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Hash, Inc. - Animation:Master

entity

*A:M User*
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Everything posted by entity

  1. I'm in AWE! Lovely! Now you went and made me feel lazy. You did a lot of work there.
  2. Vern the V is there in black overlapped by the Z--- wich is a sorta backwards S.
  3. ddavis Posted on Sep 27 2004, 11:47 AM Hey Rich, Whenwas I at the top... I must have missed that... Ask Yves. It takes a LOT less time! Never said anything increased just seems like I'm using the 3 and 5 points to escape dead end splines more often since I did this with less splines. Yeeeeeeeeeaaaaaaaaaaaas! That's a definite YES! This time I'm going to wait til I'm done completely-- then I'll texture him. Yeah It's wierd... that's why you like it. I just want to say that your quote in your signature says it all. Thanks Don... I may have to yell at you for this- I'll PM you!
  4. I give you this advice because I see you are a sculpter and sculpting works best if I do it like this... First... save a copy of it and rename it so you can try a few different approaches at making him have even more personality. Pick out a few of his features and exaggerate the HELL out of them. If you like the changes keep on. If you don't like, trash it and start from a fresh copy of your starting model.
  5. She's coming a long just fine... wondering what you plan to do with her.
  6. Hey... looks better now!
  7. all2c00l Posted on Sep 26 2004, 07:48 PM That really depends on how long you been modeling with splines. I been splining since v6. It took me 5 days, 6 hours a day. This is my third attempt at this model. The earlier one that I did was started in version 8.5L. I brought him into version 11 and edited what I had from 8,xxx patches to 7,xxx patches (don't remember the actual patch counts). I've never really constructed the splines the way they were ment to be. And I certainly didn't take into account that the way I was modeling might cause problems for rigging. But-- I learned the hard way and wasted 9 months on the old model. Not that the model isn't functional or modeled well, it just didn't have what I needed for my animation project. 3DArtZ Posted on Sep 26 2004, 07:58 PM Well, I had him in two halves. I hadn't CFA'd him yet, and I didn't know how to import a path in a chor, and time was running out. One half was just dragged in and the other... dragged in and changed; x-scale to -100%. Yes- and now that I have time to think about this I realised that I could have given one of them a constraint so it would orient like the other half and they would have moved together-- DUH! Next time I'll try that instead... but now I have him CFA'd... so I can drop the path--delete!!!
  8. Tuck the corners of the mouth in a little (from front toward back) so the lip arc goes inward at the corners. Your character looks GREAT!! GOOD SPLINE'ing.
  9. Ken, I'm using a rotoscope, dude!
  10. You are in for a lot of work... you should find info on toon shading, for hair- visit the hash.com site:: http://www.hash.com/am2004/Modeling/Hair/index.htm and for toon render, check out this thread (links there):: http://www.hash.com/forums/index.php?showtopic=8522 I would use very basic shapes for these characters... keep it simple and stylized and you should keep the look you are looking for. And a piece of advice about modeling; make yourself a front and side view drawing oof the charcters to see in the modeling window ( right click on model-->new-->rotoscope...in the properties you can change things) in A:M to guide you through modeling. okay? The colors look fine to me. Don't worry about the hair system... it shouldn't slow you down too much. Try what you want first... then modify for the render if it eats too much time.
  11. The face is kind of "flat" , it looks like from the view you are showing. Are the lips and cheeks and nose very close from the side view? If so I think you should exagerate the distance between them to get that look you are looking for. Did you see the Buz character in the toy's project yet? Maybe you could start with a look at that model. Edit: Too many neck rings in my opinion. you only need three.
  12. Great so far! Your on your way! How about the movement of the hair (dynamics)-- is that one of the million things? It has some movement, but I can't tell if it's dynamics or just part of the rig?
  13. JTalbotski, Thanks- Do I ever do anything the "easy way"? I'm going to give it a try. If I need more splinage then I'll add more... but not a lot. I'm doing a lighter model because I want it to render fast and I will have to rig this, so I made it easy for me to rig. After looking at other people's way of modeling I was struck by how much less detail in splines you need to construct the shapes that you need. I tried to use a few splines as possible and get a different look going (stylistic-realistic). gaetan, YOU inspired me to give this a try. Your model (dominique) is quite light also, and has that poser look, too, even though she is anime... she has a stylistic- realistic look. So I'll LEARN from you, too. I'm posting the "flyaround" animation below. My camera path got weird and I ended up with a weird wobble on the camera:(386kb) NuBuildFNLg.mov
  14. More wires: 3/4 view back Front view Side view Back view Top view Bottom view I'll post an animation (turn table) so you can see it fully rendered with both sides together (unattached). I'm pleased with the new model, even though it breaks my heart to go with less patches... it will be better in the long run, on rigging for animation.
  15. You must be Dr.Suess's demented brother... I CRACKED UP!!! THE WHOLE TIME while watching! Keep 'em coming!
  16. Hello, Have to make a new model... I like the model I made before, but I need to cut down on the amount of patches... so I redesigned the male model. Cutting down on patch count- I didn't find out this until I was mostly done- means you HAVE to use a multitude of hooks and 5- and 3-point patches. I went from more than 6000 patches (my first model) to nearly 3000 (this model)... I only have half done... havn't CFA'd, yet. I still have to do the inside mouth... then I'll be done... one more day! wireframes :
  17. OMG!!!! Great work... animation has LOTS of character! And the timing is also great. Great character design+ great animation= PIXAR!
  18. WOW!!! Great... I see what you mean now... it's clearer to me what you were talking about. I guess I take aerial perspective for granted... After looking at the aerial perspective palette page you refereded me to, I think I will add layers (with an alpha to near the ground so I dont get that hard clipping where the layer meets the ground) and manually "force" the perspective between the mountains. I will use a different color for my base sky color and shift the color as they go back in perspective. I truly want the sky to be like there is a storm about to happen. So my palette will change... I'll be using that brownish color. Thanks again.
  19. This version I changed a few things... trying to SEE the differences. I think the Brownish sky gives you the feeling it's about to rain or storm and you get the feeling there is a heavy overcast... going back to what John Keates (Thanks for the additional info) was explaining. Which is the way I saw it in my dream.-- Yes the set is from a dream I had years ago and the colors are the same in my dream-- yes sometimes I think I'm dreaming in color. Actually, inside the little movie trailer I made (Glatiators' World -on A:M films), I drew this whole story and the places I saw from when I was having some really inspiring dreams. The scene with the ship diving with fire and smoke billowing out was actually very close to how I saw it in my dream. (Robcat- I used to live in the high desert-- Bartow... then moved to Victorville. I went to L.A. a few times during that time in my life... years ago- 1990-1997.)
  20. I'm sorry Yves, I get soooo caught up in it sometimes I don't notice these things... I'm just glad that someone is here to point out what is "missing" or what I haven't shown... I have to remember that - if I want people to appreciate the work I've done there are certain points of view I have not thought of... You always bring a deep insight with your critiques and it is appreciated, but sometimes you can be "cryptic" and you should understand I don't have the ability at this time to reach where you are now... I'm way behind you, artisticly speaking. So I'm glad that you submitt your imput to me... it means I must be headed in the right direction.
  21. Have you ever been to L.A. on a HOT day... It almost does look like that sky...
  22. After "flying off the handle" I reread your post... so it is possible this planet could have heavier particles in the atmosphere with the moisture in the air could produce a different hue for aerial perspective? I chose to make it that dull yellow--- maybe the violet is being dispersed?
  23. Okay Yves, For the sake of ART... lets not get so... TECHNICAL. This is a surreal scene. I edged the gray sky to very dull yellow/ green and the grounds color is a dull dark redish color to tie in the flesh color to the ground and seperate the sky and atmousphere from the ground. I wanted to make the background colors dull so the character "pops" forward a little... evrything I did is based on color/tones ... if the sky coloring is all wrong-
  24. Mountains are made with the grid wizard and magnet mode... you create your grid and then look at the grid from a high angle and just pick cp's adjust your magnet size to make different sizes as you go and pull them up. I also have a displacement map on them using a terrain elevation map for small bumps and craters and a bump map of a cracked earth tiled on it. For some reason I can't get the displacement map to work all the time when I render. So I may have to use terrain wizard to create the surface. It may be a bug... so I'll have to try and see if I can generate a report for Hash... It has to do with combining several of these maps on one suface so large and patch heavy... investigation is needed and it could just be a memory thing but I'm going to pursue this further. Thanks all of you for your very positive feedback. About putting it on the cd... the image maps are very large and detailed. I don't think it would be economical abroad for people to use render-wise either. But I could make a low rez version complete with camera settings-- without the character. Is that feesable?
  25. Another render WITH clouds sphere... I changed the fog settings to begin before the man and end after the clouds sphere. I also lightened the color of the fog... I think I should make the fog a little more darker.
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