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Hash, Inc. - Animation:Master

JackMcRip

*A:M User*
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Posts posted by JackMcRip

  1. 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.

  2. 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 :-)

  3. 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?

  4. @John Keates:

    therefore there is Weightmover !

    A fantastic tool for weigthen.

    You rig a low patch model and Weightmover translate it to your High patch model!

     

    Fantastic !

    I don't know one imperfection !

     

    When some rangen not perfect, use the weighteditor from V11 !

    THAN its perfect ;-)

     

    My problem is modeling a high patch model smooth and fast !

  5. ypoissant: I just did a quick test: 3 flat rectangular models: 1) 1 patch, 2) 1200 patches, 3) 30000 patches amd placed them in a choreography same position, same size. Set the multipass to 9 so that I have usefull times to compare. The result:

    1patch: 13 secs

    1200 patches: 15 secs

    30000 patches: 26 secs

     

    This sounds like there is no Problems with high resolution patch models !?

    I make tries with displacement on models.

    You mean we don't need technique that give more real details on Low-Poly Models?

     

    We can use high resolution models without problems?

  6. 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=

    post-7-1086767415.jpg

  7. I have a simple question:

    How does light work?

    When 3 lights exists in a scene is the light intensity of all 3 lights together 100% ?

    Should I set every light to 33%?

     

    I don't really understand how light works !

    Sometimes when I add a light to a good lightning scene, its look like other light goes darker...

     

    Is there a good A:M-Light Tutorial to understand the interrelation of lights?

  8. This is a link, to description of displacement.

    Is not for A:M, but maybe you learn how Displacement is working, and you can use know for making displacement in A:M.

     

    It's a link to the feature-description of the great FREE 3D-Rendering and modeling packet Blender:

    http://www.blender3d.org/cms/Displacement_mapping.37.0.html

     

    here are other links to specific A:M-Rescoures:

    http://www.mossor.org/Desktop/Tutorials/garbagecan.htm

    http://www.hash.com/htmlHelp/v11.0/Generat.../DecalClipP.htm

    http://forum.am-user.net/index.php?b=showm...id=1666&seite=1(here is a great pic from "No0ne". Sorry because is a german thread!)

     

    Best working at ony 4PointPatches !!!

  9. Sorry, I want to say more about this.

    I make only few test last time only.

    Many work here :-(

     

    I have no problems found with weigthmoving models from 10.5 to 11.

    You can select cp's from the weightmoving model and tune up the weigthen !

    Its fine, because you can change weighten without change the low-res-hires models.

    When you change the final weight model later, and then you want to change weighten too - this V11-Weighten-Editor is best simple way :-)

  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. 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:

    post-7-1085333583.jpg

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