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Posts posted by TacoBallZ
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I've made that my browser default startup page. Nice!
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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?
here's woot
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Sure gives new meaning to "Chrome Dome"
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Ordered mine just now. David still owes me a signature for buying his first copy....
Ohwell I'm sure he can now take a break and join our shennanigans on the forum or in the chatrooms.
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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?
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Bah, rain is for Garage Bands from Seattle... I happen to like my dry heat.
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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.
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'
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.
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.
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Someone mentions lighting and Brian shows up like a moth to a... light. Hmm, yeah, I can't think of very many people that are as qualified to help out on lighting. Nice seeing ya again.
-Taco
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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?
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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
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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.
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He has a TAIL! It's not working right quite yet... I'll post a nicer render when I figure it out.
1MB sorenson3 quicktime
http://renderwild.com/3d/keeper_tail2.mov
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Yeah, in trying to eliminate the pop, and fixing the torso trajectory, I may have dulled the pose of takeoff, which gives it less of a dynamic feel. Ohwell, its back to tweaking. I should probably rename this thread to animation sketching, because there is no real goal but to just practice. Thanks for keeping a sharp eye on it.
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Updated:
http://renderwild.com/3d/26rig_test_anim.mov
I will also be pasting the updated clips in the first post.
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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]
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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
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Now with new ears!
They could use a little more tweaking to get the creases out, but I am happier with them than the previous ones.
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wow!
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.
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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.)
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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
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Day 2
These damn ears drive me nuts, what the hell kind of simple shape is it that it is impossible to duplicate?! its like smooth and angular at the same time. Well, I'm not happy with the ears so I will redo them tomorrow.
Larger image http://renderwild.com/3d/024daxter.jpg
Wireframe
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I agree, which is why I posted in the WIP section instead of showcase (made sense to me)
I was at work and didnt have much time to play with it.
I also thought that the title would help explain that it was just a lighting test. *shrugs*
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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
Whats cooking on the farm.
in TWO: General Discussion
Posted
I tried restoring the lips to what it was originally, but hopefully more pronounced.
oh yeah, that took me like fricken 53 minutes to render on a 2.2Ghz Athlon64
and here... improvement? I think we should get some of the art directors in on this