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 Post subject: Re: 2D-CGI Ninja Turtles - complete episode
PostPosted: 05 Jun 2012, 21:37 
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that's a bit more like it....new android done. act two started


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 Post subject: Re: 2D-CGI Ninja Turtles - complete episode
PostPosted: 06 Jun 2012, 22:55 
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a few more minor color changes on the technodrome. I'm trying to make every other panel a different color so it brings out the details in things like the steps, radar eye, Dome panels, wheels, a bit better when rendering. seems to be working


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 Post subject: Re: 2D-CGI Ninja Turtles - complete episode
PostPosted: 08 Jun 2012, 20:37 
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Update to CGI technodrome model, video


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 Post subject: Re: 2D-CGI Ninja Turtles - complete episode
PostPosted: 12 Jun 2012, 23:14 
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finally render time


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 Post subject: Re: 2D-CGI Ninja Turtles - complete episode
PostPosted: 14 Jun 2012, 11:39 
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Joined: 26 Sep 2009, 15:51
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Wow that's a challenge!

Shredder565 wrote:
I am color blind :). I try to match things as close as I can see them, but without taking skin samples direct from the show, and having about 200 of those lying around, it's sort of hit and miss...
.


This color sampler might be of help, it has a "color deficiency preview":
http://advanced.aviary.com/online/color-swatches?fguid=e5f2def2-d6e9-102b-b565-0030488e168c

Just an idea, maybe setting the colors there and then using the colors from the top area will work as an "inverse mode" if that is even possible.

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Image rray.de, a resource site for softimage, updated apr 13th


Last edited by rray on 14 Jun 2012, 11:48, edited 3 times in total.
on further inspection...


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 Post subject: Re: 2D-CGI Ninja Turtles - complete episode
PostPosted: 14 Jun 2012, 13:40 
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Personally I don't see the lack of 100% color correctness to be such a problem. It's a work of art (and a labor of love, by the look of it). It won't be a color correct reproduction, but it's quite interesting nonetheless. And the "original" interpretation of some colors just adds to the artistic value of the endeavor IMHO...
;)

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 Post subject: Re: 2D-CGI Ninja Turtles - complete episode
PostPosted: 15 Jun 2012, 04:02 
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artistic value is one way to put it :)..

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Shot 118...a whole day of set design. the first version didn't look good at all..


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 Post subject: Re: 2D-CGI Ninja Turtles - complete episode
PostPosted: 17 Jun 2012, 20:25 
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shot 119

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shot 120
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shot 121

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 Post subject: Re: 2D-CGI Ninja Turtles - complete episode
PostPosted: 19 Jun 2012, 18:36 
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A few new Krang Changes....
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 Post subject: Re: 2D-CGI Ninja Turtles - complete episode
PostPosted: 25 Jun 2012, 19:43 
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I've got it almost worked out. In Shape Manager, I have him peeling off his suit. It works perfectly up until he raises his arm and the rest of the suit already taken off follows suit. They are controled by the same set of envelope weights. Gotta be an easy fix for this one I'm not seeing


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