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Hash, Inc. - Animation:Master

entity

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  1. 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.

  2. 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.)

    TwilTest_x0.jpg

  3. 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.

  4. 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-

    TwilTest_viii20.jpg

  5. 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?

  6. There is one aspect that bothers me is the absence of aerial perspective. ... I understand that the scene in in desert and that there is dust in the air but if there were that much dust, we wouldn't see the mountain at all. If we can see the mountain, then there should be some aerial perspective.

     

    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.

    TwilTest_viii0.jpg

  7. The UV editor only works with Patches... you need a valid patch to move it in the UV editor. So I'm afraid there is a price to pay for having perfect symetry.

    You can either stamp the undecaled patches and reposition the patches in the UV editor(Takes MUNDO patients) or you could just restamp the whole thing and lay one side over the other in the UV editor.

  8. Suspension cp's are a good way to get some control of cloth that might be clothing or such... the demonstrator on the 2003 siggraph cd is Carl Albrecht-Buehler-- he has a (not quite as good as seeing him work with cloth on the CD) web site that shows the basic technique involved... HERE ... good luck, I'm working with cloth right now too the post is HERE.

  9. You seem to be using the default values???

    click the little triangle thing next to Volumetric and you will see Quality-Brightness-Contrast settings:

    you can adjust the brightness of the effect by lowering that number... and you can increase the quality of the "light casting edges" by increasing the Quality... Contrast gives you a more defined "light"edge. Personally, I like to use the Z-buffered shadows for this because they are faster and not as hard edged as the raytraced.

    And you could change the Map resolution under Cast Shadows to a higher setting.

     

    What do you want the lights to look like? The ones you have there look pretty good to me.

  10. Thanks guys, for the replies... it's nice to recieve that.

    Yves,

    still working on the cloud sphere... this is an alien planet so the atmosphere has somewhat a different look to show that. I call the planet Twil-- I will explain by saying look at the Gladiators' World trailer I made on A:M films and you will see a ship on fire streeking past the camera... notice the background... that's what the sky will look like when I'm done... The reason is because I lost the actual transparency map I had for that, so I'm still going to use the same effect with a different map... not done painting it yet, but I will show when done.

     

    I did some cloth tests:

    You will notice that I used "suspension cp's" (Suspension cp's are explained in great detail by Carl Albrecht-Buehler on the siggraph 2003 cds and his site "HERE") to control the cloth, but allow it to react to the environment. I still had some of the underlying mesh penetrate the cloth during the simulation in the wireframe render...

     

    You can simply HIDE that part of the mesh when you render it out ( If it's supposed to be under the cloth completly) and that solves it in cases where the cloth isn't penetrated too much.

    I hid the penetrations for the final render pass.

    Below is the front view

    FinalC_front.mov

  11. In that position, I had to bend him till the constraints stopped me... His stomach was out (according to IK it was the best solution) but I pushed the pelvis to point back a litttle... you have good eyes Vern! But if I didn't tilt the pelis back a little, the legs would be in the ground... I guess I could have relaxed the constraints a little on the legs so he could bend farther. Well, that's the reason I'm still building him. I keep finding things that need fixin!

    The clothes will come very, very soon. I haven't made up my mind on whether I should use cloth simulation or make more rig bones for his clothes... I may go for modeling clothes and rigging the clothing so it reacts to his moves (usualy looks stiff and unconvincing).

    Recently, I tried simulating cloth but I can't seem to get the shirt to work properly (I built the mesh's sleeves first, then modeled the torso part from bottom to top. I think I remember something about having to build for cloth in a particular way---that may be the wrong way!)... the pants performed perfectly. And, honestly, I don't know if I want to have to sit through so many simulations each time I get an action done, but this character demands that realism... so what do you think?

  12. The ground is a tiled bumpmap of cracked ground just repeated it 100x100 @ 300% (bump) and the lumpy ground is displacement using one of those Mars elevation maps. The geometry of the ground is huge! 1000x1000 grid made with the grid wizard. Takes me about 2 minutes to load that model the first time, but it renders pretty quick... 800x340 about 20 min. I think it was... I did so many tests to optimize it I forgot how long it took on the render...

    I just rendered another one exactly the same but at 1200x510; it took about 48 mins to render... but I was bouncing online from site to site so it probably could render faster than that time.

    TwilTest_vi0.jpg

  13. I been working a little on scenery... It will be a set and I just wanted to see what a figure looks like in the set... used a large sun and a skycast light for the model using the sky color... I know he's nude! I'm working on the clothing.

     

    *Edit-

    Opps!! I posted the TGA file by mistake... sorry... I'll upload the jpg.

    TwilTest_iv0.jpg

  14. I start out with toooo much geometry and take it away as I go, but I suggest not texturing until that process is complete...

    model-->rig(fanbones/IK-&/or-FK constraints)-->secondary motion rig(cloth/dynamic constraints)-->final poses(lip sync/facial expression)-->texture-->DONE!

    That's the way I intend to do it, from now on.

    I didn't do it that way (with the character I'm working on now) and found myself adding and subtracting geometry after texturing and revising fanbones, changing constrains because I moved and added geometry. It really slowed me down a lot. The problems seem to be multiplying... but I will preveil!!!

     

    *EDIT-

    And just think of the great masters... if they chucked a canvas every time they thought it wouldn't work they wouldn't have had time to finish anything... I think just keep plugging away with it... I suppose you don't intend to trash it but I think there are a lot of us that do and move on to something else, when all we have to do is stick to it... eventually you get a lightbulb over your head and you solve these problems and complete you character... that's the most valued thing you can do in a situation like this, IMO.

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