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Hash, Inc. - Animation:Master

entity

*A:M User*
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Posts posted by entity

  1. Well... Still working on this generic man model. I've given him the 2001 rig. Also, I put in many fan bones w/constraints to smooth joint bends at the shoulder, leg/pelvis, and knees. I smartskinned his Back/ Back2 bones also, so far. This time around it was a lot easier to rig him, because of the low patch count. I plan to donate this model (when complete) to the content CD project.

    I seem to keep running into an arm twisting the wrong way problem if the hand target is too far away from the hand position... anybody know how to fix that- I just moved the hand target closer to the hand, trying to maintain the poses.

    In the animation I included here, I tried the actions supplied on the A:M 2004 CD. There were a few things I had to edit, because his scale is different from the scale in the actions in more than one branch of bones. I doubled the time from 2 sec. to 4 sec. because it looked better for the proportions of a realistic human.

    ShamelessCCMed.mov

  2. JohnArtbox,

    I played around with that idea... using skycast and resizing the model in the Chor. I also experimented with image maps of the scene applied to the skycast lights via the action. Using more than one scycast light in a scene really makes things even more ideal, because render times stay low... great for animation.

  3. This guy had me thinking about this model... and then it hit me... This guy looks like prehistoric man right now... like a cave man or barbarian warrior or something. That's neat! I think the low forehead/ thick jaw gives him the cromagnum look.

     

    I won't comment on the body until I see you un-flatten it.

  4. YES. I know about the chest for breathing, but never really thought about the throat. It is more appearent in people with more putruding "Adam's apples". But I've noticed it in people... women usually move their lips to form words more strongly then men. I heard that bit on the TV News somewhere (there is research out there for this?). I

  5. ddavis Posted on Sep 27 2004, 11:47 AM

    Hey Rich,

    Still at the top of your game.

    Whenwas I at the top... I must have missed that... :huh:

    You are the "mad spliner"!!!

    Ask Yves.

    How long does it take to load with the reduced splinage? Any trouble with creasing since you increased the 3 and 5 point patches? (I always seem to have a problem with that sort of stuff)

    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.

    Do you plan to change the resolution of your textures? (He's even more impressive when he's wearing his skin)

    Yeeeeeeeeeaaaaaaaaaaaas! That's a definite YES! This time I'm going to wait til I'm done completely-- then I'll texture him.

    In my opinion the rotating camera is much more dramatic and looks cooler (but what do I know)

     

    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!

  6. 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.

  7. all2c00l Posted on Sep 26 2004, 07:48 PM

      how long does it take to create a model that indepth? 

     

    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

      why not just rotate the model 360 on the y instead of spinning the camera?

     

    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. 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.

  9. 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.

  10. Also, are your background objects set for front projection target in the properties/options? If not you won't see the rotoscope unless you have nothing but the object you want in the foreground (in front of the rotoscope). The objects are "self matting" if they are not selected as projection targets.

    Could that be it? Maybe you should post a screen capture or render because I can't tell from your discription what you want to do and what the models should be doing.

  11. 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

  12. 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 :

    NuBuildfrnt3_4.jpg

  13. I think that's Great! That is a very good choice... He will be able to put all that technical and art knowlege of his in the best place possible... right in the place we all use everyday. I won't be able to work one day (when I get v12.) without thinking he's worked in there somewhere. A grand thought to have!

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