sprockets Gerald's 2024 Advent Calendar! 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.
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Hash, Inc. - Animation:Master

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Posted

Hey everyone!

 

My, it's been a while since I've posted here :( Im quite disapointed in that.

 

If you can remember, my friend and I had to stop our Star Wars film (due to copywrite) So we started our own film.. Now I asure you, I had expected weekly updates like before.. but because of a teacher breathing down my neck, I had no time to pull all the effort im my models, and felt none were really worthy of posting lol. But now that first semester is over, we finally get to work without it being due for a certain day. With that I went back to re-make the terible Marine I put together for end of class.. Iv been working on it for three weeks now.. putting it off for posting (not sure why). Iv still got extras to add (plus helmet) and better renders to come.

 

So here it is so far, I'd love to hear what you all have to say :)

post-8907-1172715490_thumb.png

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Posted

He really looks great. My only crit is that his feet seem small compared to the proportions of his body. I'd make them a little longer and the toe box bigger on his boots.

 

Other than that.. He's awesome!

Posted

I'll get right on the feet cfree, I never noticed before.

 

And yes, Its all modeld.... (seing as I dont know how to properly make decels lol) And the patch count is 31122

Posted

That's great detail. Only crit is his ass is looking abit flat. :D

 

Is this for your new movie project now?

Posted

yeah the butt could be a little bigger and more detailed, but thats a choice I suppose.

 

I think his hands could be just a smidge bigger to... maybe elongate the forarms a tad.. hard to tell in the pose he's in.

 

I usually measure the hands and feet next to the head. If the hand can't cover the face then its to small. Women can have slightly smaller hands, but men have to have the big hands ;-)

 

Just check all your proportions against the head.. its spot on! So if they look small or big next to it.. then somethings wrong.

 

31000 patches? you are a mad man!

Posted

Thanks everyone.

 

Yes Ken this is for my film now. And in a week or two youll be seeing the next model (little hint... its the evil side they fight)

 

I dunno I thought his butt was fine.. he is wearing pants lol. and im pretty sure hands are fine.. last time i mesured they were bigger then his face.

 

as for the patch count.. I sapose I am mad lol. Hate having so many cause it slows it down severly. Yet I love to add the detail.

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Posted

No critique here (except... learn to decal to take your work to the next level!!!) :D

 

Outstanding work!

You have "Mad Skills" in modeling. (I believe that is the popular term)

Posted

For some of his gear, you can cut some patch count by using normal maps. Unless you'll be rendering images a foot away, I don't think it will be that noticeable. For folds you could use displacement mapping especially on the boots where you have them kind of doing some washboard geometry. I'm all for adding detail, but when it causes models to slow down to the point where it's a hassle to model, it's time to use some decals.

Posted

31,000 patches?!

 

NyahKitty approves!

 

I usually pile on all sorts of geometry until my computer begs for mercy and I laugh maniacally.

At some point I try to reduce the patch count, but it seems my workflow is to model all details, then streamline the model.

 

Theoretically the A:M modeling tools are designed so you can create a model right the first time.

One day I hope to be that good.

 

Very nice model, by the way.

Posted

Absolutely superb model!

 

But I would agree that you should start experimenting with decals. With heavy models like this animating is going to get very frustrating. Imagine what a choreography with two or three of these guys in it will be like to work with. Of course you can use proxy models to ease the burden.

 

Great work!

Posted

Also, if the pouches etc are separate from the body, you might consider making them action objects. So, you would make them in a new model and drop them onto the body in an action. That way, you can delete the action in the chor when you're animating. But unfortunately there's no CFA in actions.

Posted

Well there apears to be alot of coments telling me to try deceling lol. Does anyone know of any good materials.. also, what about bump maps or whatever it is that makes the decels look 3d ish

Posted
Well there apears to be alot of coments telling me to try deceling lol. Does anyone know of any good materials.. also, what about bump maps or whatever it is that makes the decels look 3d ish

 

I'm surprised that you can model this fantastically and have no experience with bump or normal maps. Basically they are maps which tell the light shader how to render a pixel on geometry. When made correctly, these maps can make a flat surface look very detailed.

 

There are three main maps which do this: bump maps, normal maps, and displacement maps. All three have their own good uses. Bump maps are primarily for course surfaces like dirt, metal etchings, or cloth stitching. Normal maps are for details that should be a bit smoother like the armor components on your solider. Displacement maps are a little different in that they change the hight of the pixels on geometry. The surface will not be affected, but when you render, the map will make the surface appear to have been actually modeled.

 

Bump maps and displacement maps are black and white hightmaps, while normal maps are colorful. They use different colors to give a greater amount of depth to details, but can be a less presice. You can use all of these maps ontop of eachother, and all on the same model.

 

As far as materials, you are probably going to want to invest into Dark Tree. It would probably be your best choice for creating a fabric texture on the cloth parts of the model. It's great for a lot of textures, but you'll need someone with more experience to give you a description of how to use it.

Posted

Would you make bump maps in photoshop or something?

 

aslo I use darktrees.. I was going to show a render with darktrees on but i renderd at school instead (no darktrees at school)

Posted

Yes, you can make bump maps in Photoshop. You can also make them in A:M by using depth maps or fog tricks. They are just black and white images.

 

Check out this link to find out a bit more on normal maps, and the difference between them and bump maps.

Posted

Man good times man, good attention to detail in the model. If you can manage to turn some of those details into textures. It should make for some sweet animating!

 

Keep it up!

 

-Ethan

Posted

So heres another render... Id like to thank jimmy_caushca for suplying me with what I need to render such a thing as this :P

 

I added darktrees on trooper and the enviroment arround him... Would love to hear what you wall think :P

post-8907-1173400812_thumb.png

Posted

Very nicely done. Only trouble is he sticks out like dog b.... because of his face - he needs a mask or camo paint :P

 

Cheers

Posted

Real nice. His eyes could use some improvement though....unless you're covering them.

Posted

I agree with others that the face texture could use a little work (including the eyes), but it's fantastic the way it is. Great job.

  • 4 weeks later...
Posted
He really looks great. My only crit is that his feet seem small compared to the proportions of his body. I'd make them a little longer and the toe box bigger on his boots.

 

Other than that.. He's awesome!

 

Excellent model! I haven't read the rest of the pages on your progress yet. I just wanted to compliment you on a fantastic modelling job. I also wanted to share something I learned awhile ago.

I know that this is coming kinda late in the thread, but there is a really interesting way of determining foot size. Your foot length is roughly equal to the measurement of your wrist to elbow. You can prove this to yourself by squatting down and placing your right elbow even with your left heal.

Your wrist and big toe match up relatively close.

 

Aloha, Robakyo

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