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Messages - fromsoysauce

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361
Finished Works and Works in Progress / Re: So I Finally Try "Subdivision"
« on: December 07, 2011, 01:07:47 pm »
If you say so, but I do feel a need to tell you that the face is done so strange on your model, and it bugs me a lot, and fixing it would be more than worth it.

362
General Anim8or Forum / Effects?
« on: December 01, 2011, 05:24:02 pm »
I was wondering if there were any effective ways to add detail effects, like smoke trails coming out of missiles, or explosions. On that note I wanted to ask if there were any practical means of handling particles.

Finally I wanted to ask if there it is possible to have a material change the texture during mid animation when rendering an animated scene. A way other than having to manually change the material every frame that is. I figured it would be a cheap way to make things like fire.

363
Finished Works and Works in Progress / Re: First short movie animation.
« on: December 01, 2011, 05:14:54 pm »
May I ask how you did the smoke trail on your shooting star?

364
Finished Works and Works in Progress / Re: So I Finally Try "Subdivision"
« on: November 30, 2011, 11:39:39 pm »
I thought I was the only brony that used anim8or.
*Brohoof (^ -^)/)

Anyway, Your model looks good from the side angle, but the rest of it doesn't look round enough. If you have any of the toy's you could use them as a reference to understand what I mean.

Namely the your legs look more like triangular prisms than cylindrical tubes.

But I would highly recommend you take a look at these 3D pony models if you haven't seen them already, they would make an excellent reference image.

http://kp-shadowsquirrel.deviantart.com/art/Pony-Model-Download-Center-215266264

Another thing that bothers me a ton is the face at the front angle. You know how I said your legs are to triangular? Well your face is too spherical. It needs to converge the closer it gets to the front of the head, because they eyes should be a lot less far apart so that your pony can have stereo vision.

365
I don't find it bashing. It's just that this wasn't that kind of project. I only spent about 20 minutes putting it together. And that is what it is. Rather then improving, your advice seemed more hinting toward making it something more. But I don't really want to spend more then 20 minutes on this kind of thing. Know? It's just a little thing I did for fun, and wanted to share. And constructive commentary on a project like this, to me, felt more like wishful thinking of yours as to how you wish it could have been. And for me, I can just tell you, that that is not what it was supposed to be. The picture is what it is, I wouldn't have it any other way, because that is the way I pictured it before I made it.

I am not offended, or trying to offend, just making things clear.

366
Janro, I put Zoey there, mostly because it is supposed to be a scene off of Bullet Life, and Zoey is the main character of the game, so it becomes a direct relation. The reason I put here that close, is because I wanted her to be visible with reasonable detail. The actual focus of the picture though, is the tower that she is sitting on.

ADS, it's not really supposed to make sense, "surreal" sky (as in "dream like"), It's not a city it's a sky, those aren't buildings, they are towers (presumably having something to do with maintaining electrical balance) because the image is based off of a game:

&feature=related The scene comes up from everything past 9:00

"What's out is done, what's next is to come."

I should note that I will never post wips.

367
http://saijeehiguchi.deviantart.com/#/d3au4l6
An image based off of stage three of Bullet Life, this one is made for Desktop Back Ground purposes. Yea it's anim8or alright.

368
Finished Works and Works in Progress / Re: Bullet Life
« on: December 25, 2010, 09:56:47 pm »
I wasn't getting mad at you, stating the criticism was over generic.

On topic though, thanks for the advice, but I don't quite get just how much better it would make the animations look. To me, it just feels like extra work witch to the average eye would go unnoticed, and knowing that this animation is fast past, more disciplined eyes would just overlook it. Though that's just my look on it.

For the sake of illustration, I'd like you to rate the second motion as it is now, and then how much better you think it would be if I did use grid editing, from 0-10.

369
Finished Works and Works in Progress / Re: Bullet Life
« on: December 17, 2010, 11:24:22 pm »
It might not be relevant to the topic, but Everything besides the modeling of Zoey was done in four days, I had been making the Zoey model in my spare time over months, really just to get the hang of high poly character modeling, because before I am an Animator, I am first a game designer, and tend to have my characters drawn with quite low detail for the games. The first three days of work were making the robot, rigging Zoey and the robot, and all the animations, and the fourth day was creating the sound effects and syncing them with the animation.

There is a story to Bullet Life by the way, it's just something I don't find any reason to release yet, simply because I'm not popular enough yet.

Did you play the game by the way? It's free and it's arcade style so it's beatable in a short time (21 minutes to be exact). In the next BL game I will find a way to incorporate some of the things that were in this animation that were not in the game, particularly the stylish dodging at 0:33.

Anyway, I agree with you, I like animation for that you can explore the world that is impossible. One person once tolled me "It's a little odd that she is flying." My response was "Isn't that normal?" And besides it's so much easier to make an animation of something impossible as flying then something as possible as running, because when making an impossible animation, it really doesn't have to look "right" as long as it doesn't look "poorly done."

370
Finished Works and Works in Progress / Re: Bullet Life
« on: December 16, 2010, 05:04:48 pm »
Ahh yes, Janro, You I like. I was hoping that you would post on this topic.

I believe the proper term is "foresight", looking back at it though, I can see why people would think such, though the reason I catch it so easily is only because I notice EVERYTHING because I'm forced to watch everything frame by frame while working on it heh. I'll keep that in mind the next time I make one of these.

My way is: "What's out is done, what's next is to come."

I will make more vids for Bullet Life by the way, because Bullet Life will be a series of shooting games, it's not unlikely for me to add a few of this type of animations for cut scenes or opening/closing videos in game.

To answer your question, no and yes. No because rifle recoil in real life is all thrust backwards motion and virtually no swing up motion.

Swing-up motion is something that can occur when holding a hand gun one handed. The problem was that in the game she can use 2 weapons at a time, so I thought it would make sense to have her the same way in the animation. Besides she also holds two guns on her in game graphic as well as the art work that appears in game:


In any case the problem was that: it is an implausibility to be able to hold let-alone use a rifle one-handed. And one-handed backwards thrust animation just looked plain FUNNY; Like HAHA funny (Or at least I couldn't make anything look nice when trying to make it). And that just didn't seem cool enough for me.

371
Are you referring to the furry-ness scale that you can find on google image search "furry"?

372
I don't quite find your logic justifying.

I'd say that cat of Janro's is to an extent an ideal example of what you call a "furry" cat character.
What exactly ARE you going for?

Your model's odd selection of features makes it look real well... odd. You have the nose snouted out to justify why the mouth and jaw are way up front, even though the mouth and jaw appear quite human in comparison.

Furrys by default cannot be taken serious unless it is made into something where the facial characteristics appear extremely animal. Like done with some fighting game characters. I'll give it to ya strait pal, it looks way more cartoony as you have it now, then it would if you just gave her a legitimate cat shaped mouth/jaw structure.

373
Finished Works and Works in Progress / Re: Finished character with hair
« on: December 13, 2010, 08:34:21 am »
I'm flattered, but this is about you not me. There are a number of things to do to understand anatomy better. The best advice I could give you there would be to pay attention to examples, real life or not, and take good exercises with them when modeling.

When I was learning to make body proportions: I did a series of exercises of low-poly characters (give or take 1000 tris). Characters this low detail are easy to produce, and thus are great for exercise.

I actually learned faces first, since I figured it was the most detailed part. Again I got good at this just from a ton of low-poly exercise.

As Janro has stated, reference images can help a ton. And anything can be a reference image, it doesn't have to be your own sketch, it can be one from another, or even something as simple as an image found on google.

On a side note, to answer your post on youtube: I model like Japanese comics because it is just easier and funner for me then realistic. It's easier because there can be a lot more tolerances for when it looks "right" then when trying to do it realistically. And the way I did the eyes was just using normal bones and weight painting.

Four bones:
Inner eye: used for making blinking look right
Front eye: Can be used to make eyes angle down to make look angry
Top Eye: also used in blinking, can make character look tired.
Outer eye: used to slant eyes, good for making character look sad or surprised.

btw my face figure looks like this

374
Finished Works and Works in Progress / Re: Bullet Life
« on: December 13, 2010, 08:22:43 am »
Thanks, and yea that's what I did, everything except the models, but including rigging the models, was done over the course of 4 days, 3 days of animating, and 1 day of adding sounds.

But you see, my problem, being the guy that did it all, is that I have no idea what your talking about, of course since you are seeing it from a differant point of view then me, you see it differantly, could you give me some examples of the choppy movement you speak of, to give me an idea of what to improve on?

375
Finished Works and Works in Progress / Re: Finished character with hair
« on: December 06, 2010, 11:24:53 pm »
I remember you, you're one of my subscribers on my personal youtube account (Saijee Higuchi). I can tell that you put effort into it, but your concept of proportion is lacking.

Now no offense, but in all honesty, I thought that character was a man at first.

Your character's build looks like a domino. Thick from side to side, and solid flatness from front to back. She also has no curves what-so-ever. Her legs should be more spread out. Her arms should be give-or-take a hand longer. From front to back she is way to flattened out, it almost looks like she was put into a compressor and squashed.

You might want to check out Mark Crilley


Next off was that face, Nothing about it really strikes me as feminine. The nose bridge is a perfect Parallel line all the way. The nose could also come out a bit more. The eyes look the same shape throughout, no start or end. The mouth also seems a bit long, Also you seem to lack the side of the jaw bone. Making it appear that the chin makes a perfect "V" shape to the cheek bones.

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