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Everything posted by itsjustme
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I rendered the first seventeen frames and had no problems...all at about the same amount of time. Maybe it is hardware related? Or maybe I'm using different render settings...could you post your settings, Tore?
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What I did was change the image Mode to grayscale using GIMP...I don't think just changing the blue color to gray would fix it. Hope that helps, Tore.
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The problem is with "sigm_krop_Default_disp.png"...since it is being used as a displacement map, it needs to be a grayscale image. Currently, this image is an RGB image and has a blue background. When I converted it to a grayscale image, the problem went away. Hope that helps, Tore.
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I don't see the attachment, Tore. ------------------------ EDIT ------------------------ Looks like a double post...the thread with the attachment is here: https://www.hash.com/forums/index.php?showtopic=47292&do=findComment&comment=405440
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Insect Image Contest Results Announced!
itsjustme replied to robcat2075's topic in Contests/Challenges
Great reveal, Robert! -
Nothing I can post yet. I've been working on an update to the Squetch Rig, which also involves some modifications to Squetchy Sam, the installation instructions and my thinking...I'm still testing and trying a few different things. As usual, not a lot of time available, but I'm squeezing work in where possible.
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There was some realtime normal indicator strangeness in v18.0L that happened for me when a part of the model was hidden. That problem was fixed in v18.0m, but maybe this is a variation on that. The report is here: http://www.hash.com/reports/view.php?id=6612 Hope that helps.
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Making the Medal (Insect Image Contest)
itsjustme replied to robcat2075's topic in Work In Progress / Sweatbox
I like the antiqued pewter...very nice! -
They look great, Steve!
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Another "stay alive" post, unfortunately. I've been working on Bertram and the Squetch Rig when I've had free time, but that has been in short supply. I'm hoping to get something done that I can post this week or next.
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Looks great, Steve!
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My computer died and I havent subscribed for years...
itsjustme replied to entity's topic in Animation:Master
Welcome back, Rich! -
Great stuff, William!
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The only suggestion I have is that the soup can could use some internal geometry so that the decal of the label doesn't show through into the interior. Looks great so far, Paul!
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Currently nothing new to show, so I'm forced to use another "stay alive" post. I've been working on Bertram's rigging and some Squetch Rig tweaks. After causing a few time-wasting problems for myself, I'm starting to get a few things done.
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Looks great so far, Paul!
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I posted another Squetch Rig update here: https://www.hash.com/forums/index.php?showtopic=27815&p=404735
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It never fails, after I've posted an update I find something else to fix. This should clear up any auto-shoulder issues...unless I missed something else. Sorry for any inconvenience this may have caused. If anyone finds a problem, let me know and I'll fix it as fast as I can. ----------------------------------------- EDIT ----------------------------------------- This installations were deleted...the next release is located here: https://www.hash.com...=27815&p=412401
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I posted an update to the Squetch Rig here: https://www.hash.com/forums/index.php?showtopic=27815&p=404713
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I fixed a problem with the trapezius bones not moving with the shoulders and cleared up a circularity in the auto-shrug. If anyone finds a problem, let me know and I'll fix it as quickly as I can. ------------------------------------ EDIT ------------------------------------ These files have been deleted. The next version is in the next post.
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I may be misunderstanding something, Rodney. I'll explain what I mean a little more thoroughly...hopefully, it will be helpful. For the "Average Normals" available on a Group, I can just set it to "on", save the file and that "True" flag will be present. For the "Porcelain" material, "Average Normals" is set to "on" in the material itself, but you can also turn "Average Normals" to "on" in the surface properties of the material by expanding the material on the assigned Group. This, once the model is saved, will also set a "True" flag on the "Average Normals" for that Group. If it isn't one of those two things, then I'm still not understanding.
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It works for me without using a text editor, Rodney.
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A:M is the opposite of poly modeling...reducing splineage would be the first thing to do to smooth things. Averaging normals (which does the same thing as the Porcelain material did) is often subtle and some experimentation is needed to get the right setting for your model. Try setting the "Normal Weight" to "0", then "50" and then "100" to compare the results in final renders. For a character I'm working on, I ended up using a setting of "85". I'm not sure how a toon render would affect the results. Hope that helps, Heiner.
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Looks great, Heiner!