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Hash, Inc. - Animation:Master

Eric Camden

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Posts posted by Eric Camden

  1. If there are no groups, and if the overall model attribute does not contain the flesh color, then I'm guessing it must be a decal. No groups and no root color attribute means no color other than decals. Now there is also the possibility that you just aren't looking in the right places. Why dont you let us know which model it is and give us a screencap of the area you are talking about, then we can help more.

  2. You can see the lines very clearly in the shadow below the ornament too. My first hunch would be a combination of the lighting and multipass. That's where I would start to investigate. It's not the model or any material on it since the shadows also show signs of the distortion. Is is possible that you have any post effect going on? Have you tried rendering with a standard light setup or AO with one light for shadows? Just make a new chor and try that first. Obviously if that renders fine, then you know for sure it's your light setup.

  3. It all depends on what you are trying to get across with your finished product. Obviously if you are doing a very simple animation or still with stick like figures, then texturing may not be as important as something more involved. I prefer to do stills (hobby) that have a lot of textures/decals on them because I want the end result to be like a painting of sorts. I also prefer to use decals because I have so much more control over them vs materials. When I first started out, I used to do a lot of wandering in the AM stills gallery to get inspiration. Once you look through there, you'll get a better idea of what other people do and what you tend to lean towards.

     

    Hope that helps

     

    Eric

  4. Hi Marcos:

     

    I appreciate the invite to this topic, but I have to keep a low profile after all the smack talkin' I did last month and I didn't even place....boo...hoo...hooo :wacko:

     

    Ok, here goes... You guys are so ...no wait...my Mascot entry will....um, hold on...your entry has a snowb...no, that's not it either...a bird in the bush...wrong, wrong,....my dad can beat up y...uh, not even...ok, I've got it: my entry will be the doormat of...oh, there goes my dignity!

     

    Let's just say, I'm going back to my winning ways, enter this contest at your own peril! ;)

     

    Peace...

     

    Eric :D

  5. The action has to be applied to the Airship model in order for the rigging and sails to show. As I mentioned, the model is not done and therefore has no steering wheel. Please do without one or use a proxy because I have a whole motor setup and steering wheel in the works. I'll center the model and commit it again. I will be working on it this weekend along with Jinx Castle - hopefully finishing them both. Whatever I get done will have to be it for this assignment because I just started a new job which will take up most of my time for the foreseeable future.

     

    I'll keep y'all posted.

  6. Thanks for trying this out and letting me know that I'm not the only one to have this problem.

     

    The reason I really wanted to get Bitmap to work with displacement is the fact that it wraps itself so nicely around pretty much any surface without much distortion. This lends itself nicely for terrain such as caves and such. If distortion would work, the possibilities would be endless.

     

    Could you give me a little insight into baking decals? What is the purpose for doing this and how is it done?

  7. I've posted on this twice before and also put in a Hash/reports request, but so far the problem persists for me. Since I am not getting any feedback other than that the problem is resolved (this from Hash/reports as of V.14 - it is not resolved for me on any version up to V.15a), I am posting this again in hopes of finding my sanity and getting satisfaction in knowing that this is not only in my head.

     

    It doesn't matter which tileable image I use for the bitmapPlus material, the problem is the same. When I add a displacement value to the material and apply it to a group in any model, that goup become invisible in quick and final render.

     

    Sometimes it gets worse and I get large blocky artifacts and or the program crashes. I just started a brand new project and imported a random tileable texture from my collection. Next I made a Bitmap material with the texture and specified 400 for the displacement value. Going into the Object folder I created a new object. This was a simple line which I lathed and then extruded once. Upon selecting all cps, I named that group "test." Now I dragged the bitmap material onto the "test" group and did a quick render. As I watched the render progress, I noticed that the object started to disappear as the render was scanning down the page and then AM crashed about 1/3 into the render. In other words there is still a major issue with bitmap and displacement values.

     

    This whole process took me about 4 minutes to do from start to finish, or should I say from start to crash. Would someone please take the time to check this out and save me from BitMapPlus hell? Maybe I am missing a step or somehow getting the sequence wrong, but I just can't get BitMap to work with a displacement value. If anyone can do this, please post a render of a model with bitmap applied on one half and the other half without. I don't hink it can be done at this point, please prove me wrong.

     

    To one of my earlier posts someone replied that BitMap has no option for displacement, well, that's wrong and the pic below shows where that option is.

    post-12221-1221101543_thumb.jpg

  8. It happened to me last night with a brand new project and only one picture in the image folder. At first it looked fine, then after some modeling, it turned low res. So now we can eliminate the possibility of it being a bad picture since it was fine in the beginning and there were no other pictures in the project. I'm gonna play around with a new project file with only that pic as a roto and see if I can replicate the problem.

  9. Can you tell what is wrong or different about the "bad" image? Is it a jpeg, bmp, tng, or... Did you get it off the net, or did you edit it in Photoshop? How large is it? Does it have paths from photoshop embedded in it?

  10. It may be a memory problem. When I open a model with a ton of splines or large decals, the rotos tend to pixelate. When I break that model into smaller parts and work on them individually, the rotos are ok. If you are just starting the model with minimal splines, then I'm out of advice, sorry.

  11. I appreciate the interest and comments, thank you.

     

    Yes, Stian, I used lens flare on almost every light in the scene to give the illusion of being able to see the actual sources of the lights. This is after all a sort of dry dock which would be lit with lots of halogen and other lights.

     

    Ken, not sure what to say other than yes, it was in the contest :( . How fast do you go through voting :huh: ?

     

    Thank you Stormed :)

     

    Darkwing, you are right on both counts. I wanted to emulate the look and feel of the trailer pic and yes, I did use parts of Gabe's enterprise as reference.

     

    Rob, you are also right on. I actually wanted it to be quite dark and am very pleased with the outcome. I don't think I could have worked with this many lights without problems in an earlier version of AM - koodos to the AM programmers. Btw, this was done with V.15

  12. Hey Marcos, this is a family oriented forum, stop modeling stuff that needs to be censored...oh, sorry, not that kind of censure, is it, hahaha.

     

    I actually browsed through a few of my art and cartoon books to get an idea of what I want to do. Looking through my work, I realized that I don't really go out on a limb and create too much truly original stuff, so this time I will be daring and create a character from scratch. Wish me luck.

     

    -E

     

    p.s. Since this is now the Mascot thread, I'll be looking forward to all the censored updates to everyone's models. ;)

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