sprockets TV Commercial by Matt Campbell Greeting of Christmas Past by Gerry Mooney and Holmes Bryant! Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

Recommended Posts

  • Replies 53
  • Created
  • Last Reply

Top Posters In This Topic

Posted

Mark,

I like the boots better than the clubs he/she/it had before.

 

The house looks nice, except for the smallest round part on the lower portion of the house.

It looks like a clown nose, otherwise it looks good.

 

Go Badgers

 

David

Posted
The house looks nice, except for the smallest round part on the lower portion of the house.

Yeah, I'm not happy with that part either. When I make the high-poly model, I'll definately make it better.

 

Thanks for the reply!

Posted

Checked out your project website and the story seemed to be pretty good. I like the presentation in verse.

Agree with the comments that the boots look better than the original feet.

New monster textured reminds me of a potato! Not a criticism, just what it reminded me of when I first say it. Since he lives underground, maybe it makes sense that he looks like a potato.

 

Could you post both characters side by side? I'm just curios how similar they look. You may want to have other characteristics other than the color and texture to differentiate them. Best way to tell would be to look at them side by side.

 

Keep up the good work!

Posted

Here's a picture of them side-by-side. I'm happy with how they turned out. I was trying to make them both be unique, but have a similar overall style, and I think I accomplished this.

post-7-1100220886.jpg

Posted

Updates:

 

picture11.jpg

 

picture12.jpg

 

I've everything on the monster except the legs. I'm using the 2001 skeleton, but I'm running into problems when I try to smartskin the legs. Any pointers on that? If someone is interested in helping I could go into more detail...

Posted

Sheeeeeebump!

 

Worked on textures for the cave. I still have more modeling to do as well as completely redo the lighting, but I like the results I got on the textures.

 

I also made a character pose shot because I can.

 

picture13.jpg

 

picture14.jpg

Posted

I can't believe I missed this post. Nice models. I especially love the characters, but that cave is great too.

Posted

Wow! Keep this up and you'll have to change your username!

I love the pose of the potato guy (awesome texture, BTW...how'd you do it?) from above, with his arms up. Any chance of seeing that pose rendered with textures?

Posted

Thanks for the replies!

 

Biotron2000 - Unfortunately I already deleted that pose, so I can't make a textured render easily. If I get some time later I'll try to re-pose it.

 

I've been working more on the cave. I thought it would be cool to have glowing mushrooms lighting the cave. I like the colors I got, but I want the whole thing a little bit brighter (I'm rendering a new version right now) What do you guys think of the mushroom idea?

 

http://mvandeweghe.ath.cx/siteimages/picture15.jpg

(linked because it's such a big picture)

Posted

I think I would turn down the ambiance on the mushrooms a little to give them more definition. Right now they semm more 2D than 3D.

Posted

picture18.jpg

 

I've basically finished the bass equipment. I still want a strap on the bass and maybe a cord, but I have the main modeling done. Note: his left hand hasn't been rigged yet, so that's why it's not wrapped around the neck...

 

Comments? Suggestions?

Posted

He looks like an alien Les Claypool (Primus) :D If you animate him playing the bass make him stomp his foot in time. Do you plan to add the dots to the fretboard? Looking great!

Posted

I think this curvy and bold modeling style is very efficient, and you got a pretty nice feeling going on in that scene. The new lighting help a lot. I like the floor design that separate the kitchen and the living room area. The details are great and the images are colorful. Inspiring.

Posted

Boy, you're sure making good progress Mark! :D

 

I like your room and the odd shaped door works really well.

 

You may consider reducing the halos on the lights. The ones to the front in particular distract attention from the scene behind.

 

The light cast on the room it's self work well although I'd like to see a little more in the far corner.

 

Hope this helps.

 

BTW Have you changed your avatar or am I mixing you up with someone else?

Posted

Yes, I've changed my avatar :)

 

Thanks for the input! You got me looking at the halos around the lights, and I don't like the fact that they're the same size on the lights near and far from the camera. Is there a way to make them obey perspective (be smaller farther away)?

Posted

Alrighty...gotta move this thread back to page 1!

 

I got sick of modeling and texturing, so I took a break and started animating. I'm still relatively new to animating, so I know there's plenty of room for improvement. This is the first pass of animation for this scene, I haven't touched the fingers yet.

 

http://mvandeweghe.ath.cx/fall1.mov

 

Let me know what you think! Be brutal if you would like, I can take it (I think :unsure: )

Posted

Hmmmm. Not bad... I have always had trouble animating this type of action, but I think maybe he shouldn't bounce quite so high. I don't know how that will look, but something is off in my mind's eye.

 

Also, I can't remember how to do it, but he should accelerate into the ground, decelerate to the top of the bounce and accelerate back to the ground. I believe you would adjust the ease to accomplish this. I would try that before changing the bounce height. If some good 'ease' could be set the high bounce might provide some good comedy!

 

 

Keep up the good work, I like these guys and the very red sets they inhabit!

 

;)

Posted

This is really reading quite nicely.

 

Something's bugging me about the hands (and arms), though. I keep felling like after he picks himself up off the ground that they should dangle to his sides for just a moment before being pulled up into the nervous-sneak mode.

 

Just a thought, anyway.

Posted

Mark,

I would like to say i am enjoying seeing the progress of your project and am here to help out in anyway I can.

I would like to see a more dynamic fall from the ladder may be falls on his head or a good face plant and then to the flat laying position.

Get rid of the drift in his feet to the final stop in laying down position make it snap to stop.

when he is sneaking back it is feeling very loop action based i would have him look behind himself to the left and then back to camera. I would like to see more arm movement coming from him in this section as well.

I really like the camera placement and movement.

Looking forward to the next wip

  • Admin
Posted

Good to see a starving artist achieve such success!

Looking good. Lots of fun stuff you are bringing into it.

 

I don't have much to add to what others have suggested.

It seems you are definitely getting the feel for storytelling and I see subtle improvement each time you post. Most of all it looks like you are having fun. :)

 

Looking forward to your more updates.

Posted

Thanks for the replies, they're really helpful. I only have one class today, so after that I 'm planning on spending the day tweaking this to your suggestions. I'll hopefully have another WIP up tonight.

Posted

After some work on it:

 

http://mvandeweghe.ath.cx/fall1.mov

 

Please let me know what you think of it. I know that there are some things that can still be improved, but I like this a lot better than my last WIP. I don't want to be a quitter, but I think it's about time to leave this shot alone and get working on some others.

 

One question for you guys: does the monster dropping into the shot work for you? I was thinking you just see a glimpse of him dropping down, then it cuts to something else. Should I add more of him hitting the ground, or is it okay how I have it?

  • Admin
Posted

I agree that a second or possibly even two to accentuate his fall would be good.

 

The way I'd do it is just to have an empty scene first for that second or two.

Then he drops into it. It would leave the length of fall up to the viewer's mind.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...