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Hash, Inc. - Animation:Master

TacoBallZ

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Posts posted by TacoBallZ

  1. Not sure why Woot's wearing lipstick, though

    Well, boys will be boys, you know...

     

    Kinda my fault, woot's lips was kinda "unshaded" before the Hash bash and since I was asked to create the eyebrows and eyelid liners, they said to go ahead and make his lips colored, however I was using my laptop and i never got a good render out. I hope no one is working on the woot model right now as i upload it to SVN.

     

    *Crosses Fingers*

     

    here is a picture i found while randomly google searching.

    Idunno, what are your thoughts?

    people-young-boy.jpg

     

    here's woot

    woot-render.jpg

  2. I am a newbie but I am in Sierra Vista and would like to get together and learn/contribute to a group. Let me know.

     

    Oh no, another Sorry Vista AM-er. Just kidding, when did you get into A:M? I've been using it since like 98.

     

    What kinda stuff are you into, 3d wise, animating? modeling, or just getting started?

  3. Hair can be simple or it can be extremely complex.

    I am attaching a scene which I used a animal print graphic I found on google.

    animal_font_8.jpg

     

    The basic steps for recreating this in AM v12 is this

     

    Open new project

    Import the animal print graphic

    Create new material, change the attribute type to particle ->hair

    Create a new model, a lathed dome works as a good example

    Apply the hair material to the dome model (the hair should show up, if not, hit Shift-8 )

     

    After this point you can adjust the hair's individual properties to your liking, but first we will try something cool.

     

    Apply the Animal print image as a decal on your dome, apply it from the top view.

    You will see that the decal 'Type' under the image section will be set to color. Change this to 'Other'

    from here, you will see a new line appear below the Type setting called 'Properties Driven'. Right click on this line and pick 'Add Property'

    01fur.jpg

     

    Pick Density... The decal will control the amount of fur depending on the color, Black for none, and white for 100% of whatever you set your density in the hair material.

    02fur.jpg

     

     

    If you duplicate the decal steps again, but leave it as default settings, you will get something like this.

    You will end up with something like this.

    fuzz0.jpg

    fuzz.zip

  4. I've done several fur tests however it's only for small areas, doing whole body fur takes a lot of time and patience. From what i've seen, 2 or 3 simple hair materials work better than 1 complex hair material. I will upload some examples in a bit. I need to get settled in and remember what I did before.

     

    -Mark

     

     

    -edit, er oops, I kinda got side-tracked. I'll get something uploaded when I get off owrk today. In the mean time, what kind of fur effect are you trying for, any specific type of animal you had in mind?

  5. I feel a bit guilty that I haven't contributed much of anything to TWO yet but I'm willing to go if you're ok with it. I've been trying to force myself to get back in the groove and reteach myself A:M from the ground up so I can kinda communicate on the same level as some of these awesome riggers, FACE and Squetchy rig blow my mind, very awesome work everyone!

     

    -Mark Weller

  6. I've had a similar problem like this before. You must have either your video card settings to force Anti-aliasing or the AM opengl settings panel to enable Anati aliased (lines i think). Try it out. See if that fixes it.

  7. Thanks all for the comments so far. I'm just adapting the basic rig from Dadiv Rogers Animation Master, Complete Guide. Even though the book is several years old now, most if not all of the constraints work the same way.

     

    This block man is pretty straightforward rig, I will upload it. I "borrowed" the feather from the Constantine wing post. (Thanks Entity)

    http://www.hash.com/forums/index.php?showt...hl=constantine#

     

    [attachmentid=14147]

    block_rig.jpg

    block_man.zip

  8. I was just trying to teach myself how to rig a character (again) and decided to start out with a simple model. It's just a Box with boxy legs. It's not very refined, the jump aspect I think needs the most work. The knee targets will *pop* when extended fully and I think that's my problem. Here it is, enjoy.

     

     

    Updated 2-5-2006,

    2MB Sorenson3, quicktime

    http://renderwild.com/3d/26rig_test_anim.mov

     

    rig_test.jpg

  9. wow! :o

     

    this is some really cool stuff. i like the style!

     

    one question though: how did you get the blend of orange and yellow to be so smooth?

     

    Well, I created a simple gradient that used the following settings, you have to make sure you use your rulers to determine the start and end point from within your model window. I am looking at the material window from the right side. The yellow starts from the tip of the nose at about 1.8cm Z and ends at -.25 Z (eyebrows). The rotation is handled by the Y axis, in which it was mostly trial and error to get it to look right on my model.

     

    gradient.jpg

  10. I found this on the net today as well as some video footage I am taking from the game.

    These angles give a much better impression ofthe form of the ears. However it also makes me want to redo the whole model already. Ohwell. The snout has been shortened, and dealing with tweaking it all over again has taken up my whole day. Ears will come next.

    (Also forgot to mention that I remade the teeth as with separate tops and bottoms so that they can be animated.)

     

    DaxDeskVb.jpg

     

    36daxter.jpg

  11. I was able to pick up the Games, Jack 1 and 2 for 8$ and 9$ respectively. I will be taking some video footage clips to get more reference. This is kinda fun. Except for those damn ears!

     

    Ken, I see ehat you mean about the mouth protruding out too far. shouldn't be too hard to fix that.

     

    -Mark

  12. MMZ, thanks for the tips, I will try it out....

     

    Ken, the character is not mine, unfortunately because it is such a cool character. It's from the Playstation 2 game of Jak and Daxter. The eyes are just kind of placeholders until I get some poses set for the squinting as showin the the reference image. The 3D model snout looks not big enough or is it too big, I don't understand the question.

     

    Info on the characters

    http://en.wikipedia.org/wiki/Jak_and_Daxter

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