Legacy LD5
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Sergal Stomp
http://legacy.lavadomefive.com:88/forum/viewtopic.php?f=4&t=1111
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Author:  AlternateArtisan [ Sun Jul 24, 2011 4:48 am ]
Post subject:  Sergal Stomp

Some digigrade crushing.

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Author:  Dinosorceror [ Sun Jul 24, 2011 8:34 am ]
Post subject:  Re: Sergal Stomp

Wow, you did a great job with the lighting in each still...it's just the right shadowing and light to highlight all the best parts of each pic. :) Yay for toes!

Author:  Diablo [ Sun Jul 24, 2011 12:39 pm ]
Post subject:  Re: Sergal Stomp

Great work with those digitigrade feet, AA!

Very nice texturing as usual and the pose is lovely too.

Author:  Ahastar [ Tue Jul 26, 2011 11:38 am ]
Post subject:  Re: Sergal Stomp

Gnnnrghh... that makes the ribs hurt just from looking at it. She is actually skittering over the "floor" in that stomping motion, which means she didn't just fracture the chest of that alluring raptor, but also completely driving his shattered rib fragments into chaotic pieces, never to heal together again.

Ouchouchouch.

Author:  Patch [ Tue Jul 26, 2011 6:43 pm ]
Post subject:  Re: Sergal Stomp

I'll echo the others for four toes at a time, digitigrade or no. Probably has something to do with the uncanny valley, for some reason looking at five is bothersome to my eye, in the vast majority of cases.

The geometry's probably fine, but the head looks off. 'Looked at a few refs and learned most sergal-portrayals do have the hooked out chin, though some perhaps less pronounced. Nostril-size stuck me as a maybe, but again not; it's usually small.
From what I can figure out I think the eye-markings are what's doing it; whether black or red, they're usually quite noticeable, giving the sergal's eyes a 'longated, squinty, almond-shaped look, even if their real facial expression is quite normal.

Author:  AlternateArtisan [ Tue Jul 26, 2011 7:28 pm ]
Post subject:  Re: Sergal Stomp

I think with a small tweak to the facial expressions I got it to look better

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Author:  Dinosorceror [ Tue Jul 26, 2011 8:55 pm ]
Post subject:  Re: Sergal Stomp

Wow, very interesting take on her schnoz...it's shark like. And sharks are fucking smexy. :)

Author:  maksio5 [ Wed Jul 27, 2011 4:50 am ]
Post subject:  Re: Sergal Stomp

And so, Sergals have finally invaded LD5~;)

Not like I mind tho

Author:  AlternateArtisan [ Wed Aug 10, 2011 7:53 pm ]
Post subject:  Re: Sergal Stomp

And, heres one of Drangu getting stepped on~ he demanded me to make this because he was somewhat upset about my vore prank.

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Author:  Dinosorceror [ Wed Aug 10, 2011 10:14 pm ]
Post subject:  Re: Sergal Stomp

Mmmmm, very nice sequence!

Author:  drages [ Wed Aug 10, 2011 11:59 pm ]
Post subject:  Re: Sergal Stomp

come on animate it!

Author:  Patch [ Sun Aug 21, 2011 7:02 pm ]
Post subject:  Re: Sergal Stomp

AlternateArtisan wrote:
And, heres one of Drangu getting stepped on~ he demanded me to make this because he was somewhat upset about my vore prank.

[ pics... ]
Lucky us, his upsetted demands we heeded, and a good time was had by all?

Very cool. And I probably speak for Austin in that the lack of vag-eww here is a plus. Not that it squicks me to have it, but... for stompage it's often simply distracting.

I'll say here those particles look pretty fabulous, especially up around the ears. The headfur is actually a bit more believable to me given the "white hell" lighting. Perhaps in a dingy film-noir -lit apartment, the white spikies would look realer, but here particularly on top of the blue areas the suddenlywhiteness looks pretty uncanny. I don't know whether you're fixed on it quite the way it is, but a little blending up from the bottom around the base of the ' featheries ' and/or a bluish layer of "guard-hairs" under the white in these areas I think would be an improvement. The programs I've used have a "take color from mesh" or "take color 1 from mesh" which allows the the vertpaint (or uvmap) to alter the characteristics of the attached particle-system. Some even have "velocity" effects so hair in darker-painted areas will grow shorter, etc.
Anyway, I'm creamin' over the paws (heh, sotospeak). We know at this point you're quite a master of collisions; I know for stills this can be done by eye, but for the Anubis-snuffvid you did for us it seemed like more than that. Loosely, do you mind telling how are you doing it?

Author:  AlternateArtisan [ Sun Sep 04, 2011 2:47 am ]
Post subject:  Re: Sergal Stomp

Well the whole thing with collisions in animations is that they're done in a keyframe sorta fashion, where every say, 20 frames I check whether there is clipping or not and adjust accordingly. As for the 'squishing' I use morph targets for the models at key intervals to give the illusion of dynamic deformation.

Author:  Dinosorceror [ Sun Sep 04, 2011 12:20 pm ]
Post subject:  Re: Sergal Stomp

Really? Collisions are only detected in software every X frames? Huh. I mean, it's been forever since I did that kinda stuff, and back when I did 3D crap I never even tinkered with collisions, but...is there some reason it's not checked every frame?

Author:  AlternateArtisan [ Mon Sep 05, 2011 8:15 pm ]
Post subject:  Re: Sergal Stomp

Dinosorceror wrote:
Really? Collisions are only detected in software every X frames? Huh. I mean, it's been forever since I did that kinda stuff, and back when I did 3D crap I never even tinkered with collisions, but...is there some reason it's not checked every frame?


Because the collisions are all manually checked, it's mostly a time saving strategy. Auto-Scripted deformations never work properly. But stuff like hairs ect, are checked every frame by maya and not by me.

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