sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

Darkwing

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Everything posted by Darkwing

  1. Them's some mad skills Robert!
  2. Oh, forgot to post this as well. One of the early compositions Chris K is working on. This is a piece that actually occurs more in the latter quarter of the film. But yeah, it's pretty cool, inspired some by Dennis McCarthy's Star Trek Generations score
  3. Digital cinemas nowadays use 24fps, with exception of 3D films which are 48fps; however, they still shoot in 24fps for 3D. The exception to that is Peter Jackson, who is (I believe for the first time) actually shooting a movie in 48fps (The Hobbit).
  4. A new wallpaper! Finally one showing off some of the ships! On another note, gotta try and get back into getting a lot done. Definitely no way we're gonna hit that fall release date, I'm still building stuff and I was to start animation 2 months ago if I was on schedule. There's only a couple characters left to build, however, I need background characters and no one submitted any faces The big thing for me is that there's still 2 sets left to build. Fortunately they don't have to be full sets, just the sections the camera shoots
  5. I think blowing these sets up are gonna be a fair bit of fun! Looks great Robert, very helpful as always!
  6. Been a while since any work was done for Red Squad, so I figured I'd get the bridge done some more. Now all that's left are a few lights and some computer console screen! Anyways, I did up a quick render, nothing really official, just cause It's kinda dark and has no post work done to it, but it's cool to see a render nonetheless, help get enthusiasm back some
  7. Would this type of method work in conjunction with forces? Cause when an explosion goes or something, I'd want there to be that concussive force that would cause the cable to swing in the right direction
  8. For Red Squad one of the things I have to do is "trash" some of the bridges. By that I mean I gotta do battle damage. So one of those things that comes with Star Trek bridge battle damage, are things like hanging electrical cables, hoses and stuff like that. Now my first instinct obviously would be to just model it, however, that'll be kind of stiff and in scenes where things explode, these cables and hoses and stuff will probably need to swing and things like that. So I kind of got to thinking about some of Robert's rope tests and stuff like that. What do you guys think is the best approach for this sort of thing?
  9. Sadly for me, V17 beta 3 takes roughly twice as long as V16 to render EDIT: Of course it might be my computer as I'm rendering it in V16 and it's taking almost as long as V17 did which is odd cause I've done this render in 6 min as opposed to the almost 17 it's at now...
  10. Oh gosh, mech or sci-fi...can't tell which...can you choose more than one?
  11. They way you have the clouds appear/disappear would be good for a time lapse effect I think
  12. Sauna!! That's really cool Robert! Soon as I;m done being busy in a few days, I'm gonna take a stab at a nebula...
  13. All of these procedurals, or at least the turbulences have a lot of potential in this 3D application of them, it's a lot of fun experimenting!
  14. Groovy! Make him sparkle and it'd be like the seventies! I kid, very cool, reminds me of those star ceilings kids have sometimes, y'know, with the glow in the dark stars?
  15. Hehe, that thread really blossomed didn't it? But that cheese is amazing, it holds up resolution wise very well in the animation! How many layers was it again? Oh, another idea....holograms!
  16. Very cool! And here's perlin, c'mon, you knew this was coming eventually! Playing with the amplitude presents some interesting electric style results too EDIT: Like so:
  17. A lot of that I imagine is due to the 2 dimensionalness of each plane. They might be a little easier/better to light if the planes had just a slight curve to them. I dunno, maybe worth testing
  18. That;s the cool bit, I don't think he did model the cheese. It's a series of flat planes stacked on each other with a cellturb(?) material applied to the stack I do believe. Correct me if I'm wrong though Robert
  19. They're already at 3 and 4, I'm upping both to 5 now though
  20. Clouds on planet - needs a lot of tweaking
  21. Thanks for the prj Robert! And now, some more clouds!
  22. This just occured to me that this would have fantastic potential for 3D nebulas. Also, could you post a prj to that first one, I'm having trouble finding that perfect balance with the gradient?
  23. By golly I think you got it! And I've been using an FBM with a Fractal Sum nested inside of it. It's been giving pretty realistic cloud results on a 2D level. I've been using 24 planes for the depth, but obviously the more planes you use and the closer together they are, the more realistic the depth will be! I think it soon be time to apply this to a planet and then to make a tutorial!
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