steves-animation-blog.blogspot.com
Animation: Ident 3
http://steves-animation-blog.blogspot.com/2009/05/ident-3.html
Friday, 8 May 2009. Making the Tank Commander. I started by creating a simple. For the body, a. For the head, two smaller spheres for eyes and a. For the neck. It was yet effective I felt, not the most technical model ever was tacking shape but it certainly had character:. Work then started on his hat which began as a cylinder with a slightly larger diameter than his head sphere. A '. Modifier was then applied on both the X and Y axes to begin shaping the hat into its curved form:. Modifier was then used...
steves-animation-blog.blogspot.com
Animation: May 2009
http://steves-animation-blog.blogspot.com/2009_05_01_archive.html
Friday, 8 May 2009. Making the Tank Commander. I started by creating a simple. For the body, a. For the head, two smaller spheres for eyes and a. For the neck. It was yet effective I felt, not the most technical model ever was tacking shape but it certainly had character:. Work then started on his hat which began as a cylinder with a slightly larger diameter than his head sphere. A '. Modifier was then applied on both the X and Y axes to begin shaping the hat into its curved form:. Modifier was then used...
steves-animation-blog.blogspot.com
Animation: Ident 1
http://steves-animation-blog.blogspot.com/2009/05/ident-1.html
Thursday, 7 May 2009. It was only once I actually began animation for the first time that I realized just how technical and time consuming it can be so unfortunately I had to rethink this one. Instead I still chose something rather complex to set up although it may not appear as such. I decided to use a '. To make the tank crash through a brick wall and push through the bricks. Setting up the environment. I ultimately decided that '. Making the Brick Wall. But one important thing I did learn about using ...
steves-animation-blog.blogspot.com
Animation: January 2009
http://steves-animation-blog.blogspot.com/2009_01_01_archive.html
Friday, 30 January 2009. After learning how to create static scenes in 3DS Max and successfully creating three calendar scene renders its time to get back to the basics to begin on the journey of motion in scenes that is animation. Before being let loose to go wild and make my first animation, the fundamental initial skills in order to get objects in a scene moving in a time frame had to be learnt. Click image to enlarge. With that set up correctly work on the animation can begin. Setting keys is gen...
steves-animation-blog.blogspot.com
Animation: Ident 2
http://steves-animation-blog.blogspot.com/2009/05/ident-2.html
Thursday, 7 May 2009. This ident was created as planned, except for one minor detail. I originally thought of the tank firing at a structure and leaving a hole in the object in the shape of the channel's logo or the debris itself in its shape. However this would prove too time-consuming moving each individual fragment of an object into a specific shape. Instead I decided that the Military Channel's logo itself will be the object that the tank fires upon. Click image to enlarge. Was applied to the tank an...
steves-animation-blog.blogspot.com
Animation: Materials & Texturing
http://steves-animation-blog.blogspot.com/2009/05/materials-texturing.html
Thursday, 7 May 2009. With all the modelling finally completed the tank could receive a lick of paint. But not all parts of the tank needed one, in which case the material was applied without hassle. The tracks and hatch lids were given metal materials made within 3DS Max, everything else used externally created bitmaps. Below you can see the master camouflage image I created that was ultimately used for the UVW map of the turret:. Click image to enlarge. Click image to enlarge. And then selected '.
steves-animation-blog.blogspot.com
Animation: Making the Tank
http://steves-animation-blog.blogspot.com/2009/05/making-tank.html
Thursday, 7 May 2009. Upon deciding the theme for the idents and their associated content, the initial task was to produce the main recurring link between all of them, the Tiger tank. Before actual modelling commenced I set about gathering numerous reference materials to aid in producing an accurate representation of the tank. These can be seen below:. Click on image to enlarge. Click on image to enlarge. Source of above images:. Source of above images:. Click on image to enlarge. Source of above images:.
steves-animation-blog.blogspot.com
Animation: February 2009
http://steves-animation-blog.blogspot.com/2009_02_01_archive.html
Friday, 20 February 2009. So lets get started with. Creating and connecting bones is a fundamental skill for animation. They work exactly like real bones in a body, allowing a model's limbs to bend. Making them is the easy part, actually getting them set up is more tricky. Bones are made and drawn into a viewport like any other element in Max. They can be found on the:. The gear type icon furthest to the right) and choose Bones. Click image to enlarge. Click image to enlarge. Click image to enlarge.