TMNT Complete Episode Work/Image Thread

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Shredder565
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Re: 2D-CGI Ninja Turtles - complete episode

Post by Shredder565 » 26 Jul 2012, 02:46

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a few days later... each building modeled individually for that personal touch.. One row done, try and get row two done tommorow...

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Shredder565
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Re: 2D-CGI Ninja Turtles - complete episode

Post by Shredder565 » 29 Jul 2012, 04:55

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Only took a week...good enough, I guess...

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Re: 2D-CGI Ninja Turtles - complete episode

Post by Shredder565 » 29 Jul 2012, 19:44

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163

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Re: 2D-CGI Ninja Turtles - complete episode

Post by Shredder565 » 01 Aug 2012, 18:31

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A few touching ups for April. Getting rid of all the cross hatched lines, making it all quad. fixing the lower belt and re-doing the legs. Hair is getting more detail, upper body got re-shaped, and arms fixed. face had lines removed..doesn't need to be ultra detailed for acartoon

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Now to fix the hair.

After April, Vernon will get some fixing up, then onto creating Burne. After that, I can move onto scene 170. Only 2 minutes away from Act Three

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dwigfor
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Re: 2D-CGI Ninja Turtles - complete episode

Post by dwigfor » 04 Aug 2012, 23:34

Give this a try. Create unsimulated ICE tree on empty pointcloud. Plug a curve into the input.

Let me know if it says it's missing a compound. I used (I think) JJ's Emit evenly along curve.

I noticed that point 0 and point 1 overlapped, so I just deleted it at end of compound. It causes some incorrect values at low spacing, but I figured it was okay for this.

-Dave
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Shredder565
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Re: 2D-CGI Ninja Turtles - complete episode

Post by Shredder565 » 05 Aug 2012, 05:53

will do :)

final shot for the night..newly rigged


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pretty close.. face can still use some work and she needs a watch.

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Shredder565
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Re: 2D-CGI Ninja Turtles - complete episode

Post by Shredder565 » 09 Aug 2012, 20:43

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only the second attempt i've ever done at trying to create burne thompson in 12 years...
the face needs a bit more work, he needs a pocket, a belt.. and it should be rigging time

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Shredder565
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Re: 2D-CGI Ninja Turtles - complete episode

Post by Shredder565 » 14 Aug 2012, 03:36

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even more attempts at fixing up april.. new skeleton and facial setups..
scene 172 i tried to get rid of her shadow beard

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Re: 2D-CGI Ninja Turtles - complete episode

Post by Shredder565 » 20 Aug 2012, 04:55

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halfway finished with 180s background... I wish they'd integrate touch screen controls for xsi. .drawing backgrounds would be a whole lot easier than mousing them :)


i've also ordered a bunch of model packs direct from one of the shows writers.. hopefully they'll have close up angles that will help improve the current ones

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Shredder565
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Re: 2D-CGI Ninja Turtles - complete episode

Post by Shredder565 » 21 Aug 2012, 03:17

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shot 181


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maybe i can give the backgrounds a simplified samurai jack feel..I certainly can't seem to reproduce them exactly

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Re: 2D-CGI Ninja Turtles - complete episode

Post by Shredder565 » 23 Aug 2012, 22:51

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186

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187

Now at the 12 minute mark

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Shredder565
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Re: 2D-CGI Ninja Turtles - complete episode

Post by Shredder565 » 26 Aug 2012, 21:07

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11 buildings done, 12 more to go...for the row of buildings behind it, I'll just duplicate and re-arrange....nice to know even the pro's take short cuts in their renderings, so there should be no shame or sense of laziness if i do it ;o).

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Shredder565
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Re: 2D-CGI Ninja Turtles - complete episode

Post by Shredder565 » 28 Aug 2012, 03:23

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finished 189

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finished 190... think once i reach act 3 take a bit of a break

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191 with new splinter colors

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Re: 2D-CGI Ninja Turtles - complete episode

Post by Shredder565 » 31 Aug 2012, 01:26

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193 done... mine and theirs...

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Re: 2D-CGI Ninja Turtles - complete episode

Post by Shredder565 » 02 Sep 2012, 02:50

196 Image

195
Image

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Re: 2D-CGI Ninja Turtles - complete episode

Post by Shredder565 » 04 Sep 2012, 20:53

progress on 202.. roughly 11 shots to act three

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finished 202

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