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Hash, Inc. - Animation:Master

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Posted

Cool!

 

Already drooling at the thought of seeing animation of Tar fighting a couple of these guys. :-)

  • 1 month later...
Posted

Really an amazing model or better to say character :)... no textures and with wirframelines and I can still feel all the personality (the evil one ;) ) in him!

Love it!

 

See you

*Fuchur*

Posted

I missed this topic ....amazing model Willian, as usual...

Are you intending to use some kind of hair/fur or just textures ????

  • Admin
Posted

I couldn't resist trying to draw this guy again but a little closer to your model.

Apologies for the liberties I've taken.

 

When drawing this I was thinking 'saturday morning cartoon'...

LastHyenaStanding.png

  • 4 weeks later...
  • 2 months later...
Posted

Here he is rigged with textures! I'm still tweaking the fur...Can I tweak the brightness down? It looks better without casting shadows, but still too much contrast with the surface that is emitting the hair. I'm thinking about giving that group a darker color, then turning down the properties driven map strength that is coloring the hair to see if that will darken it a bit... If anyone has suggestion, I would appreciate it.

WIP2_11_13.jpg

  • Hash Fellow
Posted

Lookin' good. Have you tried FakeAO with the hair? that might help to darken the skin and hair roots.

 

The problem I see is when the surface is angled such that the hairs are pointing straight at the camera and the hair doesn't appear to cover the skin.

  • Admin
Posted

Looking good Will!

 

The problem I see is when the surface is angled such that the hairs are pointing straight at the camera and the hair doesn't appear to cover the skin.

 

I believe the classic approach would be to add a second decal (the first driving the hair color) to fake smaller hairs on the surface of the skin. (If you are using a decal to drive hair direction then you'd be adding a third decal)

 

I can't recall if it was one of the Anzovin videos or a Tech Talk but someone did demo the technique via a video tutorial.

My memory says it was Raf Anzovin who conducted the tutorial. He used straight hair from a top view to create the skin's decal.

I recall the video because he then added a few purple hairs to break up the contrast of the other hairs.

 

Adding that decal would also darken the base of the hair/skin which would help with the shadow transition.

Posted

Looks good Will, really GREAT! Suggestions? tweek-tweek-tweek, as if you haven't already been. The hair brightness control is keyframeable along the shaft 1-100%, have you set that yet?

Posted
This is with the hair casting shadows:

 

I'd say that is an improvement. The default Muhair settings can be overly 'sheeny', sometimes need be pulled back a bit.

Posted

I couldn't find a thread that explained the settings, but dialed the % back to 5, instead of 100% on the highlights(?) and the strength down to 20%

--He looks like a mean little bastard!

  • 3 weeks later...
Posted

After a lot of experimenting, I just never got happy with the look of the fur. This world has a LOT of animal characters--and It was taking an hour per frame! So...I've gone to the darktree "plush" material for the body.

  • Hash Fellow
Posted
After a lot of experimenting, I just never got happy with the look of the fur. This world has a LOT of animal characters--and It was taking an hour per frame! So...I've gone to the darktree "plush" material for the body.

 

Is it the last one in the first post?

Posted

Still looks great... maybe you could use cookie-cut-maps with dynamic constraints between his ears to get the little bit of hair there...

 

See you

*Fuchur*

Posted

I'm with the others, I don't think losing the hair takes anything significant away from the character. It looked great even when it wasn't textured.

 

It's a necessary sacrifice.

Posted

yes, I just edited the first post:

post-42-1362107920_thumb.png

 

Once I get the ninja hoods, helmets, etc on the variations of the plush hyena, it may not matter if there is any hair. Or I could just use hair on the animals that have a mane or beard and just leave the body hair plush.

  • Hash Fellow
Posted

That's a pretty convincing fur look. If there were some way to roughen up the silhouette edges it would be a complete illusion.

Posted

You could go for painted fur. Much more work, but I wonder if you could create a repeating pattern for it?

 

I was looking to see if I could find an example of how they've done it in The Clone Wars (which uses a painted look for all the textures), but couldn't find a relevant example.

 

But you can see how they handled the long fur of Chewbacca:

 

t1larg.chewie.jpg

Posted

Ninja version! I modeled the hood, but just modified the bump and color to get the pants and sleeves. The background is just a rotoscope, because I think layers and rotoscopes are how I will do most of the locations (nice because I can render the complete frame and not have to render in passes).

hyenaninja.png

tar_hyena.jpg

  • 1 month later...
Posted

Doing some experimenting today with Sculptris. This is a rock formation modeled and textured in Sculptris, exported as .obj and imported as a PROP in A:M. The background is a photo. (I'm going to do paintings for the backgrounds, so this is not the final look that I'm going for..)

sculptris_screencap.jpg

tar_hyena2.0.jpg

  • 2 weeks later...

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