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Hash, Inc. - Animation:Master

pancho simpson

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Posts posted by pancho simpson

  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

     

    other_render.jpg

    Mars-wiresh.jpg

    Mars.jpg

  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. :D

     

    again, good work

     

    Pancho

  5. 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.

    post-7-1118532260.jpg

  6. 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!

  7. 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.

  8. 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?

    post-7-1118278841.jpg

  9. 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

  10. 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.

    post-7-1117848972.jpg

  11. that's pretty good, did u model the creases or did u use displacement maps? (or the brand new v12 normal maps?) nice work though, i'm guessing it's not a final render (it's real time one right?). kep it up, bye

  12. thax again or the comments jos ad mr.jaqe, and yeah, i was also surprised at how well jane understood what i wanted in terms of a roto.i'll fix the nck 2day seing as how i've got very little hw thi weekend and i won goin to my friend's party. Bye!

  13. She's pretty. Asked her out yet? I do have some critiq though. Her neck is too long, she doesn't really have that long a neck and her forehead is a little lower.

    yeah, um i have a thing about going out with some one that i know has the ability to beat me up (hell it's true). Oh and do you mean her brow is lower on her or my model? Thanx fro the crits.

     

    PS. see, i heard u rant about being called mr. jage so i typed mr. jaqe, is that right?

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