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-   -   Fun post-season animation (http://www.chiefdelphi.com/forums/showthread.php?t=43930)

Capt.ArD 19-02-2006 14:16

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

abroerman 19-02-2006 17:13

Re: Fun post-season animation
 
Quote:

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.
Yeah, that area isn't quite right. The concept image I was following was pretty vague about the whole torso thing. Various panelings, hydraulic cylinders, etc cover up what is otherwise a very empty area. In the day or two I had to model, style unfortunately came before substance. :P

Kevin Thorp 20-02-2006 12:22

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?

abroerman 20-02-2006 13:19

Re: Fun post-season animation
 
Quote:

Outstanding modeling, Abroerman.

Would more sketches have helped you define the "missing torso"?
Thanks :)

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:

How long have you been using 3D? Where did you learn your 3d skills?
I first really got started probably around 4 or 5 years ago with a free program known as anim8or. I haven't used it in a while, but it's still growing. It's hardly the powerhouse that 3dsmax is, but it was a good thing to learn the basics on. I would also say that solid drawing skills have helped me out a lot.

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 ;)

Capt.ArD 07-03-2006 20:34

Re: Fun post-season animation
 
well, after VCU, i was really excited about winning the award. and well... i got to animating again... and, well, you can see what happened...



just sorta showin off i guess... :rolleyes:

I have a real animation in the works to be finished in the next few weeks (hopefully). keep the good stuff coming, guys!

abroerman 07-03-2006 21:10

Re: Fun post-season animation
 
Congratulations on the award, I can see they are as shiny as ever (Caustics = win) :)

tpesyna 07-03-2006 21:47

Re: Fun post-season animation
 
Wow abroerman!! I wish i could animate like you! You're spectacular! wo ho!

Capt.ArD 08-03-2006 11:03

Re: Fun post-season animation
 
yeah, caustics are fun little buggers.

and i really like your animation, abroerman. Penguins are tight. very nice.

Andrew Schreiber 12-03-2006 14:37

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... ?

Capt.ArD 12-03-2006 19:08

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.

Andrew Schreiber 12-03-2006 19:23

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

abroerman 13-03-2006 17:16

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.

BuddyB309 01-04-2006 20:55

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 .

Capt.ArD 02-04-2006 16:25

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!

Mazin 03-04-2006 17:21

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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