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Hash, Inc. - Animation:Master

JackMcRip

*A:M User*
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Everything posted by JackMcRip

  1. Hi KenH, Very nice work ;-) It's look like the original. Maybe 10 Year before... Do you use Zbrush for ambit of modeling, or texturing?
  2. @dj_jonnyg: Dude/Georg was modeling the detailed deck at the back of the ship. I have imported. Looks here to get near View:
  3. In last weeks, after my Work I modeled this in A:M I have hard work at my job and help my wife in her business. I relax with A:M ... A:M is great for modeling technique Models, too!
  4. Thanks - I'm test it :-) sounds hopefully... I love ZBrush because the MODELING is so easy ! Not technical, more artist ! Fantastic workflow ... AND ZBrush support a lot of details at a low poly model :-D In modeling there is no different. You don't think about it while modeling. And then you can Paint on it at the same easy way ! With a lot of tools and textures... Now I must find a Way to import in A:M I love A:M, too! Same easy workflow while animation and have a lot of nice features! ZBrush support to export only quadpolys. Best prerequisite for import in A:M. When I import the model in the Choreography as "Prop..." it looks exakt as in ZBrush. But when I import it in an model, there are some ranges, because there are more than 4 Patches at one CP. And the mesh isn't smooth there. I search the easiest way to model completely in ZBrush and import in A:M.
  5. Is it possible to generate a map on a model without make a image and apply by hand? Is it not possible to let generate an image, that include each patch on the image? Might be it will generate by export/import ? Then it is all easier :-)
  6. This Mappingtyp is on the model. When you import the head A:M ask at:"smiling_man_cage_l2.bmp" With the Model came a tiff file. Convert the image to bmp. And load in A:M ... Edit the Stamp and you get the image like I show. The Model was made by Sami Sorjonen in ZBrush with ZSpheres. In Silo he have change some polygons. Have someone try to use a high polygone model to import in A:M?
  7. Thanks for Tips :-) I try your ways. Here is a Image of the Map. I wonder about this, because is no tile-map !?! What Map-Typ is it?
  8. By testing the compatibility from A:M and ZBrush there are some questions: 1. When I model in ZBrush with ZSpheres and after make adaptive Skin I want to make splines better, the I make holes and then 5PointPatches and maybe Hooks. Then the Texture isn't at this new Patches. How can I apply the decal new? The Decal have not the correct position when I want make a simple new apply to the stamp :-( 2. What UV-Map should I use when I modeling in ZBrush and export as obj? Or MUST I import the model in A:M and apply decals first? 3. Which UV-Methods will support by A:M ? Displacement-Rendering-Test from ZBrush: http://www.pixolator.com/zbc-bin/ultimateb...f=1&t=015456&p=
  9. is it practically to model in zbrush with zspheres and import in a:m ? Or zbrush only use for texturing, bumping and displacing ?
  10. Is anywhere the sword ZBrush-File to download? I only find the obj file. I have not enougth know how to load the obj-file with displacement. I load it and make the displacementmap as texture to the sword. but downt know how as displacement. Is there the original sword-ZBrush-file? I wan to make tests, too!
  11. OK Then there is no noise in the image?! Then its from rendering...
  12. is the displacement-map image directly from zbrush, or you have convert them?
  13. It was post in the forum from ZBrush.com There are a lot of renderings from this sword and a displacement head with many 3D-Tools. Very nice to see: http://www.pixolator.com/zbc-bin/ultimateb...f=1&t=015376&p= I hope to get the same result with A:M :-)
  14. Thanks for hints. Do you have modeling and texturing a new character in ZBrush an import in A:M? The displacement looks nice, too. Are there 5Point-Patches on the sword? Looks little sandy rough. Not so smooth like the zbrush-sword. Is it the problem of jpeg or the problem of rendering displacement? This is the result of C4D:
  15. @KenH: its the same mesh after export. Groups=Off and Merge=ON @Robcat: It's looking good, but I must find a way to make only 4point-patches. this is the only way to make fine displacements and keep in the texture at all patches.
  16. This is my first import-test from zbrush. The model is modeling with szpheres in zbrush. Then i divide by 2, make adaptive Skin and export. After import with obj-import-Plugin (thanks for this wonderfull plugin), On every point where add a sphere there was 4 cp-connecting-points that have more than 4 splines. This point can't look smooth ... I want to optimise the mesh and export to zbrush to texturing and bumpmapping, and displacement-mapping. This pic show the import model in A:M 1. what is the best way to make smooth this point? 2. when i import a:m ask to modelname.bmp, can i use this later complete for decaling? I have make a image with photoshop and give it as decal. Is this ok?
  17. Hi, Thanks for all your infos about ZBrush ... I have buy ZBrush2 now. (€470) I hope it works so good with A:M like sounds in this thread *pray* I have very low time to test it. But first 2Hours test show me it's is another world to model in ZBrush. When Obj-Export better supports to 5PointPatches and Hooks, and A:M supports better Displacementmaps on all Patches, i don't need to model the basic-object in ZBrush. When i export A:M-Object to .AVA all hooks are connect to the next cp. Are there no problems after export in obj decaling in ZBrush and import in A:M ??? I want to use the decals from ZBrush at the model with hooks and 5PoinPatches again. A:M need this Patches to have smooth wire! Define a basic modeling with a pen is great :-) Please let me know more about A:M and Zbrush teamwork ... Have new pics, that show results?
  18. @John: is it right, that i only would apply a new decal to a modell that imported as .obj from ZBrush and then change the image? Is uvs-texturcoordinates evertime the same at one model, or can it be different? There is no problem to apply later the zbrush-textures exactly at the model after imported in a:m. In Zbrush2 you can change the resolution of a mesh when you are modeling. Same as in a:m with UP and DOWN keys. Can you affect the export resolution of the model when you export in .obj?
  19. I'm very interested to buy ZBrush2 !!! I have to to modeling in ZBrush, its famouse! I have try to import ZBRush-Objects from the ZBrush-Website into A:M. It's looking very good. Some Splines will be change into hooks or fivepointpatches by hand. I will make a model complete in Zbrush and want to import it in A:M to animate with Weightmover & TSM. Have someone try to animate a splinewire that was generated by Zbrush? What is with the Decals on the model? When i change some splines after import, the decals will lost at this Patches?! How can i apply new and exactly to looking smooth with other patches? What is your amount about ZBrush and A:M ? Would I give ZBrush a try? A try for $489 ??? Is it good to use a lowpolygon exported ZBrush-Object to make animation in A:M and change later into a better higher polygon exported ZBrush-Object. Mean the lowpolygon import as .obj in A:M as Splines and high-polygon, too!
  20. Sounds very good ! There is no demo ZBrush 2.0 :-( Is ZBrush realy a tool, that works fine with A:M ??? Or better use the fine UV-Editor ? You have try to modify Models from A:M in ZBrush by zbrush-modeling-tools ?
  21. WOW Really Quads, no trinaglepolys. I don't know many about, im/exporting. I try something and all my Problems was when i want to import a model with triangle-polygons... I'm very interested about Wireframes, that was modified by ZBrush. I'm looking at the zBrush-Website and found this image: There are triangle-Polygons! Is it only because divide poly???
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