Works in Progress


#321

Hey folks, just workin’ on a Subaru Impreza. You can see better wire pics at the Hash forums. http://www.hash.com/forums/index.php?showforum=7


#322

Thanks for the kind words, My Fault.

I’m a pretty slow animater, so my output is not that great. Hopefully this shall change, as I get better.

Anyway, here’s another zipped mov file with Gaty, a sort of introductory shot:

http://www.sonic.net/raillard/hash/gaty_confrontation.zip

And here is a jaw-dropping piece of animation:

http://www.sonic.net/raillard/hash/jawdrop.zip

Again, critiques welcome, if you have the time.
If not, that’s okay, too.

Sincerely,

Carl Raillard


#323

Hello, again.

Here’s another short zipped mov file:

http://www.sonic.net/raillard/hash/eyerub.zip

It’s an old Tex Avery gag. I already posted this on the official Hash forum, but I wanted to share it here, too.

That’s all for now.

Sincerely,

Carl Raillard


#324

I posted this in Hash forum now i have posted it here
It’s my 10sec club animation I did over the weekend but didnt get a chance to finish it before deadline.

http://www.5000hp.com/animations/world.mov

C&C always welcome

Ps. Anyone else got some stuff?


#325

Here’s a model I’m working on - a female zombie. So far, I just have the head done.

Front view, shaded:

http://www.ovis.net/~cgroves/zoe_front_shaded.jpg

Side view, shaded:

http://www.ovis.net/~cgroves/zoe_side_shaded.jpg

And shaded/wireframes:

http://www.ovis.net/~cgroves/zoe_front_wireshade.jpg

http://www.ovis.net/~cgroves/zoe_side_wireshade.jpg

I have to tweak some more below the ears, and add porcelain. Let me know what you think!


#326

Nice Modeling! It looks like you have a natural feel for splining!


#327

Originally posted by zandoria
Nice Modeling! It looks like you have a natural feel for splining!

Thanks! I’ve been using AM since 1998, BTW. It took me a while to get a feel for splining!


#328

Hey dagoos, that is a nice looking animation there. Particularly as you did it over the weekend.


#329

If you’re on the Hash forum at all then you’ve probably seen this: http://www.angelfire.com/ca7/zachary/head.html. There’s more in the gallery of my website which I just finished (see signature).


#330

This is my new wip:

http://www.geocities.com/zt3d/newguywip.html

Be sure to see both pages.


#331

It’s a good start. Let us know when you get further. You might want t ostart your own thread if you get really detailed.


#332

This character is part of my current short in progress along with the Tomato that I posted earlier.

He’s the hero of the piece. I’m still working on the textures (lord I’m slow at texturing) but the modeling and rigging is done (except for his pants which will take some special work that I still have to figure out (blending cloth simulations with expressions and crazy constraint rigs is what I do to relax.))

Comments welcome
-David


#333

He looks like one sour pickle, ready to kick butt.
Textures look great to me. Is that the boolean eye?
Can’t wait to see him do his moves.

Stephen.:applause:


#334

Yeah that’s the hierarchical booleans on the eyes. saved me from spherical eye sockets :slight_smile:

here is a wire frame:

-David


#335

Hierarchical booleans? Ah, so you can use them to have the pupil and things move wharever you want. Clever stuff. I will have to give this a go sometime. I can’t wait to see him in action. I hope you dont make him too scary though. I had enough trouble eating greens as a child without finding them scary.


#336

What are Hierarchical booleans? And how do you use them?
Thanks–


#337

Wow thats a pretty low mesh for you David. Good job.


#338

Thanks Wegg, I have learned a thing or two over the years. :wink:

Wycoff: Hierarchical Booleans are booleans that do not cut mesh that is assigned to bones that are children of the cutter bone.

For each eye i used a cutter (since the eye-sockets are no where near spherical) and made children of those bones to contain the parts of the mesh that are likely to intersect with the cutters (eyelids etc) that i didn’t want cut.

Of course since I will want to move the cutters to move the eyes the children of the cutter are also constrained to bones that are under a different hierarchy. This way I get non-spherical eyes, and round irises/pupils that animate easily

-David Rogers


#339

Hi there,

Well, finally got round to running a fly-round of my female character. I think I better getting on slapping some bones in her, and start doing some animation with her… I think she still needs smoothing out some more, but I’m just spinning my wheels at the moment, hence the need for some animation.

Maybe some clothes on her as well - yes, she’s nude, so you have been warned. I based the body on Joe Williamsen’s awesome Bisley Warrior Princess, and the head on every single wireframe that I’ve seen by Jim Talbot - thanks for the constant inspiration, both of ya!

The hair and ears were obtained from Vuk Pavlovic (sp?), so thanks go to him.

The file is a 4.7mb Windows .AVI, and it’s here

Comments and critiques (other than, “go to a life-figure drawing class”) are welcome

Mike K.


#340

Red Monika? Is that you? :slight_smile:

The ribcage area might do with a bit more definition, also the face is kinda plain, if you’re going for a stylized body you might as well stylize the face too, make it more exotic, sharper… anyway, it’s your character. Also more definition on the shoulders/collarbone area.