sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

pancho simpson

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  • Name
    Ramon A. Hurtado
  • Location
    san diego, california, USA

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    Windows
  • System Description
    800 mhz celeron, 320mb ram, 64mb video shared sis 630e on p6stm skt370 motherboard

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  1. Sorry i havent replied guys....again....school....thanx for all the comments, i really appreciate them. Dhar, Ed Doyle, bentothemax: thanks guys...much app Zaryin: yeah, i posted this on CGTalk...got no replies though...lol...whatever... robcat2075: i'll get to it man, thanks
  2. hi all, haven't posted here in a long time, been bogged down with school and such. I had a little bit of free time yesterday and i whipped this up...based on a 2000+ yr old sculpture, lol. Since i may not have freee time in the foreseeable future i'm only making this a bust, which i may take into zbrush, no animation though. C&C would be greatly appreciated, -Pancho
  3. what is ususally don in place of particle hair is creating thin strips of patches that are later placed on your character's head in an action/pose. The strips themselves are just mapped with cookie-cut textures f hair strands. However, this method is normally used for long , straight hair. I dont see how that would work out of this particular model but you're welcome to try it The other option, which is far less realistic, is 'helmet hair', where you take basic shapes an slap on a hair texture. I recommen you give particle hair another go, because the render times are really not that high (with high density an a 1000+ patch model a render was about 1 minute per frame, on a celeron 800MHz pc ) also, for more responsiveness you might lower the display settings in the hair's properties (i.e. switch it wireframe an about 20% display density) .WHEW. that was a lot of writing, lol. Well, hope this helps!
  4. Good job so far Jaqe, it's really coming along well. Your model could benefit from some anatomical refs however. For example, the back of the head is much too prominent and round. I would suggest you tone taht down a bit. About the mouth area, i think you should model in concentric circles to allow for better deformation when animating, you can make the existing layout work but it wont be as easy as with the spline loops around the mouth. Finally, the hands look good but might be a tad small. I.e. if i put my hand up to my face they cover it up to my forehead, on this guy they'll go up to his eyebrows. again, good work Pancho
  5. thanx a lot guys, i've done very limited facial tests already, with an old version of the model, and it looks ok. The eyeballs are separate objects. I'll try to reduce the density of the top lip
  6. So, since my Rick Derry topic seems dead, i´ll update here! I finally took some time last night to model the dreaded ear. Surprise, A:M´s splines are so awesome i had it done in under and hour!!!!!! here´s some wires and a skylit render. C&C would be greatly app.
  7. my turn, my turn well this isn´t much of a tip but it´s a life saver for architectural modeling in A:M! go to http://www.microsoft.com/products/expressi...sion3_home.aspx and download expression 3.3 for free (mac and pc), it´s the A:M of illustration software and it rules!!!! Hurry though, microsoft has taken up development again and will probably start selling it soon!!!!! OH, the tip is, draw out bricks, arcs etc in expression as a solid obj. SAve in the illustrator 7.0 fromat and use A:M´s AI wizard. Next!
  8. Thanks, the nose crease is pretty easy to fix so i'll get to that. What do u mena about the forehead? Oh and i used the porcelain material that's in the AM cd, in the materials/geometry folder. It averages the normals of surrounding patches and creates a "polygon smoothness" effect (that's how Martin Hash puts it in his techminutes). I find that it's a great way to fix minor problems on models but good splinage is still required.
  9. Hi, ok half of my finals r done and i've refined the lips+eyelids!!!!! I've attached a skylit render, i'll post wires later. I didn't like the effect that the bevel gave to his mouth, it looks much more natural w/o it in my opinion. Any crits?
  10. Yeah, i've been busy but i've added definition to the eyelids, the mouth however i-ll get on later, bc i didn't like how the loop turned out.
  11. Thank you, yep, i'll get on that, i was actuall considering the bevel like spline loop (i saw it on adamP's mouth WIP). Ughh, i think i might've bombed my English final (although that's what i think, i'm usually wrong regarding these things). Thanx again
  12. Hi fellow Hashers, Í've been awfully busy lately with my schoolwork but in my spare moments i managed to start the character that i was intetn on making when i bought A:M. His name is Richard Derry, he's a midle aged man who's depressed bc he has recently lost his wife. Here is the head WIP, i have yet to do the ears b finals are creeping up on me but i'll work on those as soon as summer vacation starts (june 16th). Meanwhile i would like to refine the face as much as possible before moving on. C & C are welcome. PS. i was in a rush so the shadows on the skylit render are only raytraced with one ray.
  13. that's a good looking face, however, it think u might be using too many splines around the eyes.. try to cut back on those for a faster rendering, cleaner mesh. Good job so far
  14. simply amazing, did u use Yves' skin shader and/or porcelain? wow
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