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Messages - jwalt

#581
"Awesome," indeed. I'm often amazed at some of pixel art I'm seeing in these forums! My vote goes for Miez. I wouldn't mind having that hanging on my living room wall, or seeing it as cover art on one of the SF Magazines I buy.
#582
Critics' Lounge / On this block
Mon 19/08/2013 20:32:11
I came up with an idea for a "single room" game using this "block" as a background. Most of the action will take place on the green bench in the middle shot. Open to opinions and suggestions?

[imgzoom]http://i1341.photobucket.com/albums/o756/jwalt10705/streetScene0000a1_zpsde8ae244.png[/imgzoom]

[imgzoom]http://i1341.photobucket.com/albums/o756/jwalt10705/streetScene0006_zpsf708ce77.png[/imgzoom]

[imgzoom]http://i1341.photobucket.com/albums/o756/jwalt10705/streetScene0012a1_zps9c60a652.png[/imgzoom]

I intend to scroll the room. Would I be better served here, in this forum, to insert the background into a default game, with Roger, and post screen capture(s) instead of these Bryce renders? The modeling was done in sPatch and Bryce.

Edit 1: @ dactylopus - Replaced first and third images after trying to make the signs more readable.
#583
Critics' Lounge / Re: BVH Walker
Sun 18/08/2013 04:00:04
You folks are probably right about the do it yourself approach. It's just that some of these come so very close:

[imgzoom]http://i1341.photobucket.com/albums/o756/jwalt10705/biggerShake_zps86635da9.gif[/imgzoom]

I'd been wanting to try one with two subjects.

Wondering, at the moment, if they've got a motion capture of someone clapping. Skyrim drove me nuts with what they used.

Thanks for the input.
#584
Critics' Lounge / Re: BVH Walker
Sat 17/08/2013 12:04:03
Disturbing and creepy... That could work.

@Sunny Penguin

It would be, at best, a confused game, disturbingly and creepily so.

I did find ways to undo some of the neck/shoulder issues, but it takes a bit of work.
#585
Critics' Lounge / Re: BVH Walker
Fri 16/08/2013 04:21:01
There are a lot of different walks in these files. I keep playing with them. Not walk related, but I found this in the mix:

[imgzoom]http://i1341.photobucket.com/albums/o756/jwalt10705/lilHopper_zps18be1f7f.gif[/imgzoom]

#586
Critics' Lounge / BVH Walker
Thu 15/08/2013 20:04:30
I came across a site with 2500+ motion capture BVH files that can be used in DAZ Studio. Playing with it, I came up with this walkcycle:

[imgzoom]http://i1341.photobucket.com/albums/o756/jwalt10705/thirtyFPS001_zps9b542e63.gif[/imgzoom]

It's not flawless, but I did find it interesting. Not sure why it messes up the Genesis neck and shoulders, but I did note the tutorial on the site was using an earlier version of DAZ Studio. Regarding the hitch when it begins replaying, I conclude that there is so much motion that I couldn't find the right frame to transition back to the first frame. It may not even exist, since that may not have been the reason for doing the motion captures. There are a substantial number of walk cycles scattered throughout the files; there may be a perfect one in there, someplace.

Opinions?

Edit: Link to site:  https://sites.google.com/a/cgspeed.com/cgspeed/motion-capture/daz-friendly-release

Edit 2: Listed as TooCoolWalk.

[imgzoom]http://i1341.photobucket.com/albums/o756/jwalt10705/tooCoolAni_zps2164366d.gif[/imgzoom]

111 frames, so I hope it doesn't give anyone's system a hernia. Including mine.

Edit3:

No doubt a graduate of the Grundislav Academie de la Dance:

[imgzoom]http://i1341.photobucket.com/albums/o756/jwalt10705/chasTIF1_zpsbfd77ef7.gif[/imgzoom]

Unfortunately, these don't look as nice in a default game: size issue, and lots of artifacts. Don't know if I can correct either issue.
#587
The Rumpus Room / Re: Happy Birthday Thread!
Tue 13/08/2013 01:56:43
Tabata, have a wonderful day.

[imgzoom]http://i1341.photobucket.com/albums/o756/jwalt10705/tabaDay_zpscbcd7b13.gif[/imgzoom]
#588
Critics' Lounge / Re: Color/Background Help
Sun 11/08/2013 02:00:12
I thought it looked pretty good as it stands, other than the vault door being "noisy" with the light streaks. For the heck of it, I threw together a quick model in sPatch.



One observation from my model. I had to kill the cast shadow property of the lights to keep the metal around the globes from throwing shadows all over the room. I'm not convinced Bryce always calculates shadows correctly, but you might think about going with just white globes. It is animated, fwiw.
#589
@NickyNyce

I don't think we ever had three weeks. Look at rule four, and consider the "30/07 - 09/08" in terms of which is the month and which is the day. Kastchey can correct me if I'm wrong, but I think the contest is over. That's why I thought an extension might be in order.
#590
@ Kastchey

Wondering if it might be worthwhile to extend the contest a bit? Folks are off to Mittens, or making box art, I guess.
#591
@Renal Shutdown, I looked at a long list of Ward's tutorials. Impressive. Thanks again.
#592
Critics' Lounge / Re: Unsure on side view....
Mon 05/08/2013 16:30:08
I am probably the worst person on the forum to try to offer some suggestions regarding artwork, but I'm doing it anyway. You can ignore me and wait for Anian or some of the other miracle workers on the forum to offer up the good advice. Here's what I did:

[imgzoom]http://i1341.photobucket.com/albums/o756/jwalt10705/myOwCrit_zps68f9edc9.png[/imgzoom]

I didn't touch the front view.

I thought the lower left image looked more like a three-quarter view, so I tried to turn it into one. I thought the full side view had the shoulders too far back, so I moved them. I added a nose, and moved/recolored the lips. I think Adeel's suggestion regarding the belly in the side view is valid, but I didn't try that. I've messed your sprite up enough already.
#593
Thanks, folks. In Hexagon and Anim8or, it looks like the points are pulled out of the general curve of the face. I'm not seeing anything that seems to be wrong with the normals; it appears to be just a matter of point location.

@ Anian, I should put up my Barney Fife face, in which it paints part of his cop cap on his forehead. I've been bugged by the eyelashes, too. Looking into it. The fact that the face doesn't really look like the photograph actually may be advantageous, in that I might not be hearing from Waheela's lawyers. And wanted to thank you again for the MakeHuman suggestion in the other thread. I wound up with some sort of Alpha version, which doesn't seem to do everything it should do, but is certainly worth messing around with. Oddly enough, the Alpha version seemed to be the only version available when I went to the site. There was a comment about MakeHuman on the DAZ forum that indicates the Alpha version is being rebuilt nightly, and has features appearing and disappearing seemingly at random.
#594
Creatures of land and sea, air and water.



Rendered in Bryce 7. The figures are Genesis figures from DAZ Studio, and I used a hair mesh from MakeHuman on the Mermaid. The rest I modeled in either sPatch or Hexagon. My first attempt at clothing, including her fin.

Edit:

I got the notion to replace the jpg image with a png image. I also tried to fix a couple of things I noticed along the way with my image: his butt sticking out of the shorts, a problem with the shirt texture, and an issue with the refraction setting on the glass that was mirroring the mermaid in the upper right of the image. I also changed one of the lights a little. Here is my revision:




I'm noob enough that I don't know whether it's poor form to revise an entry, so I apologize if it is. I did need to change to the png file, however.
#595
Looked at the shape. Appeared to me to be a chimney or tower on the left side. When I followed the line around to the right side, I saw a female face. Woods? Tower? Female? Rapunzel, of the letting down her hair fame.

[imgzoom]http://i1341.photobucket.com/albums/o756/jwalt10705/augBallPNG_zps06edebac.png[/imgzoom]

I work with MSPaint, so the alpha channel is shot. Does it matter for this competition?
#596
@ Renal Shutdown - Wanted to thank you for the response. It looked like this post was just going to sink away, out of sight. Regarding usage, I hoped someone would have worked with the program enough to offer up an opinion of whether or not it was worthwhile for creating unique characters. Seems, to me, it might be useful, but I'm not an expert.
#597
Joey might not be wrong about the photocopier being a phone. A substantial number of them have a fax function and are connected to a phone line. Just coming to the defense of Rosa's companion.
#598
@ Dave Gilbert - I've made several attempts at baby heads with FaceShop. I haven't gotten one I like enough to share. They all look too mature. However, since new parents always go nuts about photos of their kids, I do have a texture map from FaceShop for your kid.

[imgzoom]http://i1341.photobucket.com/albums/o756/jwalt10705/daveKidTexture_zpsb8d14f6d.jpg[/imgzoom]

And looking forward to Epiphany.
#599
The Rumpus Room / Re: The MSPaint game
Mon 29/07/2013 15:49:45
@ Head_banger - Excellent! Clever and cute. I was beginning to wonder if I'd kill the thread with my topic selection. Hope you don't have to wait as long to get a response.
#600
Critics' Lounge / Issue with lips in 3D model
Mon 29/07/2013 04:46:04
Waheela had posted an animated gif in a forum thread that I found interesting. I've been playing with FaceShop and decided to run one of the frames of Waheela's gif file through FaceShop.



The original gif image is to the left. The FaceShop texture map is to the right. The floating head is the model rendered in Bryce 7, with Bryce eyeballs. I keep encountering similar problems around the corners of the mouth, where points seem to be out of line, or pinched. The program requires positioning five dots to set up the mouth (in the "EZ" mode). Any suggestions? Any comments about the model, or the usefulness of this type of model?
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