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Re: Fun post-season animation
Im curious now. the torso is kinda confusing. i can't really tell what is going on there. can i see some wires of each part (head, torso, legs, arms) individually. the arms tend to block the rest of the model.
very slick model though. now you just have to animate it fighting godzilla, shooting lazers, and eating a car. all while climbing the empire states building and falling in love with a blonde bombshell. :D :D :D |
Re: Fun post-season animation
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Re: Fun post-season animation
Outstanding modeling, Abroerman.
Would more sketches have helped you define the "missing torso"? How long have you been using 3D? Where did you learn your 3d skills? |
Re: Fun post-season animation
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And yes, more sketches definately would have resolved the torso problem. That and more time--I've got 2 essays to write before Wednesday (1/2 done :o) so that's taken up most of my day :( Quote:
I then found gmax, which is sort of a neutered version of 3ds max. That's where I learned the interface. My freshman year, when I walked into my first Techhounds meeting (I missed the first couple of weeks), I heard "3ds max" spoken somewhere... and here I am now ;) |
Re: Fun post-season animation
Congratulations on the award, I can see they are as shiny as ever (Caustics = win) :)
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Re: Fun post-season animation
Wow abroerman!! I wish i could animate like you! You're spectacular! wo ho!
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Re: Fun post-season animation
yeah, caustics are fun little buggers.
and i really like your animation, abroerman. Penguins are tight. very nice. |
Re: Fun post-season animation
If this is still going on ill post some of my stuff later (i should be doing math work). Any suggestions? Im a rather big fan of playing with lighting and reflections. and im thinking i might just do an object movin through a room with a light filtering ceiling. suggestions?
btw, nice work on the mech that looks awesome. kinda makes me wonder, what method did you use to make it? box model/poly/nurbs... ? |
Re: Fun post-season animation
the ceiling thing sounds cool. try something out that you haven't done yet, though. it is a great way to learn things. Last summer, i worked SOOOO much in Max, but i have no final products, i just spent time learning new tricks so that the animation this year would look even better than it usually does.
that said, i would suggest playing with: -caustics(a personal fave) -opacity maps -things with lots of raytraced materials -volumatric lights. not lighting related -reactor (softbody, cloth, ragdoll, toycar are my favorites) -atmospherics -aftereffects -hair and fur I second the request to know how you made the mech. I would guess box modelling. |
Re: Fun post-season animation
I think ill try to figure out caustics... the rest i have some exp in...
my best bet on the mech was several techniques based on the part. looking at the wireframe it looks to be in several components not one mesh. but box modeling is the best bet |
Re: Fun post-season animation
I try to stay away from box modeling as it doesn't seem to give as much freedom as starting from a single poly and working from there. Some of the mesh is an editable poly with meshsmooth applied. Other parts, however (such as the intakes behind the mech's head) did come from box modeling. I've also got some lathed / extruded splines in there as well.
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Re: Fun post-season animation
Alright Im working on a remake of the Peanut Butter Jelly Time song (You know the one with the danceing banana) Its taking Longer than expected to lipsync the song (its 2 1/2+ mins) Plus Im putting in an apple to sing along with him cause Im useing a Remix of the song by DJ chip. (If you still have no idea what im talking about take a look at my picture thingy next to my name)
Anyway so I was just testing how well I could animate eyes and came up with this cute blob charater . |
Re: Fun post-season animation
very nice! i haven't been animating much recently, i got Oblivion and COD2 that are eating all my spare time.
keep it up! |
Re: Fun post-season animation
Abroerman's mech:
What renderer are you using? That looks like grainy mr area lights. Overall, I would recommend a Skylight (maybe with light tracer) and a single light for specular. Skylight looks amazing, but it takes forever. I realize there are no textures, but the shiny gray look could be improved. Either a cool shiny/reflective with a nice color job or an "industrial" type with rust, scratches, etc. Details with textures can add a whole lot, maybe little stickers, warning labels, bolts/rivets, etc. I got too lazy with my game-oriented low-poly mech to put any decent textures on it. |
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