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No lights in that render, but there are lights in the others. Yes... reflections look great, but I'm not sure about transparency... I don't think AO was made to inhance transparency. I think AO was made to combine with other lighting as an alternative (quick) global lighting feature, compared to the slower and not so easy to set up up light rigs and skylights and radiosity. With our style of texturing models requires stronger lights, because the textures are color dense/dark. I think when your textures are "color dense" or have a high saturation, they tend to retain color better in strong light. Also, your highlights show up better.- I could be wrong about that observation, not sure. Thanks for bringing that up!
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animas3D, That was done with 25 pass Ambient Occlusion (A.O.) at 100%. Do a search on the forum or look under topic- "Radiosity" for detailed info on how to use it. If you want the shadows to show up better, using white or gray toned characters is better.
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Vern... I'm a pro... I practiced on a couple of guys!
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I didn't get any Hawain pizza!!! That's my favorite!!!!!! I don't need to eat... just drink beer! How did they get the beer out of those monkeys anyway? Awe, Zack, missed you! I want a donkey for christmas!!!
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Thanks... I animated the sentinel with the new rig and added a tiny bit of body motion. John rendered the cycle on his duel or quad processor machine (with 4 lights,1 JLskylight rig at 25 passes, with reflections everywhere and got some really impressive render times. His machine renders 3 times as fast as mine!) using A:M v14 Alpha2. When you collaborate with someone: MSN is a good tool for exchanging files and also skype for voice. We have a shared folder with MSN so that we can instantaniously transfer files... of course John has the server space so that we can transfer and store larger files that we need for production... and it helps to have the exact same directory structure (like TWO project's SVN) that can be updated using FTP software. Much of the work on all of that is due to John teaching me how to use all of these tools. Most of you know about all of this stuff, but I'm a noob when it comes to that. Thanks for all the support and suggestions... you've been very helpful! [attachmentid=22896] Sentinelwalk_12_04_2006.mov
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Thankyou... my rigging skills are not very good and the rig for the sentinel required a control rig to easily animate them. This was before I rigged them properly... so I will apply a more correctly weighted look to their walk.
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In the menu under the skull click on videos, "animas 3D". On the page that appears next you will see links to 3 categories that will lead you specific groups of videos. The site is currently in progress and temporary and John is working hard to get things the way we want them... eventually there will be an interface for the videos, but that takes time to get coordinated. Thanks for looking us up! Here is some more renders and stuff we had while exchanging ideas and fleshing out the look.
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Here is an animation that didn't make it to the site because it was the very first test for the Sentinel robots walk cycle. SentinelRIG4_s3.mov
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From- Dark Skull Productions including John Hubickey and Rich Jackson: Greetings all, An episodic space opera/ action adventure movie will be coming soon, called TekNu. The project should end up being around 20 episodes. So far, there is a web site with WIP videos, the story and episode descriptions, also the site includes details about the characters that will be seen. The web site is still under construction so some areas are not complete. We should be in a more complete state after the holidays. Late in January, work will continue and we might have the first episode by the end of the month. Here is the URL for the web site: DarkSkullProductions.com ...And here is some eye candy:
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I will be there.
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NEW! Version 4 of the Genman model, ready for texturing at tweeking... I've also included a proxy model. This is the base model I use to create my characters. I noticed that it may need some editing of the phonemes and facial expressions to make it more like you would want it. He is finished and saved out of A:M v13.0k. All of his textures overlap on edge patches, so if you want you can create an alpha that bleeds the edges of the overlaping edge. This is determined by the order of the stamps in the decals. Stamps are all named, so you will have no confusion there. I copied all the flattened action keys to poses so you can re-apply the textures if you want to do that... also I've kept all of my groups and selections in the model to easily get to the parts you need to edit or change. He doesn't have feet attached to his body, the boots are seperate from the body. Thanks to all who are interested... IN THE FUTURE: I may make the next version with controls to change facial features and also body shape and size. GenmanV4.zip
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I'm sorry for the delay, but I will upload a new model by 10/13/06. It will be updated for version 13k. Thanks for your interest.
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Actually, he was on the first extra's CD. I have the newest version ready for version 13. I can make him ready for you and send it via email... the file size I don't remember. I could upload it to my web space also if you wish.
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It depends on how complex you are willing to go with the textures, but I would rig it before texturing just in case you need to change, add, or delete any patches. Also, it all depends on what your style is... did you do a sketch first or are you modeling from photos?
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Thanks Don, You provided a very fruitful meetingplace. Ideas were flowing like beer. That famous South Park phrase acounting for the continual demise of one perticular character... hits home! The anniversary was 8-22-06. But I'm fine right now... it still hurts, but I'm managing better these days. Everyone was great as usual... and Vern maybe you should do backgrounds/ sets in AM, and use the characters the way you have them now as rotos- that way you get the best of both! John----- YOU ARE THE MAN! That DVD you made looks fantastic! IM me later with the size of the animations you used to make things so crystal clear. DSP will arise, soon. Who is entering the next image contest?
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YAH! Your presentation will be welcome, I love to see animations! Wish you could make it this time, but there are other important things that come along as we all understand. Hope you have a fantastic anniversary!
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I hope it's the 19th... I can do that... with your help Don. I will bring more stuff this time and if John brings his computer I'll see about working on some things there maybe. About food: what should I bring?
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ANYTIME would be great. I have no social life so it is simple for me.... but it can get boring here... and lonely!
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That makes sense! Thanks.
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Sorry about my "Driving" the laptop poorly! I get disoriented easily. Hopefully, next time John can bring in his MEGA MACHINE. I actuallly had an easier time driving that. There was so much more to show you--I just choked! You know, I don't think you guys would have defamed StarWars as much had Leo been there! Don ... I wish I HAD brought weed... we already had the muchies! Scott ...I forgot to ask why the bee had arms but no legs? Vern ... while you were talking I was being attacked by plastic "gutter" bags! John (both) ... you forgot to heckle me when I was at the laptop! And if it means anything: You still look like Jesus... just a more "worldly" version! Zach ... SIGGRAPH??????? *GASP* "The force runs strong in your animation!" You are GOOD! Congrats/Knock'em dead!
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Oh okay.... so I'm the butt of another joke.... how shocking! Don, if you want me to bring some weed... just ask me, don't be shy. (Just joking)
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As Darth Sidious said before blasting Mace Windu out the window... " UNLIMITED POWER!"--- (See, told ya I was a Sith Lord! "Only a Sith lord speaks in absolutes!") I WILL be there!
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Thanks Don! I'll be .... where ever.... we have to go.
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The 27th looks like the next choice? Is everyone Okay with that?
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That usually means you'll have tons to show still. I said that- and look at what I ended up bringing. I thought I had shown that stuff before... I guess I was stuck in some sort of quantum loop.