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

abroerman 08-05-2006 13:38

Re: Fun post-season animation
 
Quote:

Originally Posted by Mercury Rising
I started something yesterday inspired by abroerman's death bot. I love the legs yet I hate the body. I have talked to a few people and the largest suggestion is to reconstruct the head completely, yet I have no ideas of what to replace it with at this point. Any ideas?
PS I love the legs so much! (it has toothed treads on its legs because it looks cool)

The legs look great. I can't really tell how they work, but they look cool (a problem that plagues most of my work in max :D). Reminds me of Erector set... good times.

The body portion isn't bad by any means, but it doesn't fit with the strictly mechanical theme you started with the legs. Cut the sphere up a little and show some "guts" - you can see in my bot I've got panels that cover up most of the insides, but still show some of the gritty mechanical stuff. I would also replace the little arms with something that looks more like the legs of your bot.

Another thing that really helps make my quad look convincing is the rust/paint chipping. If it truly is a "death bot" (if that's what we're going to call them), it's most likely been through a lot. Some bullet holes and burn marks on mine would have made it better, in my opinion.

As a side note, I printed out & assembled a test model for the cockpit of my Serenity model:



Hopefully it will look 5x better with the textures on it. :o

Morgan Gillespie 08-05-2006 14:50

Re: Fun post-season animation
 
Well I mean this will definitely be a story to tell. Think of when it is finished. People will see this giant paper machine and go dang you built that. You can turn to them and go yes, I designed it as well. Then go on to explain to them that you modeled it bit by bit and printed it out and put it together. As their mouth begins to gape.

Oh and thank you for your crits. I will try and test them out and post tonight if not tommorow.

Capt.ArD 08-05-2006 15:04

Re: Fun post-season animation
 


This is the render of the bot on my desk. kinda fun.

anyway, the robot's legs, if you cannot see in the picture, are mechanically similar to abroerman's bot's legs. just very, very simplified. It's about 5000 polys, so i can't have much detail. (actually i can probably get it below 4500 if i redo the eyes and some other bits.) textures are cheap too, i didn't bother doing all the prettyies yet.

thanks for the tips, but i already knew all that. that's actually how i animated the arms on the sub for my team animation. but i wanted to know if there was a better way to do it.

P.S. i'm looking for some stock footage of someone having a lightsaber duels. for a little fun experiment with glow efects and stuff. :D anyone wanna provide me with some? I can't get video from my camera to my computer. :(

BuddyB309 08-05-2006 15:15

Re: Fun post-season animation
 
Quote:

Originally Posted by Mercury Rising
I started something yesterday inspired by abroerman's death bot. I love the legs yet I hate the body. I have talked to a few people and the largest suggestion is to reconstruct the head completely, yet I have no ideas of what to replace it with at this point. Any ideas?
PS I love the legs so much! (it has toothed treads on its legs because it looks cool)


I made a robot thing that looks very similar to yours. I do have a video animated but I have to wait till I can get to a friends house who has high speed internet.

Morgan Gillespie 09-05-2006 19:54

Re: Fun post-season animation
 
Did a few updates, is there a way to get high or med res maps to fit well on a very low res model? I tried and tried several times on its new arms yet got so sick of it I gave up.

abroerman 09-05-2006 21:24

Re: Fun post-season animation
 
Quote:

Originally Posted by Mercury Rising
Did a few updates, is there a way to get high or med res maps to fit well on a very low res model? I tried and tried several times on its new arms yet got so sick of it I gave up.

Looks pretty good so far. Not sure what you're asking... did you try any texture mapping?

Morgan Gillespie 09-05-2006 22:06

Re: Fun post-season animation
 
By that do you mean UVW mapping? or something else? Beyond whats under the materials window and UVW mapping I havent truely explored mapping.
Not reluctant to learn, yet there is no one able to teach me atm. Might try and figure it out using the User Reference, that is pretty much how I learned everything else. Then again that’s not true, while most of it came from experimentation using the User Resources some of it came from our teams lessons using the 3dsm bible.

BuddyB309 11-05-2006 15:39

Re: Fun post-season animation
 
Quote:

Originally Posted by Mercury Rising
By that do you mean UVW mapping? or something else? Beyond whats under the materials window and UVW mapping I havent truely explored mapping.
Not reluctant to learn, yet there is no one able to teach me atm. Might try and figure it out using the User Reference, that is pretty much how I learned everything else. Then again that’s not true, while most of it came from experimentation using the User Resources some of it came from our teams lessons using the 3dsm bible.


Why not try emailing Ted for some help? That what I did when I tried to get the rainbow of colors to shine through a CD when you stick it in the light. Just tell him who you are and you met in nationals. Then send him the file asking if there is any tips he can give you.

Capt.ArD 12-05-2006 18:30

Re: Fun post-season animation
 
i guess i don't get what you mean by high res maps on a low res object.

if you mean the pattern is too big for the model and you want it to appear smaller, then what you have is a tiling issue. open up the material editor and click on the diffuse map button. near the top of the rollout it'll have a few options like Offset, tiling, mirror, blahblah. make the tiling value higher. this will increase the number of times the texture will repeat itself over a surface, making the texture appear smaller in comparison to the model.

if that aint it, can you elaborate on the issue?

I like the new arms, they match the legs better. I kinda think the eyes and body are a little too round or curvy compared to the legs and arms. like it's a cute kinda robot with claws that look like it's about to kill you. doesn't really match. the modelling is very clean though, it's nice.

BuddyB309 12-05-2006 19:11

Re: Fun post-season animation
 
I have an animation of two robots. Eventually they are going to duke it out against each other and destroy one another. I made this in school when I was really bored one day.

Those are camera lenses poking out of the robots if anybody asks.

Rollbots

Morgan Gillespie 12-05-2006 19:43

Re: Fun post-season animation
 
Quote:

Originally Posted by BuddyB309
I have an animation of two robots. Eventually they are going to duke it out against each other and destroy one another. I made this in school when I was really bored one day.

Those are camera lenses poking out of the robots if anybody asks.

Rollbots

Very nice, yet there were a few things I didn't like, I am very picky and notice these tiny little things.

One
The legs of the first robot go through the chassis of the robot a few times
Two
Over use of the premade chrome texture, I know its easy and it looks decent, yet its the outstanding animations that people talk about over biscuits. (Like team 75's animation they made last year, came up several times)
Three
When the second robot hits the other robot with its "camera lens" it flies back unrealistically, it would maybe slide back, OO YEAH, make it slide back and have sparks. I have a great template for sparks if you want.

I see the resemblance of my bot to yours, and I challenge your robots sir to a duel! *Puts white glove in the claws of my bot.*

BuddyB309 14-05-2006 14:25

Re: Fun post-season animation
 
Quote:

Originally Posted by Mercury Rising
Very nice, yet there were a few things I didn't like, I am very picky and notice these tiny little things.....

Fixed it and changed the lighting a little bit. I working on adding sound effects and then I'll upload it when I get the chance to get to a friends house.

BuddyB309 20-05-2006 01:07

Re: Fun post-season animation
 
I have a character with flat eyeballs and I'm trying to get the eyes to look at something. A simple look at constraint and a point wont do because the eyeballs are shaped like discs and will pop out of the head if they turn. Does anyone know how to make the pupils slide along the surface of the eye but still align itself with the "focus point"?

If I make the pupils move then my character will look like he is looking at something.

Mazin 20-05-2006 21:49

Re: Fun post-season animation
 
Quote:

Originally Posted by BuddyB309
I have a character with flat eyeballs and I'm trying to get the eyes to look at something. A simple look at constraint and a point wont do because the eyeballs are shaped like discs and will pop out of the head if they turn. Does anyone know how to make the pupils slide along the surface of the eye but still align itself with the "focus point"?

If I make the pupils move then my character will look like he is looking at something.

The 3ds max reference specifically addresses this, though I don't recall the exact details. Essentially, it's a WSM or something that affects the eyeball after you put a lookat on it, and it has its own orientation instead of being linked to the eyeball.
Of course, this would be a oblong eyeball, not a flat one.

Morgan Gillespie 29-05-2006 01:07

Re: Fun post-season animation
 
What I have been working on/updating.

http://img527.imageshack.us/img527/5339/face4cw.jpg
http://img527.imageshack.us/img527/6365/drops3tl.jpg
http://img527.imageshack.us/img527/7...dfloors1de.jpg
http://img513.imageshack.us/img513/8...floors26ty.jpg
http://img527.imageshack.us/img527/7606/turtle8zg.jpg
http://img513.imageshack.us/img513/9...ighting0tf.jpg


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