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Hash, Inc. - Animation:Master

Zaryin

Craftsman/Mentor
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Everything posted by Zaryin

  1. It might be a memory issue. I would definately split your model up and start creating action objects if you haven't been doing this already. Ask any of the great mechanical modellers around here if you need advice on that though. I haven't really explored that much.
  2. Hi Zaryin! Thanks for the suggestions. "...but this is all for stills. I don't know what I would do for animations." Is there any particular reason you said this? I appriciate and support forum rules so use rusty@znet.com if needed. Cheers, Rusty Hey Rusty, no particular reason other than I only do stills. I am just assuming that things would be different when doing animation. Though since I don't do animation it might work exactly the same, haha.
  3. Thanks alot for the comments. I will only be making a one-shot still for this character. The pose you see will most likely be the final pose. I will be building a set however.
  4. Hey Rusty, good to see you. I would add some reflection, sss, ao and maybe turn down the bump amount. I would also add an enviromental spere that could be used for reflections, but this is all for stills. I don't know what I would do for animations.
  5. Zaryin

    Cicak

    look at those lil critters go! I like 'em.
  6. Here's the face decal so far, might be finished. I also added a little more hair and changed the eyes a little.
  7. Happy Birthday! Thanks for the awesome program.
  8. Thanks for the comments . Yeah, I had the stupid ambience cranked to like 50% on those eyewhites. I'm glad I changed that. The hair only looks good from this angle. The back of his head is totally bald, haha
  9. There are ambience maps, but they don't add true lighting... That's all I can think of before I leave for work, haha.
  10. Started working on the pose. The Kamas are just stand-ins for now. I also changed the spec on my MuhHair Shader. And fixed the Ambience with my eye whites.
  11. Thanks for the comment jirard. Here is what you asked for . Hair.mat
  12. Jeez, The preview looks like a photo and the actual image isn't that far from it. Excellent work.
  13. Thanks for the comments guys. Here's the new pic. I took some of the advice offered by Jason in his great lighting tutorials and changed my lighting a little. I also fixed the hair more and changed the skin tone and SSS amount. This image was rendered at 1600 X 1600 with 25 passes and soft reflections turned on. It took about an hour to render where the other lighting took about twenty minutes. I still have to do the shoes, but then he should be fully modelled.
  14. You need to add a cymbal noise for the mouth closing . I really like this.
  15. Here he is with longer hair. I still didn't want the hair to totally cover the eye. I might have to see if I can get it to look better. For now, this will have to do.
  16. I started experimenting with hair. I will be building it in parts, the Top and the Sides seperately. I can't seem to get transparency over the length of a hair to work. It just won't work like thickness works, I don't know why. I used Jitter instead to get a fuzzier look towards the hair ends. Let me know what you think.
  17. That flash has something to do with it reading the density of that area I think. It's probably a bug. What settings are you using?
  18. What's the patchcount right now, haha. I bet you it's already over a basic character of mine. It's looking amazing. I'm always impressed with your work.
  19. Awesome! It's a great little piece of animation. Better than alot of professional things I've seen.
  20. Thanks alot, everyone! Here's Connor with his finished suit. I will now start on the shoes. I still haven't decided what kind of shoes I'm going to give him.
  21. He is looking awesome. It looks like you can get rid of some splines on the top of the head and in the chin area.
  22. Finishing the suit's next. This is just the base. I like to model bases for all my elements, then build upon them until they are finished.
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