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Hash, Inc. - Animation:Master

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Posted

hi all

 

i was working on a project where i needed a stadium....i faced many problems modeling it..i couldn't find a good refrence for the stadium structure...this one was made without measurment ...this is the stadium number 5.....i think this is the result i wanted but still under progress....i hope to get some comments

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Posted

For the people might I suggest doing what George Lucas did in Star Wars (Episode 1) except without the cotton swabs. Lots and lots of multicolored spheres... virtual swabbies.

 

For close ups perhaps you could use actual characters or stand in images?

 

Nice Stadium Jin! :)

Posted

thank u so much brothers....i made the stadium without any refrence i mean there's no crapy stadium like this :) about the crowd.........jin always has a solution...for far or close shots....in the image below u may see the idea of how i would make the crowd....the other image is the stadium number 3...but i'm not gonna use it...i like the last one.....for the blue board...anyone is welcome to place his add :) this staduim is spacer hash international stadium.....it's a hash property :)

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Posted

thanx....here's an update....a wireframe too....well....i don't know why the stadium model started load very very slowly now...there's a driver thing in the model tree in the pws....i think it's the cuz...most of the decaling is a project mat materials which i reduced its values to match object axis....by the way...is that method of creating crowd is good? or is there another way to do it?

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  • Admin
Posted
by the way...is that method of creating crowd is good? or is there another way to do it?

 

It looks nice... I don't think you've actually outlined the method though so can't speak to that.

If you plan on having the crowd animated (i.e. appear to be moving) that will probably lead you in a different direction. Just having the crowd areas as animated decals/patch images might do the trick. Then you could easily add bump maps too. Having the hair images always face the camera would ensure the 'actors' looked good in the stands.

 

For viewing from the field and straight on I think using hair with one image per strand would be ideal but it would also bring your computer to a crawl.

 

Just typing out loud and imagining the possibilities.

The hair thing didn't work as I wanted on a similar project. I think my images were just too big.

Keep it simple and it might.

 

At any rate... beautiful stadium!

 

For optimum simpicity I'd stay with decal/patch images.

Is that what you are using?

Posted

a closer look of how i did that crap.....i tried to make it simple as much as i could

 

i'm converting tga maps for stadium 3 into jpg files...i will upload it for u....it's for all...for free....share share share..:)

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Posted

Did you -- lathe it! If you did I would have never thought of doing lathe with something this big. I am even more impressed if that's how you did it :).

Posted

thanx....here's an update....a wireframe too....well....i don't know why the stadium model started load very very slowly now...there's a driver thing in the model tree in the pws....i think it's the cuz...most of the decaling is a project mat materials which i reduced its values to match object axis....by the way...is that method of creating crowd is good? or is there another way to do it?

 

Jin,

http://www.marlinstudios.com/

 

This approach might work for you for the crowd.

 

David

Posted

Zaryin...lathe what? the cross section..??? it's a lathe..but i take the half of it and then copy paste the opposite direction and push it a bit then connect the two halfs...that's all

 

thanx dave...good refrence....but for a soccer crowd...i think i gotta do them all...it's a long and painy process but i will go along the road

Posted

here it is....a littel test...the final one would have deffrent poses for each one with deffrent clothing too...this is a quick work to show the method...rodney...u were right...coocki cut map is what i'm planing to use....how do u find this method?

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Posted

here's an update

 

this crowd is very simple...it's a coocki cut material, cyliindrical type..as u may see this method works well..the only thing that troble me is the randomizing of each one of the crowd...that's what make it look real.

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Posted

there we go youve got what the thery is about youve got my thery yes in the game there are animated crouds in loops lol yes though i think youve got the idea

Posted

it's how i will create the crowd...the only problem is the number of ppl i will make and thier actions...then how to compose them in one quicktime movie which is 3500x340 scale...this is a pain...also for good randomize i have to make more than one movie with deffrent ppl in deffrent places...this is very hard but still possiable...

 

i need a rotoscope for a soccer player..where can i find that?

Posted

um i dont know about a player rotoscope do you mean for modeling maybe or something else i go to google images and type soccer players i mean thats what i would do

Posted

here's the crowd in my third stadium....

 

no one answered me about how to make a soccer ball....

also why it takes about 10 minutes to be rendered...how can i minimize the rendering time? or what is the reasons behind slowing the rendering process?

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Posted

here is an update with flags...any good ideas for rendering time...it takes 10 minutes..that's a problem

 

Jin,

10 minutes is a good render time for that scene.

What resolution, number of passes did you use?

 

If you would like to do a fly around, you may consider:

 

Turning off shadows

Turning off reflections (most important)

Turing off the sky dome (if there is one in the scene).

 

David

Posted

i use the defult settings nothing more..no passes....maybe coocki cut material of the crowd is the reason?

does coocki cut maps or materials take long time to render???

 

no sky dom...just normal bulb lights here and there

Posted

i use the defult settings nothing more..no passes....maybe coocki cut material of the crowd is the reason?

does coocki cut maps or materials take long time to render???

 

no sky dom...just normal bulb lights here and there

 

Jin,

Materials take longer to render than decals.

 

I don't remember what the default settings are anymore.

Is the image rendered at 640x480?

The reason I am asking these questions is you were wondering if 10 minutes was a long time to render.

The answer is... it depends on what settings you use.

 

I thought maybe you were using a dome to get the sky image in the background.

 

It looks great as always!

 

David

Posted

Really nice work on this, Jin. 10 minutes doesn't seem too bad a render time, but like David said there are lots of settings to play with!

 

As for the crowds, over at A:M films Soulcage Dept. has an amazing commercial they animated for free-range chickens that involves a foot race with a background of crowded "stands" of stacked-up chicken coops, and all the background chickens are animated. It's really incredible but probably more work than you want to go to for this.

 

http://amfilms.hash.com/search/entry.php?entry=1060

 

I also wouldn't worry about too much variety of color in the crowded stands. A limited number of muted colors for the crowds helps to keep them in the background. I imagine you would want the attention to be on the players.

 

Great work!

  • 2 weeks later...
Posted

hi there

 

here's an update for this topic

 

i made(hardly) the first player....i wanted to ask some questions

 

is there a tutorial about decaling a human body? and what's the best settings to simulate t-shirt and short clothing

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Posted

I don't have an answer for you, but wanted to comment on the excellent quality of work.

 

Very well done indeed!

 

(render times?)

David

Posted

thanks dave

 

render time was the same, about 8 to 10 minutes...i guess it's because of the crowd..the crowd uses a projection map material, as i heard, materials are slowing down render time...i guess i will change it into decals.....i'm happy u like it....but still want comments...and suggestion for clothing stuff

Posted

Great job Jin! I like the shoes, efficient splinelayout, and great texturing!

  • Admin
Posted
just missing around

 

'Just messing' around he says...

 

Oh... here it is: <_>

 

I am seriously jealous of your talent Jin.

 

Keep posting!

Posted

thank u so much for your comments, it gives me the power to

 

go ahead with this project

infact, after the first player model..i took a look at him

 

trying to discover any problems, then i decided to remodel

 

some parts of his body to look better, i'm concentrating on

 

details now..as u see, i changed his shoes to a better one,

 

also i changed the T shirt and short...and because i want

 

to give him a realastic look...i decided to use cloth

 

simulation for his T shirt and short..but i'm facing some

 

problems now and i wish to get solutions for it if it's

 

possiable.

 

 

 

 

i did a smart skin for the bending parts on the right side,

 

how can i copy the smart skin to the left side, i read

 

something about doing a mirror thing but wasn't clear

 

enough for me, i'm using AM 2005

 

also, my T shirt and short are in the same model..i rigged

 

him, and i assighned the T shirt and short CPs to the same

 

bones i assigned to the body, but when i try to simulate

 

the shirt sleeves it diesn't work..i tried to assign the

 

CPs to another bone which doesn't belong to the skelton but

 

the shirt sleeves doesn't move while i can see a assigned

 

cloth in the dynamic mode moves..is it a problem with the

 

settings or what..i use the defualt cloth settings..or

 

maybe i have to increase the patche count for the T shirt

 

sleeves and the body? the normals for both are facing

 

eachothers...if someone can help me with that i will be

 

greatful

 

 

thanks

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