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Hash, Inc. - Animation:Master

pixelplucker

Craftsman/Mentor
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Everything posted by pixelplucker

  1. Can you do that with props? Poly props actually render pretty quick in AM but I'm not sure what kind of poly limits AM has.
  2. Was going to try to see if I could get blobbies to work as a boolean cutter inside a block but for some reason I can't seem to be able to find booleans in the property menus in 15j.
  3. That looks really good. One thing I noticed is maybe you should have the feet hang at the window sill and let the hands hit the bench instead of dropping both the same time. This should make him look more off balance and more like an accident. Very well done!
  4. I believe you can create normal maps, not sure about cooking in shadows
  5. I've seen much worse. Any short animation where normals don't get flipped or any patches broken is always a pretty good sign.
  6. For kicks did you try the texture baking option and test it in Dark Basic? Texture baking will make a composite image of all the stamps. To bring up the options you hold down the shift key and right click for bake. More info on it here: http://www.hash.com/forums/index.php?showtopic=37985 Unfortunately it doesn't work exactly in the power of 2 but not sure if that matters.
  7. Pretty cool. Has anyone tried 3d Rad? It uses .x for models http://3drad.com/
  8. In UU you can untriangulate models and recreate quads. This works pretty well in most cases. If it works good on your model then you should be able to do your animation sequences in AM and take advantage of the .x from AM. Texture mapping in AM is pretty good and for the most part you should be able to unwrap that airplane nicely in AM and tweak it in UU and do your final conversion from there. Just a thought, might save you some time and work. UU's big advantage is really with unfolding models (LSCM) and compacting uv islands. A while back I did quite a bit of low poly game models for a few different game engines. I would actually make my texture tiles first when possible and apply my uv's to those. Texture baking might be handy also but if you really need power of 2 I'm not sure if it will work since the baked texture is usually wide. If it does work it can make the texture process really easy.
  9. That is really cool. BTW you can export out .x from AM and it does support bones on export that seem to translate well into UU. I dabbled with it just a little but looked pretty good. At the time I was attempting to make some poser characters that used AM's rigging and was going to make Poser characters and props but ended up just staying here at AM. Rigging in AM might be a bit quicker and save you some time. Very impressive stuff there
  10. You can rig patches that have the cookie cut maps on them so they look like paper cutouts and simply toss the tsm2 rig on it. This will give you the fk and ik you would want to create descent movements.
  11. Very nice, now it looks like a FORD hehe
  12. How about this? puffy_cloud.zip
  13. The black outlines looks pretty good, maybe make them just solid lines and not sketch and use a sprite emitter.
  14. Here is a Sopwith Strutter I never finished, not sure if you want to fiddle with it. Sowith_Strutter.zip
  15. Very cool, low poly modeling can be tough in AM. Very impressive. Take a look at Mad Otter Games, they acquired the Red Baron game originally published by Sierra. I know they use 3ds Max for most of their production but they might be looking for additional help in modeling and texturing. I bugged Brad at UU to make a plugin for AM mdl format but that went into limbo because the SDK didn't have enough info. Try giving him a hollar and maybe they will make one.. Would be sweet to have extra unrwap tools for AM. For the most part what is in AM does work but not always as quick and easy as UU.
  16. Amazing work!
  17. If my cpu gets any warmer the cheese will melt nicely.
  18. Update on the burger, fries to come (so hang in there Spleen). Think Gerry is right I'll have to use some displacement mapping for the burger, bun and tomato, they look too flat. I have a little smearing on the edges of the bun for some reason. Food is definitely really tough to do.
  19. I'm still working on the bump mapping to make the creasing better, far from finished. This is actually for some work I do but just found out the company filed for bankruptcy... Guess I could change their slogan to "Worlds Greatest Hamburgers Now 11 Cents on the Dollar!" I'll post the final when it's done. (still picking crumbs out of my scanner so those are all decals, and touched up in 3d paint.)
  20. Still lots of fiddling for textures to do on this, here is the first test render. In particular I need to fix the darkness on the buns and redo the bump map on all as well as redo the lettuce texture. The tomato slice also needs a bump map.
  21. pixelplucker

    Sneaker

    Very nice model, does it light when you run?
  22. That is an outstanding job Rodney in reducing the splines... Now I know who to bug to convert my sub d models
  23. Nice tutorial for AE. You can do some of the compositing within AM using rotoscopes.
  24. hehe that is pretty cool. Perfect job as always!
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