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

my work for am contest.


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Very nice model and texture ... the belt and shoes are too dark ... I would use a leather material from Simbiont, and remember, the entry should not have background, preferably be rendered in PNG with alpha channel ON.

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Very nice model and texture ... the belt and shoes are too dark ... I would use a leather material from Simbiont, and remember, the entry should not have background, preferably be rendered in PNG with alpha channel ON.

thanks for the information ;)

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Fun character!

 

My one concern deals with the silhouette/clarity of the current setup.

It's not easy to tell what is going on in the scene at a glance.

Something like that is important to draw the attention of the viewer in and then the detail can keep them there.

 

Sometimes it can be useful to state an action or theme, "Driving to the Market" or "Dangerous Curves Ahead".

Perhaps something overstated, "Sunday Morning Driver" and then work into and out of ideas from that.

I don't know what the underlying idea of your image is going to be so that is why I'm asking... grasping.

 

Also, right along with that theme try to add some variety to the image.

Can you tilt the vehicle to make the scene more dynamic/dramatic?

Horizontal lines tend to have a calming effect while intensity increases with angles and diagonals.

 

Looking great thus far.

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I agree that's starting to look too busy. Find some way to make the character the main event.

i understand what you say ;)

I have not thought to pose the character

What I worked, it's just modeling and light. I just wanted a picture with a motorcycle and an alien. It remains to give expression to the image

I am concerned textures. I still have one week to complete the picture

;)

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I used displacement mapping for the bike

On top, front and bottom of the machine. Also for the plate imatriculation

I did not use normal maps because the bump bump mapping, legacy, I had enough.

I planned a base with normal mapping but I have not used finally

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Looking good and nice use of displacement!

 

Don't be afraid to cheat the perspective of the vehicle a little to get the front of the vehicle into a more straight on view.

This will be essential if you intend to keep the A:M logo.

 

I haven't thought too much about it but my instinct tells me the squinted eye and open eye could be reversed to get at a more appropriate facial pose.

 

Just telling you want strikes my fancy... it's your show! :)

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Looking good and nice use of displacement!

 

Don't be afraid to cheat the perspective of the vehicle a little to get the front of the vehicle into a more straight on view.

This will be essential if you intend to keep the A:M logo.

 

I haven't thought too much about it but my instinct tells me the squinted eye and open eye could be reversed to get at a more appropriate facial pose.

 

Just telling you want strikes my fancy... it's your show! :)

thank you for the good advice. I shot a little but kept in perspective. It's a bit more readable. I softened the texture of the hands. Much nicer.

I also changed a little expression of the character.

For fun, I used a texture normal maps and diffuse to decorate the bike

I used the SSS for the skin texture.

 

 

for me it is finished with this project. I'm glad to have done completely

final640x480withbackground.jpg

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I have just 3 questions ;)

is that the decals slow rendering?

I have a lot on the bike for details.

is it better to bake one with all the decals for faster rendering?

Or better to keep all the decals even very many

and if so, how many decals can support AM

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is that the decals slow rendering?

I have a lot on the bike for details.

is it better to bake one with all the decals for faster rendering?

Or better to keep all the decals even very many

and if so, how many decals can support AM

 

Decals don't significantly slow rendering. However, if you use very large sizes (high resolutions) for the decal images, and you don't have enough RAM, then I suspect there might be some disk thrashing going on (not sure), which will slow rendering. If you bake your decals, you can cut down on RAM requirements.

 

Displacement maps can be expensive sometimes. I have my suspicions about bump maps, as it can impact render time when used with other types of materials, in certain situations (happened in old versions, not sure about current). The legacy bump map doesn't have this impact.

 

Procedural materials, depending on their complexity, or type are usually more computationally expensive than using decals.

 

The biggest contributor to render times is ray traced shadows, and render time increases with number of rays, number of lights. Ambient occlusion is expensive. Ambient Intensity is not expensive. Volumetric lights are expensive. (fyi, radiosity, SSS are big hogs as well)

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I ask this because working with decals is an interesting method but I do not know the limitations.

I usually use a single image for diffuse, bump, etc. ...

Working with AM still think demand for lead. It's interesting;)

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