QUOTE(cosmonaut @ Nov 20 2006, 06:12 AM)

Looks like we've got some more swimming/shimmering textures. The texture on woot's arm probably need to be fixed. Also, we might need to lower the hair count on Woot's head, it's so thick right now that you can't make out any individual hairs, it looks like one big blob.
After I got Scarecrow done - it was my intention to tweak Woot, Tinman, Scarecrow - so that they all coordinate and complement each other in some manner including style, theme & colors.
At the time I was doing Woot, I was reluctant to change what others had done. I would not have used those darktree materials, even tho they might look good in stills, they are unnecessary hogs with respect to rendering time. And as you've noticed, in motion, some produce moire effects as well. I removed most of them from Yoop & replaced with decals. I'm not going to be reluctant to remove them from Scarecrow.
Nor would I have used that density of hair. I don't think it's necessary. Typically I never go above a 2, and that's pushing it for me. I think currently his hair density is set to 10? 20?. Can't remember.
I also don't like that glossy look on Woot's lips (but the color looks good on my monitor to me).
I would have tweaked the above, eventually.
So either remove the materials from Woot's arms, legs (I have already removed them from his leather parts) and replace with just the color in the material for now, and turn down the density in his hair material.
Or wait for me, when I get around to tweaking, if that's still in the cards.
I still like Woot's shiny red hair (on my monitor). It's might be the only thing I really like about Woot, at this point.
I am concerned that Tinman's chest texture pattern might be too high frequency as well. It obviously is too noisy in the real-time, aliased shaded renders. That texture can always be blurred in photoshop if it proves true in the final rendering settings. It looks fine in a still. But needs to be tested in motion. When I do final renders (no multipass), I think the anti-aliasing handles it very well. However, I don't know about multipass, as I haven't really used it.
So, that is why I made a Whimsy-Bumpy-Smoothy pose (in Tinman's animation folder) that reduces frequency, ie gets rid of the bumps for his current pattern (+100 %) and also trys a lower frequency but different pattern at -100%. The whimsy pattern is more suitable for juggling acts.