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Hash, Inc. - Animation:Master

StormedFX

*A:M User*
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Posts posted by StormedFX

  1. I have been trying to play with fluid simulation but got stuck, but still it's just not quite clear to me. As far as for the Newton physics and the SimCloth, you can just right click on the chor and simulate them, but there is no such option for the fluid. I guess my questions is

     

    How can I simulate the fluid?

     

    CHEERS!

  2. Yossi, Stormed - It's probably that your playrange (in the timeline) is set to less than the length of the chor

     

    In my example, length of chor is 24 frames - but the playrange is set to only play frames 0-10

     

    Right click on the top bar of timeline and set your range, or drag the ends of the playrange with your cursor (start and end)

    Perfect! It works now. Thank you for your help, Nancy. :P

    CHEERS!

  3. I seems to have the same problem when I have to test the SimCloth system. I could have wrong setup... I set 6sec in the chor and run the SimCloth which it works fine. The system simulate 6sec, but when I hit the play button it always stop at 1 second. Not sure what's wrong. As you can see in the picture, the chor length is set to 6 seconds.

     

    CHEERS!

    post-12016-1221327605_thumb.jpg

  4. It's just a new model so not many splines.

     

    Bi-linear filter seemed to smooth the lines which made it less blocky looking, but the quality still isn't up to rendering quality. Opengl and DirectX are the same. I've attached an image showing the quality.....in the lower right corner you can see a section that's rendered.

     

    In that case, I am not sure what sure what else could have caused it. It could be the memory as Eric have mentioned.

    CHEERS!

  5. Here is a way I did it. It depends on which reder engine you choose "OpenGL" or "Direct3D" in your "Global" tab from the "Options", but from both render engines allow you to select "Bi-Linear Filtered Textures". Try this if it helps.

    CHEERS!

    post-12016-1220850462_thumb.jpg

  6. Can we see a 3/4 profile render? You did not make any eyes, did you? It looks like you applied the decal on top of the model in the same position of the rotoscope. What does it look like without the rotoscope?

     

    No, I have not yet make her eyes. What you see is just from the rotoscope from the background. I still might have to move those splines around in the area of her cheek bone in order for me to control the contour and shape.

     

    CHEERS!

    post-12016-1219813281_thumb.jpg

    post-12016-1219813313_thumb.jpg

  7. Well!!! This is not good as I want, but this is the final version with a test decal. I will have to turn this into a long-term WIP, because there are lots of things I would like to improve with this model. The model has lost some details in certain area which are not what I would like to see, but I have tried my best to get as close as possible. I will have to say that I have learned alot from this WIP when it comes to modeling from a realistic photo, and there is no doubt that AM does handle it pretty well for me. This is still a everyday learning process for me which I am really enjoy. Comments and suggestions will be really apprecisted. There is one question though,

     

    How can I make the image after the decal look brighter or lighter, because it looks too dark to me?

     

    CHEERS!

    post-12016-1219769648_thumb.jpg

  8. I'd recommend you make a sphere the size of the eyeball as a guide. Then conform the eyelid to the curvature of the eyeball. Notice that the outer corners of the eyelids pull into the eye socket a bit more, especially on the upper side where the flesh from the crease up to the brow overhangs. The tear duct lets the inner corner pull out farther from the eyeball. That you can do by pulling in the splines closer to the curvature of the eyeball on the outer corner. That might fix most of the problem.

     

    BTW, this is some nice splinage!

    I will try as you have recommended to see if that helps, and I might have to check the model again to see if the contour around her eye is in the shape that I thought it was. Thank you for your commend and your help.

     

    When you get to the point of making ears you may find this helpful:

     

    Ear Mesh

     

    You might find the whole thread interesting.

     

    If you want ready made ears, even just as examples you can use these:

     

    Free Ears

     

    I have not gone that far yet, almost got her teeth done. I start little bit here and there to get a rough spline layout and to group them, since I now have learned that "Never start modelling without planning your splines layout". That ear and that thread will be really helpful. To me, ear is the hardest to model, especially with spline. You made a really nice ear model. Will keep update my progress.

     

    Would you mind if I will use it to attatch to her face?

    CHEERS!

  9. If anyone knows an A:M User from Tailand... that's where Klum is from.

    Besides the tutorials and assistance we can get here...there's really nothing like having someone local.

     

    Anyone else from Tailand besides Klum around here?

     

    Hehehe!!! I am Thai but live in US... That was why I asked about the word "KRUB", because that means "YES" in Thai, and also this word is always used by men at the end of a sentence to show a respect for others which depends the meaning of that sentence. Welcome to world of AM! Klum....

     

    CHEERS!

  10. I have been using the same as Vern mentioned and combine that with short key "4", "5" or "6", but the most important is that you have to get splines flown continuously in the first place. I then use bias to adjust the contour of a spline between two CPs which can only be adjusted by using the bias, because by adjusting one CP will effect those that connected to the one you adjust. These are what I have learned so far from my last two WIPs.

     

    CHEERS!

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