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Hash, Inc. - Animation:Master

pixelplucker

Craftsman/Mentor
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Everything posted by pixelplucker

  1. It sorta works. I noticed if you use an image controlled specular it isn't proportional by value of 0,0,0 - 255, 255, 255 and seems pretty subdued compared to basic surface attribute with values from 0-100. Anyways it's not as crisp as I want but looks ok. old_fan_draft.mov
  2. Textures are done but one problem.... the specular map doesn't work! I have the spec map as white except where the rust is and all spec maps are just 24bit png files (no alpha) with the majority of them set at white, blackened areas around rust. For some reason the spec map attributes aren't applied to the model Maybe because I'm using 15d? is this a bug?
  3. Amazing work!
  4. Thats just a rough render with stock lights, the original is black enamel and the grid spacing is what you see, nice and safe :0 I have a specular map that goes with this but not on in this render. Rather than use a global specular, I wanted to put in some dull spots especially around the rust areas. Still lots to do. Thanks for the compliments so far.
  5. Still working on the textures, bump maps are next once I'm done fiddling with the color map.
  6. Never knew there was a Tree plugin for AM, thanks.
  7. Very nice. Good job on the trees. Gave me an idea of using sub-d surfaces and converting them into AM splines. With a little time this could work really well for complex trees that need to be animated. Too bad Onyx doesn't make a plant plug for AM. lp_tree.zip
  8. looks to be a speed control on the bottom, hard to tell what the handle looks like because my reference pictures are poop. There are a bunch of vent holes for the motor but I'll cheese those out with transparent maps
  9. Try contacting them for a release. Never hurts to ask.
  10. updated model, now it's texture and animation time
  11. So if you have a model with a flipped face on the bottom will all the powder leak out? J/K What are you using to export out, stl? Wonder how that works from AM since max sub-d is 16, curves might be choppy right?
  12. Still have to toss in some rivets the cord, and texture it.
  13. Sweet! I actually have blueprints to that somewheres, never had the extra time to model it. Great Job!
  14. Don't forget to model the expensive new lures hanging in the trees, make sure they are just out of reach.
  15. 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
  16. This one seems to have a ton of miles racked up on it.
  17. Awesome, definitely need to at least ding up the bumper some.
  18. Awsome!
  19. 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.
  20. 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!
  21. 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.
  22. 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
  23. 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.
  24. 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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