and the model does'nt require anything more than basic material and ready for toon rendering.

     

    Then a can finish models in 4 hrs on a busy day the time is pushed to 8 to 16 at most depending on the model's details and the style or look of a model.

     

    If you don't want to post your proposed budget for this project here is my email amarama@sbcglobal.net

  8. i'm going to say this one last time Ram is the cheapest on the list of your priorities on the pc regardless of how much ram you got is going to use "virtual ram" anyway i been using pc's for over 12yrs and nothing has changed but the improvement in architecture. Virtual ram on the mac is a no no but on the pc it is a must because the pc uses virtual for specific tasks. With hash hash creates a .tmp file lthat gets larger when you are doing certain things. Especially during the rendering time that is when Hash uses most if not all of the processor unless you use a processor that has HT technlogy but in or a dual processor. HT technology works by dividing of the tasks especially for processor hungry apps. Kinda of like working like two processors. When u look under the device manager with HT turned on It appears to the viewer as if it has two prcessors.

     

    Now as I said for the third time

     

    1st Go fod Gold get The FAST Processor 3.8 ghz Intel ht or AMD ($299-$499 i'm guessing here)

     

    2nd Get the Video Card 128 mb or better with REAL Open GL support ($100-$199 depending on the brand)

     

    3rd when you get the money RAM IS CHEAP ($50-$75 for a 512mb stick) JUST LIKE HARD DRIVES.

     

    Now you can take my advice or someone else's on the list. I generally response to your question just like i would a to a friend of mine asking me the same question.

     

    I first ask what is the problem, what do you need it for, and this is how you solve it.

     

    The answer is no different than if I needed to buy these items for myself.

     

    Looking at cost as a student I'd probaly go with the cheapest which is memory but that won't help you in the overall sceme of things.

     

    Ram again is good but only and only if your run multple graphic intensive programs and or web browsers at the same time. And using memory hungry apps like Internet Explorer, Photoshop, Illustrator, Painter, and there a few others I can name. Running all these at the same time but this would be nonsense.

     

    you're at 384 for learning Hash on XP your configuration would be greatly improve by having

    these items

     

    1.8 change to 3.8 ht intel/or amd 2ghz boost

    if you don't plan on working with any particle based functions or using any multipass raytracing on your renders. Then your fine. But since you asked i'd go for gold.

     

    Keep your drive optimized that helps - a fast drive 7200 rpms would be great but not necessary.

     

    don't have any back apps running on your taskbar or loading on startup.

     

    Get a good video card believe me when i first started i was eger to see what i did as many of us do impatience computer people do. So right i think you said you had a 64mb card that good if you have the latest drivers installed you8 should be fine but as i said before. You need a card with open gl and if possible open gl2 ready so you would be ahead of the game.

     

    Now memory is cheap you can wait run one app at a time. I current have 1gb on one pc, 512mb on another, 256mb on another and 768 on my mac. Guess with one hash is faster on the one with 256mb of ram why you ask?

     

    Simply It has a 2.8ghz not 3.8ghz which would be better, it has a good card in it it is a 68mb ati radeon card not at ati supported a 64 nvida would work too but not a ndvida supported the supported cards always have driver issues on the xp. IT works better with a real ati or nvida card. I have real time visuals of my stuff while working in hash and I know when i upgrade to the 128mb it going to give me greate frame rates. This is seen when you do anything like click on a cp. This is shown at the bottom left hand corner in hash.

     

    Ram is have less than you but my ram runs on a 800 mhz motherboard and the ram is dual ddr 400mhz ram and if your is the same then you are fine.

     

    What kind of computer it is you ask it is a laptop and it is the fastest computer i have and the improvements were based first on the processor run on a good fast motherboard and the videocard. I have a nvida 64 mb card on my other fast pc, but it doesn't nearly work as well as the true ati radeon card i have. Now if the card was a true nvida card i'd be saying something different.

     

    Whatever your decision it is your decision and again best of luck and now BACK TO SPLINING!!!!!!!

    :D

  9. i know about the mininium and that applies mostly to modeling and rendering for output.

     

    I'm refering to the pc i didn't montion the mac cause that's a work in progress currently in reference to the new version.

     

    I'm talking primarily from my experiences working with building scences, textures, working with one and multiple characters.

     

    Previewing my characters and their textures using rotos. I can go on and on but my experience on the pc just like with most 3d apps there are processors hogs.

    With hash the resources need to be available for the processor and the vm pagesys.file or cache.tmp file during rendering and working in hash to have room to grow like photoshop. Except hash only access the processor fully during certain processes. viewing animation in real time, working with layer procedurals, rendering at any level, and there a few other i could mentioned. But primarily the processor and the video card i mentioned because out of my 6+ plus years of using hash my best experiences have been (mac or pc) when i using a fast processor on a fat fast hd and my system profile set so all my resources or background programs are not running alongside hash. On this fast hd making sure i have plenty of partioned optimized space for VM and a good open gl card for better frame rates while workig on my models and previewing my models, effects on scenery.

  10. well for my personal experience i'd choose a fast processor something like the 3.8ghz AMD or Intel. tThis help for progressive renders, regeular renders and output renders.

     

    I also get a really good 128mb true open gl to take advantage of see your model , textures and effects in real time preview to get an idea by viewing a proxy styled or 4 poly per patch shaded view before you do any renders.

     

    Personal ram is the cheapest out of the two and hash uses more of your virtual ram that your chip ram. especially during renderings. Now painter and Photoshop our memory chip and hd hogs.

     

    But the most common reason why i have slow downs when runnig hash is more so based on the processor and the video card.

     

    Hash likes fast processors if your going to multi-task then get a processor whether it a Intel or AMD with HT technology built in it. AMD has another name for it but it still the same basically.

     

    Hash also work better if your previewing it in different modes with a good card that has real open gl and direct x capabilities. I focus more on the open gl though i like is better for some reason. Even though throughout the years i've mostly used directx because of me not have a good card with no open gl. When using texture or rotoscopes somecards won't work well altime without it be a good card no matter how many updates you do.

     

    So to cut down on the confusion get a fast processor #1 and 2nd if you can afford it get a video card (a good one that supports open gl).

     

    Ram is cheap on the pc's so when you get another hundred or so dollars go get a gb of ram that will do you for run any program you want ram is also good for having programs like, PS, Painter, Illustrator, Etc. open all at the same time without crashing. I don't advise it but you can do it.

  11. One more thing to consider also if you're a students all of these companies offer you the same software in most cases up to 50% to 75% off.

     

    Check out www.JourneyED.com, www.creationengine.com and i'm sure some other people on the list can help out with some other companies names. I know of two more but can't remember them of hand. These should be a good start though. :D

  12. Well i wanted to add my two cents in as well.

     

    Since the question here is what is better Z-brush or photoshop.

     

    Zbrush biggest advantage to me seem to be the ability for in to allow you to create high resolution maps out of 3d models and allow you to generate models through use a highly dense mesh.......which i'm sure requires processing power. Not to forget there's a learning curve which can be good for the long term adding a new tool in your chest.

     

    Me personally though I would go with Photoshop. I've been using Photoshop since the early 90's and still feel like I have fully mastered the program. There's so many areas to explore and learn. In 1 and CS the brushes and photo editing tools have greatly improved. If your going to learn how to create texture maps, create mat painting, or prepare rotoscopes for use in AM get photoshop. There has many changes since 5.5 (now it is on 8.0). I currently use 7 and 8 but I have taught 5.5 and still teach it currently. Still I learn something almost every 1 out of 5 to 10 times i use it. I say get Photoshop or if you want to try something new get Painter it has been around just as long if not longer than Photoshop.

     

    Both are industry standards and use by most of the professionals in the business today for creating textures, mat paintings and setting up the rotos for generating accurate models (especially for characters). The benefits would help you greatly to have both but I would stick with photoshop and master creating texture the traditional way. Everything that seems easier isn't always. Everything that seems like it takes more work to do, is only perceived that way until we develop a better understanding of how to make it work for our purposes.

     

    Enough I've said enough more than my two cent ........Back to Splining ........

     

    Later Good Luck on whatever decision you make though............. :D

  13. 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.

  14. 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

  15. 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..... :D

  16. well this is how i'd do create the pose for the eye going closing

     

    Next in the choreography window i'd go to the first point in which i want the eye to blink and i'd start the eye closing by going the fram i want the eye close and setting the ease for the eye down or close to 100% and next i'd go to the frame i want the eye to go up and set the ease on this pose to 0% and you should be fine.

     

    For more control you can make a pose for the eyes opening or a individual eye opening or closing.

  17. i have ton of characters my biggest problem is rigging which I'm about over now. Do you need the character to be in a detailed scene or just a nice clean character promote hash and ourselves. Also what version or branding will we use for this AD and the deadline/turnaround for the AD's to be done by. Finally, what file size or image format should this be render at or better yet was is the final output size or is this just web based.

     

     

    ..........Just Inquiring for now ..............Thanks B)

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