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Messages - Arik_the_Red

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136
Finished Works and Works in Progress / Re: Trans-Neptune - the Web Series
« on: December 08, 2011, 12:43:03 pm »
Tony's base is really looking great!

To those who commented on wanting to contribute... Tony's Base is prime area for work potential!

Do you want to contribute, but only have time to design, say, a fork or some other minor item? ADD CLUTTER! MAKE THINGS MORE "LIVED  IN" NOW?

Attached please find our standard "measuring stick" by which all items are scaled. This "meter stick" measures the standard for 1 meter, and can be applied to anything you wish to consider for Trans-Neptune's developments. ALL CONTRIBUTIONS MUST BE SIZED BY METER STICK SCALING. Final objects can be maintained in anim8or, obj
or 3ds formats. The general rule is to design in quads, not tris, but we all know that, right? ;)

All 3DCG contributors to this project will at bare minimum be given individual credit listing by name, as a 3DCG artist of æwakened Productions 3DCG team.

At this point, the subject of money hasn't really been discussed. I felt it more important that this be an opportunity for hobbyists and amateurs to get a chance to "work on something big!"

Should this project becomes revenue-bearing, any funds provided to the æwakened Productions contributions will be divided up according to individual team members' "product investments" in this endeavor. That means that, as it stands, Tony Pinkpank/Ensoniq5 has invested something in the order of 75-90 percent toward the 3DCG team, and would receive in accordance with that guesstimate.

To date, most of my work has been in recruiting and coordinating 3DCG team members, and experimenting with Carrara in order to develop the abilities to focus on the 3DCG end products (texturing/UV mapping, animation, etc.).

I have created a few things and am quite excited to see that Tony put my cargo containers in the exterior base shots, texturing them and giving them a pretty cool, well-used appearance.

In any case, there are many great opportunities to make really cool things for what should be a very fun-to-make-and-watch series.

Express your interests in being active here or by emailing me (aewakened@gmail.com) and I'll gladly put you "in the loop" for bringing this 3DCG universe to virtual life!

137
Finished Works and Works in Progress / Re: Trans-Neptune - the Web Series
« on: November 17, 2011, 09:14:11 pm »
Do you care if I start a new thread for stuff I'm making for this?

You're welcome to do that, or to share your project developments on this thread.

138
Finished Works and Works in Progress / Re: Trans-Neptune - the Web Series
« on: November 15, 2011, 02:34:25 pm »
Raxx? How would you like to take a stab at a couple of space suits? That's "semi" organic, right?

139
Finished Works and Works in Progress / Re: Trans-Neptune - the Web Series
« on: November 15, 2011, 11:11:33 am »
Thanks, all! Tony really deserves the bulk of credit here. So far my primary involvement has been on the conceptualizing end, along with working to create a 3DCG production team.

A few "life issues" has kept me from being more involved on the "hard products" side, but hopefully those have passed and I can move ahead and "make some pretty pictures" now.

TheBlackHole: I sent you a PM and email regarding joining the project. I look forward to seeing what you have in store.

140
Without further adieu... introducing a project launching and in development...

TRANS-NEPTUNE
the Web Series

http://www.indiegogo.com/Transneptune


Yes, a science fiction web series is in development, with a combination of live acting and camera shots combined with 3DCG animation, featuring work including the use of good old Anim8or, Carrara and other, more advanced production techniques of course.


Per the video link at top, the "Triton Base" shown above was designed by Ensoniq5, with minor contributions of Arik_the_Red, with the majority of the modeling done with Anim8or. This particular scene was brought together with green-screen and other post-render techniques to incorporate live-action footage and bring "real" and "animation" together for the first promotional shot in the video link above.

There are many opportunities for 3DCG submissions. If you are interested in getting involved, please contact Tony (Ensoniq5) or me (aewakened@gmail.com).

141
Finished Works and Works in Progress / Re: So I Finally Try "Subdivision"
« on: November 10, 2011, 11:32:48 pm »
As Raxx suggested, creating your eye-sphere, then arranging it on a bone, and cutting it down afterward, so that you only have the portion of sphere needed for the pony's head. No one sees the fact that the full sphere size is huge and that the bone is likely anchored far beyond the opposite side of the head.

142
Found a little time to see about creating some "goblin casual wear"...

143
Finished Works and Works in Progress / Re: So I Finally Try "Subdivision"
« on: November 10, 2011, 10:38:27 am »
Looking good, Cori. When I animated my morphed goblin face I made it with eye sockets, then separate eyeballs and eyelids that were bone-animated for movement and blinking.

Of course, the eye being on a bone figure set-up assumes that the eyeball would be a proper sphere and able to rotate around on a bone without a strange bulge and burst from eye socket effect that occurs with flattened, ovoid, etc. eyes.

As for eyelids, they can be formed in the structure of your morph-object as well. I just wanted to see how the lids would work with figure bones. In my case, I had upper and lower lids on a bone that functions scissor style for blinking, with each eyelid being created based off a sphere. Again, requiring htat the general form of the eye and lids are spherical and not somehow flattened or warped.

144
"i just hate stinkin elfs"


No microphone at present time...

145
While laid up in the hospital I made this... revisiting my old ideas for an animated goblin... and trying out Papaga8or...

duction[/youtube]s?feature=mhee#p/a/u/0/HdpzAzxdBfE

Lots of fun, neiro! Going to make use of this great old tool a lot!

146
Anim8or Challenges / Re: Challenge #27: War Machine
« on: October 01, 2011, 09:17:00 am »
Once again I fell short of getting things done - in this case, re-done... Please don't hold up on account of me. I had problems in rebuilding the tank set... some texture issues and quirks in animating...

And of course I didn't have much free time since I've been working extra to make up for time off while having my fun at the butcher-shop and boarding-house ...

147
Anim8or Challenges / Re: Challenge #27: War Machine
« on: September 28, 2011, 07:23:52 pm »
Well, I have had problems with the Space Jockey model... but I found some earlier autosaves of the little tank, so I'm crunching to try and re-create that before deadline...

148
Anim8or Challenges / Re: Challenge #27: War Machine
« on: September 23, 2011, 09:45:06 am »
I have no idea WHAT yer talking about, buddy!


After I started working on this, I found out that there is a prequel in the works! And the original Alien director, Ridley Scott, is working it!

149
Finished Works and Works in Progress / Re: A little city project...
« on: September 23, 2011, 02:02:44 am »
Hey now... My faucet ain't none yer bizness, headwax :P  ;)

150
Anim8or Challenges / Re: Challenge #27: War Machine
« on: September 22, 2011, 10:07:02 am »
I think "hatch" is the word, but no, it is not either of those guesses. It IS something that many have seen in certain movie review magazines, and very well-known in its own movie genre. Davdud is closer in his guess, sorta...

The movie I am designing from has had sequel work before, but it never revisited this particular part of the original movie.

In fact, after starting on this little model, I found out yesterday that there is actually a sequel/prequel in the works for to the movie in question, exploring this particular part of the original movie. The sequel/prequel release was due for this summer, but got delayed until next year... The man who directed the original movie never worked on the sequel projects, but now he has taken up again to work on the prequel. Many would say he was the key to the original movie's success, and the reason that the sequel efforts did not achieve near the success of the original.

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