Originally posted by rcory
[B]–
Yeah, the reflection took some tweaking to get right. Especially since I just eyeballed the scene, size and placement of the standins.
Now the cloth, that took some tweaking! I had perfect cloth in this one animation http://www.alltel.net/~rccollins/berserkerconcept2.avi
But when I messed around and added another one I had to re do the cape and ended up with-
http://www.alltel.net/~rccollins/berserkerconcept.avi
:surprised
I shoulda wrote down those settings.
:surprised
The fire was actually done with Illusion, from Wondertouch, a very nice litle program with real time particle effects. Go to wondertouch.com for more info. I just planted the fire from Illusion onto an image plane with an alpha channel. It’s actaully very similar to 9.5 spriticles. Same concept I believe.
Your renders are truly awsome, thanks for the inspirational jolt.
I’m glad I found this forum.
Cory [/B]
Thanks Cory - I’ll keep putting stuff up if you do 
Cloth in AM has always been pretty hit and miss - I’ve found it frustrating to say the least - especially after working with Motion Designer (LW’s soft-bodies plugin). Hmmmm… something to put on the list of things to push for. I know that Hash is planning to implement some of the physics we have in our game engine - some very fast physics. It’s not TRUE soft-bodies, but you can fake a lot of cool stuff with it…
Ah, yes, Particle Illusion - I know it well. I used it for the commercial we did for Nickelodeon - it’s a very cool little program, and can definitely save a lot of time. If you haven’t upgraded to 3.0, it IS worth it. Thanks for letting me know 
Something I wanted to mention - the main neck bones on your Beserker look like they are too low in the mesh - like he’s pivoting his head from the wrong place, and you’re getting that collapsing in the trapezius area - you might look at moving the bones up, or, using Orient Like bones - or - just smartskinning him… just a suggestion… 
Originally posted by Squeakypics
–
JoeW
Thanks for posting all those inspirational pics. they are much appreciated.
A small questionette:
When using porcelain do you need to add extra splinage to keep the definition in the detailed areas? Last time I tried it (admittedly some time ago) everything whent a bit mushy. Ideally, I’d like my stuff to come out looking a little like the Tak stuff.
Thank YOU guys for the feedback 
In regards to porcelain, yes, you do have to add a little detail if you want the detail to be really sharp - BUT - having said that, if you haven’t used it lately, you haven’t used it. AM used to do a 2x2 normal sampling across the patch - it tended to smooth the model out very severly. We lobbied Hash - and got them to up the sampling to 4x4 - this allows you to use the same lower patch count, and still have good detail. Also, under the attribute under the porcelain material, in the surface attributes (way at the bottom) is a function called “Normal Weight” - the lower you set this value, the less “porcelain” effect there is. You need to tweak it a bit, but it’s nice in that you can apply different porcelain amounts to different groups on the model. Sorry for the jumbled explanation - I hope that helps 
Also in 10.5, 5-point patches render VERY well - I used them on Hunter in places I NEVER would have used them in the past - and you can’t tell at all…
Originally posted by kungfudork
[B]–
hey joe,
any possibilities of seeing the facial mesh from the JuJuJunior character…actually any of the characters? possibly a front and a birdseye view. i always have trouble with modeling the neck, chin, and back of the head. my stuff usually looks ok in the front view and all abstract in the side view. i would love to see how Jeff Bunker modeled those faces. (any 5 pointers in there?)
any chance of some more vids from the game. i love the style and the fact that it was done in A:M is a true inspiration![/B]
Hey Dieter,
I put up a wireframe of the MoonJuju’s head at:
ftp://ftp.hash.com/users/joewllms/samples/jujuwire.jpg
I had to laugh when you asked if their were any 5-point patches in there - not that you would know it, but Jeff is the 5-point patch and Hook KING! He uses those darn things in places that mortal men will never be able to get away with it… the AM gods look fondly upon him… and guys like me have to figure out how to get around them - LOL!
In regards to things looking funny in the side view, well, I’d suggest that you make some rotos of someone you want to look at for a long time - and if you’re lucky, they MAY let you draw lines on their face to help you run splines. The best thing to do, IMHO, is to just keep practicing at it. The more you model, the more you SEE what should and shouldn’t be. I look back at my first head models and am amazed at how much I see that’s wrong with them…
I hope to be able to post more game movies as we get closer to being completed. Right now, we’re pretty crushed under our deadlines, and as soon as we get a little breathing room I hope to be able to post some nice screenshots and maybe some gameplay movies…
JoeW