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Hash, Inc. - Animation:Master

Roger

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Everything posted by Roger

  1. Yeah, no mine has to have arms, it's important to the story that he be able to grasp things. I think I just need to make a few subtle changes to my existing model, rather than re-work the whole thing. I'm not happy with the revision I did yesterday, that is for sure.
  2. Yeah, I really hadn't seen him as being a quadruped. In my storyboard sketches he is able to stand and walk upright. Although originally he did have quad legs and regular arms.
  3. It doesn't need to, but it is bipedal, the legs are jointed like a person's legs are. So I figure the expectation will be it should walk like a person. I could do a stiff-legged robot walk, but that would look odd (unless he was pretending to be a robot). I'm going to have to experiment with some walks and see what looks best.
  4. Here is with the head. Again, I'm not sure I'm going the right direction with this. It is a simpler character, though.
  5. Here is another take on my dragon, so far. I don't have the hands, feet or head modeled yet, but I'm getting better at modeling quickly, anyway. This took me about an hour to do, compared to a week to knock out the first (very) rough version. I'm not sure how productive, this is though. Even though I'm trying to create a more limited look I seem to keep coming back to the same general body shape.
  6. Here is the more or less completed chest. I've adjusted the spacing on the planks that make up the chest bottom, but there still seems to be something missing. Guess I need to make a latch for the padlock to dangle from. I'm not sure how much I like the metal parts that keep the slats which make up the top together, but given that this chest is going to have a clay shader applied to it I'm not sure how much sense it makes to stress about them.
  7. Ok, I just checked it, hopefully that should fix it. What is OpenMP btw? Something to do with multiprocessing?
  8. That is cute. I haven't decided if I'm going to significantly modify my dragon or not. It will mean throwing out a lot of work if I do, BUT might make him easier to animate. Or at least reduce expectations that it should move like a person. Having something I can animate rapidly is going to be critical in being able to finish this in the time frame I've allotted myself. My penguin char is already fairly simple, I just need to add some finishing touches.
  9. Thanks, I'll check that.
  10. When choosing File > Save Project As, shouldn't you get a field for the name, in case you want to update the name or change it in some way? I don't have that, and I'm pretty sure it's something I used to have.
  11. Ok, here is the chest top more or less finished. The spacing between the slats is just a hair too much, but I'm really loathe to go back and adjust this now, because it was a real pain in the butt doing it the first time. I'm sure something will be completely off if I do it, so it may just have to be that way for now. One solution might be to make another semi-cylinder that would nest inside and block the view of the interior. I do plan on adjusting the other slats, just not these.
  12. So I fixed the rail going around the outside of the top of the chest, and closed it off. I think it looks much better now.
  13. I'm thinking about tweaking the body of my dragon for limited animation. Right now he looks awfully humanoid, the audience is going to expect him to move like a person. If I simplify the character a bit, perhaps I can "cute" him up a bit and also eliminate that expectation of realistic human motion. I am thinking about simple tubes for the arms and legs, sort of how a teddy bear has very simple limbs. Maybe just a suggestion of stubby toes or fingers. Shorter neck, larger head. I have just sort of jammed the legs in there for now until I can figure out how to attach them.
  14. Ok, that's odd, I thought I posted it.
  15. Yeah, I just wanted to have them in the same modeling window. I just cut and paste the one into the other, seemed like the easiest way to go about doing it. Just wondered if there was a better way.
  16. Ok, so here is a nearly completed treasure chest. Some of the things that are bothering me are: the metal banding on the corner doesn't match that going around the planks on the top, I'll need to resize one or the other so it does. I need to come up with some sort of latch for the padlock to hang off of, it looks odd just attached to the chest like that. I need to think about moving the boards closer together so that the cracks aren't quite so wide. Handles are in the wrong position and should maybe be closer to the top? I'm also thinking about redoing the handles. I may need to scale the boards that make up the bottom half, so that there are more and they more closely match the top half in size. Something just looks off about it. And I still need to add rivets on the metal parts. But I think I have maybe one or two more nights of solid work on this and it will be done.
  17. I have both the models for my treasure chest in the same project file, they both show up in the PWS. However, they're in separate windows and I'm not sure how to combine them into the same window, other than using cut and paste or exporting a model and then reimporting it into whichever window I choose to be the active one. Is this how it's done or is there something obvious I'm missing?
  18. Guess I'm going to have to practice more. That lock Malo did has quite an economical use of splines. I'm not sure I'll be able to approach that level for a while.
  19. And here it is with the ends capped off. I still need to figure out a way to close off the inside of the metal strapping that goes around the top of the chest, it looks odd with that gap there.
  20. I forgot about the PWS. Makes sense. Oh well at least I didn't waste a bunch of time fooling with it and kept modeling, I just shoved it out of the way
  21. Why do i see splines sticking out on the side? I'm not sure what that is. It almost looks like that part of the padlock is in wireframe/shaded mode. No clue how that could have happened. Maybe a glitch from the renderer, or something like that? It looked fine when I did it before.
  22. Ok, here is the top of the treasure chest. I may change a few things yet, but so far it is not looking too bad. Still need to model the top half of the lock or latch that will go on the top of the chest, also the end pieces of the chest need to be done. But I feel fairly happy with this so far.
  23. I brought a rotoscope in to help me make the side pieces for the top of my treasure chest. Now that I'm done with it, how do I get rid of it? I tried right clicking and deleting, tried hitting the delete button, nothing is working so far.
  24. More progress on the treasure chest - it has a padlock now. I need to add some iron strapping on the top and bottom edges, and some rivets on the strapping. I think I might also like to move the boards just a bit closer to each other, the gap is too large for my taste. It probably should be almost unnoticeable. Also need to make a lid for it, not quite sure how I'm going to do that, since if I try individual boards they will need to be much narrower than the existing boards, in order to approximate a curved shape better. And I'll probably need hings for the lid, and some sort of clasp that goes into the lock. Let me know what you think.
  25. Here's the padlock with the front face closed and most of the artifacts removed:
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