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Everything posted by pixelplucker
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Think I need a new mouse
pixelplucker replied to pixelplucker's topic in Work In Progress / Sweatbox
Would have been easier but I'm still practicing modeling with splines. Splines are pretty tricky with industrial objects. I have to rethink how I model vs nurbs and polys -
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Awesome, definitely need to at least ding up the bumper some.
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Bump wasn't extreme enough for this, the letters are really embossed in, approx 1/8". Ran into the same thing with some other models I'm making. Old days I would make my model in Amapi, unrwap it in uv mapper, head to photoslop and do my textures then over to EI where I would sometimes need to toss on dicer for any displacements. Very time consuming compared to just using AM and photoslop. One of my projects consists of 120 model/texture combinations, think I would go mad using my other programs.
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Thanks!
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Starting to get real busy here. Had to do some layouts of some cast plates with depressed lettering and imprinted ceramic middles for a client to choose from. Love the displacement mapping in AM, so much easier then messing around with high density poly models or micro displacement. So much quicker for the basic texturing than just about any program I have used in the past. Thanks!
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Think he is re-doing his site http://www.zandoria.com/ I couldn't find anything but a printout I made from one of his tutorials. You may want to email him since his tuts are super easy to follow. I have been using a traditional color grid as my base image I make copies of for various channels (diffuse, bump, transparency etc.). I then select the patches I wish to decal and in an action window I flatten out regions I need to keep uniform and apply my decals. From that I pop the file over to 3d painter. If you have done any traditional uv mapping in other programs, the decals would be similar to uv islands and can be moved around over your texture space.
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Doing some samples of imprints on various mugs for a client, here is one of the base mugs without the imprints. AM is really handy with the decals, this jobs going to be so easy
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For some reason simply clicking on the points you may be selecting tangent control points and not necessarily the ones you want. What I mean by that is splines seem to work in either x or y fashion and behave as if there are 2 in the same spot. Dragging to select seems to bypass this oddity.
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Texturing is always the toughest part in any 3d program. AM works the same as most of the others where you have different channels for diffuse, bum, specular etc. There is Paint for AM which I really like. I usually set all my decals with a blank grid pattern (uv unwrapping) then launch Paint and go to town. The rendering engine in AM is really nice, comparable to programs that cost much much more. I used to use Max, EI and Carrara and now I pretty much do all my work in AM. Hardest part in AM is the modeler, though very powerfull it isn't a poly modeler where welding points and creating faces is even applicable so you really have to plan out what you want. Back to texturing, snag gimp or paintshop pro for their seamless tile filters. This will help tremendously when making your own textures.
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If "Print Screen" won't work...
pixelplucker replied to Kelley's topic in Work In Progress / Sweatbox
Try this: http://www.howiesfunware.com/install%20-%2...n%20Capture.exe Howies screen capture is nice, been using it for couple years now. -
My first human head in AM
pixelplucker replied to pixelplucker's topic in Work In Progress / Sweatbox
Yup, not sure how sensitive this forum is and didn't want to get booted lol -
My first human head in AM
pixelplucker replied to pixelplucker's topic in Work In Progress / Sweatbox
Finally got a chance to work on the rest of the character, next I have to clean up some of the creases, texture it and add the skeleton. -
Stupid question for walk paths in Chor window.
pixelplucker replied to pixelplucker's topic in New Users
Ahh thanks! I'm back in business -
I have a path and a character that walks on the path and blended a pose at the end. So far all is good. I have a camera that isn't tied to the path and I manually moved the camera to follow the character. When the character reaches the end of the path, if I move the camera after that point in time the character will slide on the end of the path and not stay where he was. Is there a way of keeping the camera move independent from from the character on the path?
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Double click the action then save as and save it in a location on your hd, I usually put mine with the project I'm working with. Open the project your working on then import the action and you should be fine.
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My first human head in AM
pixelplucker replied to pixelplucker's topic in Work In Progress / Sweatbox
I have some actions for it already from the tongue zinging out to the burb and working on the jump and walk. I'm not too crazy about my rig, I kind of slapped it together so I may go and fiddle with some of the weights. Seems to work ok but there are a few joints that if moved too much will crease. -
Thanks a billion, forgot about that... One click fixes rule
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Sometimes when making a 5pt patch there are bad cp's where they render as dark spot that renders bad. Is there something dumb I'm doing? Is there a work around? Still learning here.
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My first human head in AM
pixelplucker replied to pixelplucker's topic in Work In Progress / Sweatbox
Thanks. Been making my actions for the frog when I get time. -
My first human head in AM
pixelplucker replied to pixelplucker's topic in Work In Progress / Sweatbox
Thanks for the encouragement! I have been modeling for years but never with splines until last few months when I purchased AM. Majority of my models are objects and created in Amapi Pro or Hexagon. There is so much you can do in AM you can easliy get lost because the menu and tools are so refined but I love the short learning curve. Below is another shot of the head and also a frog I made and still rigging. -
This is my first serious attempt to a full character model in AM, lots to learn but getting there...