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Everything posted by pixelplucker
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When I use the builder all works out spiffy, all my weighting done and ik/fk working fine. Soon as I restart AM and try to make a new action I get error 500## (## are sequential numbers that follow). I'm using 15d not sure if that is an issue.
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How did you do the tires? The tread part of the wheel as once continuous spline object or are there many aligned on the surface?
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Can get some nice effects in Dogwaffle, I dabble in it just a bit and is pretty cool. http://www.thebest3d.com/dogwaffle/free/
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Rigging a non-typical character with TSM2 "Parts"
pixelplucker replied to robcat2075's topic in TSM2 - Rig
Awesome! Just downloaded the tuts. I should probably post the fly and textures for people to used with the tutorial Of course I pick a really awkward character for my first tsm2 attempt Thanks -
Really coming along, if your not doing super close ups you could skip the welds, or cheese it out as a separate object that you could use where needed. Something like a torus thats been squashed with a nice ring bump on it might do the trick
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Building a city in choreography and model windows
pixelplucker replied to DJBREIT's topic in New Users
You can make one model and repeat it in the choreography. I would make it somewhat modular so that you can mix the building clusters so they don't look too repetitive. There are is a plugin called multiply that you will find handy at http://www.sgross.com/plugins/index.html -
The welds you could do by blending your patches and maybe toss a nice bump map for the weld ring pattern. Most of the time I use a 4 segment lathe, rarely need more than that and makes aligning the handles much easier. Your top frame bar could probably be made with a 5 cross sections lathe and extrude the profile out. There are tons of splines that can be removed on your model but looking really great so far. weld5_4.mdl
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Rob is right that the decal is being applied at an angle. If you picture that decals are frontal projection maps, you should align the model to the your view as flat as possible to minimize distortion. I find the patch selection tool very handy for selecting just the surfaces I want decals on. Select the patches and hit the hide button. Next you can rotate and or orbit around the patches to show them as straight on as much as possible. For trickier decaling, you can make an Action and in muscle mode actually distort the model and sections of the model to flatten as much as possible for applying decals. The action can be deleted after your done and the model isn't destroyed.
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Very nice, I love the shader too.
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I jumped back to 15d here, I had too many issues with 15e. If you are on the cd version like me try a clean install of AM and use the d upadate. I believe it is this one ftp://ftp.hash.com/pub/updates/windows/old/AMCD.exe They said they were coming out with F for the cd people, I would love to have that update but I'm sure they are super busy (cookouts, pool parties etc) since it is summer time :0
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excellent! Are you going to model the brake disks with the holes or use a cookie cutter? I tried the ai importer on items like that and it doesn't always work well.
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Fly for an animation i want to do
pixelplucker replied to pixelplucker's topic in Work In Progress / Sweatbox
Might redo all the wood textures with a shader, not that happy with them and I may do this in HD. Fly is rigged and working pretty good, got most my actions and poses done and the fan is all animated with an action as well. -
Fly for an animation i want to do
pixelplucker replied to pixelplucker's topic in Work In Progress / Sweatbox
Thanks, it's getting better, thinned and reduced the size of the legs and arms, still have to fart around with the rigging and need to redo a few textures but coming along nicely. Thought you guys might get a kick out of the books in the background -
Lookin great, the spray from the fins should be less streaked as if the water drops are kind of suspended
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jumping on a box and jumping off again
pixelplucker replied to robcat2075's topic in Work In Progress / Sweatbox
I don't use flash but Anime does make a nice swf file. I did a few animations using it. -
jumping on a box and jumping off again
pixelplucker replied to robcat2075's topic in Work In Progress / Sweatbox
That is really well done. There is a 2d animation package I used in the past called Moho, now it's called Anime. The drawing tools are kinda funky but actually work much like the splines here or you can import illustrator files. You can also animate bitmaps. It has rigging much like this also. Fun little program but I think they cranked up the cost on it. -
Fly for an animation i want to do
pixelplucker replied to pixelplucker's topic in Work In Progress / Sweatbox
Yup, your right the legs are kinda heavy for his body size. I'll thin them down. -
Fly for an animation i want to do
pixelplucker replied to pixelplucker's topic in Work In Progress / Sweatbox
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blobbies won't cut it?
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I've had model files always export out as single meshes even as obj files. AM probably reads them in as separate surfaces, I had few DXF files I exported out from AM and needed to weld them back together in Hexagon using a .0001" value because each patch was a single group.
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Does look good, do the splashes look better when rendered out higher res? Drops are kind of big but maybe these are tiny whales
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Looks really nice. They still have ice up there?
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Fly for an animation i want to do
pixelplucker replied to pixelplucker's topic in Work In Progress / Sweatbox
Thanks, hes actually blue/green done as a gradient material so he looks iridescent. I have the eyes set so I can make the pupils change size. -
Working on the objects for an animation I want to do for fun, here is the main character so far. Still need to make em better looking without getting too realistic. Comments always helpful.