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Hash, Inc. - Animation:Master

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Posted

wow, its been a while since I've been on. anyway I'm working on a live action movie called Metal Invasion. what it basically is about is, robots invade California and some special ops soldiers are sent to take care of them. I'm currently working on the models.

 

 

this here is the Gauss Cannon

 

gaussguns2mr1.jpg

gaussguns1ct1.jpg

gaussgun0xf3.jpg

 

and this one is the Rail Gun

 

railgun1pp3.jpg

railgun2kr1.jpg

railgun0gd1.jpg

 

this is just a standard turret

 

autoturret1ar2.jpg

autoturret0ge2.jpg

 

and heres the one I'm currently working on. a cargo ship

 

pasengership0yp0.jpg

pasengershipback0mp6.jpg

 

comments, suggestion, ext are welcome

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Posted

That looks great. That ship looks like it's too heavy to lift off the ground - but, that's why it's sci-fi :)

Posted

the settings i used for the renders are

 

9 passes

 

30% sampling

 

AI set to 100

 

and AO set to 80%

 

and all lights removed.

 

and can anyone lend me or show me ware to get some textures, i cant find any that work for those models

Posted

I like the models, my only comment would be that the ship looks a little too boxy. Howeaver i like the leval of detail and i guess it does fit in with the look of the other models.

Posted

hmmm, never rely made that connection tell now. anyway here are some modal that i finished some time ago.

 

the scout probe, this will be the first robot to be seen in the movie.

 

probes0zo1.jpg

 

this is the H.E.M.T. (High Energy. Mobile. Turret.). this one is on the good guys side

 

hemtpf8.jpg

 

and this is the jet that will be flown by one of the soldiers

 

jets0yh5.jpg

 

more to come soon

Posted

When using dark colors, try making the ground a darker shade of grey so that there isn't so much contrast. Right now, the white ground makes it incredibly hard to see the details. Once you've set the grounds color to a darker shade, you can increase AO's Intensity to brighten up the object. This is in reference to your camo cannon.

Posted

yea i thought it looked a little dark too, i'll try that when i get home. but in the mean time, dose any one have any textures i can use for the guns and the ship? or if any one would like to volunteer that would be nice.

Posted

What effects does multi pass have when rendering screenshots or scenes? Ive never tried to do a multi pass. will it make the shots look better and how much longer does multi pass take than with no multi pass? (right now some frames are taking 30 mins)

Posted
and can anyone lend me or show me ware to get some textures, i cant find any that work for those models

 

The Dark Tree textures are fantastic, just go to their site and download the folder. AM should already have come with the darksim symbiont material plugin, you just need the texture folder.

here is a zip of a zip of the darksim folder, hope it works!

DTRep_thumb.zip

Posted

i've tried using darksim, but the renders are way to long. im hoping to use textures and decals. are there any tutorials out there for making good textures in photoshop?

Posted

i doo pretty well with just looking around the internet, you can try turbo squid, image search engines, and in some cases you can edit image from regular pictures to suit your needs. another thing you can do with textures found is add them to combiners for better looks.

Posted
the settings i used for the renders are

AI set to 100

and AO set to 80%

and all lights removed.

 

and can anyone lend me or show me ware to get some textures, i cant find any that work for those models

 

Textures! These things rock! and I believe they are free:

http://www.darksim.com/html/simbiont.html

 

Also...when you mentioned 'AI' above...is that referring to 'ambience' as in camera ambience...or something else?

Posted
What effects does multi pass have when rendering screenshots or scenes? Ive never tried to do a multi pass. will it make the shots look better and how much longer does multi pass take than with no multi pass? (right now some frames are taking 30 mins)

 

If it already takes 30 min. I wouldnt use multipass...

You are rendering with AA normally. That means, A:M tries to get rid of the stairs-effect at the corners of the models by "bluring" them a bit.

Multipass would render the scene several times and A:M will be able to make a better not aliaised edge.

 

Try it with a simple still, and you can see what will happen.

Multipass can be set to a quite high level, providing a very smooth edge-look (only in terms of the stair-effect) but a 9-passes multipass will take about 7 times longer than a AA for some models. (depending on the scene).

 

Multipass is very suitable for stills and if you set it to for example 16 Passes, the image will look better, but it just takes much more time.

*Fuchur*

Posted

ok i did some more work on the ship, a friend of mine showed me a website with some really good textures on it.

 

heres how far i am

 

cargoship0ai1.jpg

 

i added some more detail to the engines and i made them abit bigger too.

 

 

oh and heres another one i finished a while ago, i call it the streaker, its the fighter air craft for the robots.

 

streakertest0lh2.jpg

 

how ever i didn't notice the crease in the canopy window until now, can any one tell me how to get rid of it?

Posted

ok i have pretty much finished the ship, except some minor details

 

cargoshipside0lz7.jpg

cargoship0af5.jpg

 

the two things on the top of the bottom one are the cargo doors

 

after I'm done, i will start on another robot

Posted

The cargo ship looks pretty good and it's far more than I could do right now, with the gun and the engines and the textures, etc.

 

But as a "viewer in the audience," something about it bothered me. It has a strong resemblance to a run-down, single-wide mobile home from the 1970s with stuff stuck on it. Is that intentional?

 

Put it this way: I've been inside buildings -- poor people's homes -- that look a lot like your model. I've also seen them being towed down the highway.

 

If that's not something you want, you might want to make adjustments.

 

example:

mobile home photo

Posted

Yeah, I think a few tapers here and there (eg the feet) would improve it. But I think that's the look for the project.

Posted
But as a "viewer in the audience," something about it bothered me. It has a strong resemblance to a run-down, single-wide mobile home from the 1970s with stuff stuck on it. Is that intentional?

 

What a great idea! An old Winnebago clunker in the future. Why should the future not have junk? I'd add some graffiti on it, like it was parked in some undesirable neighborhood :D

Posted
What a great idea! An old Winnebago clunker in the future.

 

They did that in Mel Brooks 'Spaceballs'. Funny, funny movie.

Posted

actualy i did model it like that, mostly because, were going to use a truck with a camper shell for the interier. we dont have that manny resorces avalible to use, so we're doing the best we can with what we have

  • 2 weeks later...
Posted

ok i need help, I'm working on the robot soldier and i cant seem to make the rest of the body, ever time i try it doesn't end up being very good, and it ends up looking crappy. if any one would like to try to finish it PM me.

 

heres what i have done so far

 

robotwip0yh8.jpg

  • 4 months later...
Posted

Well, I regret to inform you all, that do to a lack of cooperation from the actors, I have had to cancel the movie. Man I can never seem to get a project done, can I? Well anyway, I graduate high school this year, so I might have a better chance doing it next summer. I have some test animations of my modals, ill post them as soon as I get my main computer back up and running.

Posted

Draw it out first... look in the kitchen in the cabnet under the sink... look in the garage at the shape of these objects that are around you everyday. They help me design my robots. Take the old VCR apart (the one that is trash) I used to get many ideas like that. Now, I think about what the robot's shape and function is according to the story and use that to shape it. Also this is the same for other characters too. It's hard to find something that hasn't already been done. Just keep thinking about taking it farther than anything you've ever seen.

Posted
anyway maybe a smaller project would be better...i gotta stop thinking so big too....

 

That's my feeling about all the grand plans I come up with, too. Virtually everything I try gets abandoned halfway through because I expect I can deliver more than I'm able. Still, look on the bright side - I'm 50% ready for next year's "Sci-Fi/Fantasy" comp...

Posted

"Stick to it" is a skill. For years I just putted around with A:M, learning little things here and there. Never "finishing" a project. It wasn't until last year that I got around to STICKING to something, and my bear was the result. I learned from finishing that, and it's helped working on TWO.

 

STICK to your ideas. And plan things out! Don't not dream because you don't finish! (Yes, a double negative. :P) Push for the better and the awesome. Then try and pull it into reality. :)

 

Again I say, "stick to it" is a skill. :P

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