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Everything posted by Wildsided
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Thanks David, Done some more work on him, got all his spines on and textured which very nearly turned into a nightmare, thankfully some editing in a pose window saved the day. Here're some renders of the nearly finished head. Still need to do the inside of his mouth.
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You could have Tonto be Canadian and call him Toronto-nto
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This is Bernie Snuffles. A character I designed for a kids' story series of the same name. I decided to make him in 3D to make illustrating the stories easier and figured I'd post what I've modelled so far. There's still lots to do, but he's coming together.
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Thanks, David, I was checking out your neighbour model earlier, she's looking great.
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Hello everyone, I haven't been around a lot lately and that's mostly been down to the fact that we moved in October last year and previous to that I'd spent the majority of my time prepping the house for sale and packing. I've been poking my head in to see what everyone's been up to, just not been commenting because at the end of the day my knowledge and skill pales in comparison to the majority of the contributors around here so I don't have a lot of constructive feedback to give. Anyway I was working on a train and it appears that I didn't post the finished render. I also made another quick animation for that youtube channel. They designed a car for the game rocket league which was so impractical that I was forced to model it in 3d. https://youtu.be/sZZ5y2imzy4 It was my first attempt at modelling a car and took way longer than it probably should have.
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Maybe try doing the texture as a bitmap+ material and then you can rotate the material in the settings to the angle you need? And you might be able to send the sprite producer along a path that you made swirls in to force a swirl?
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Done. Didn't realise there was a whole other thing you had to sign up for to submit bug reports, but done.
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Copy and Pasting an object with a decal still doesn't copy the decal and just creates a blank copy.
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Cheers Rodney, Been a trying couple of days, getting the wheel mechanics installed but they're in now for the most part. I've uploaded a shaded render of the wheel motion loop because it takes quite a while to render because of all the reflections I suspect, damn this train is shiny. Took all day to get everything rigged and animated and I still ended up frame-by-framing a whole whack of it. Rigging is not my forte, but it's a train, it's not like the drive wheels turn (around the Y axis) so the loop I've put together should suffice for most situations. Anyway, now the engineering bit is in, anything else is pretty much window dressing. Needs head lights and pipes connecting the steam chamber to the wheel mech. More valves and all that good stuff. More Train with Engine mechanics.mov
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Thanks Martin The Train is coming along slowly by degrees. Added more parts and Toon lines to the render and I think it accentuates the image without being overbearing. It still needs the actual wheel mechanism and the bogies need colouring. But it's getting there.
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That's the thing, Rodney, usually, it says Locate xxxxxxxxx.jpg for example. But for a bunch of my models, it just asks me to locate nothing.
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Robert is right of course a shift q render does give you a decent idea of what things will look like when rendered. Although it doesn't do toon lines for whatever reason. Another weird quirk (which I'm sure is entirely my own fault) is that a lot of my models tell me there's a file missing when I import them. A:M doesn't identify this missing file. Just asks me to locate [blank field] then I click cancel and it loads with no issue.
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Screen2Gif (another useful screen capture program)
Wildsided replied to Rodney's topic in Open Forum
Not entirely the same thing, but I've (and no doubt others) got a similar result by turning off all the objects that move in a scene and then rendering out everything that doesn't move. Then flipping the active and inactive objects so the moving things get rendered separately. Then I just layer them over each other to make a complete scene. Saves the renderer having to render everything for every frame. -
Hi everyone, Not a complaint or a bug report, but does anyone else here know what I mean when I say the 5-second lock? It doesn't matter what version of A:M I've ever used across at least 4 systems or varying specs. 32bit or 64bit. 1 light, 6 lights, no effects or a whole whack. There doesn't seem to be a particular cause. But whenever I tell A:M to render a scene with (Q) render mode one of 2 things will happen: 1) The scene will render over the course of however long it takes depending on the complexity of the scene or.. 2) The counter in the bottom left of the screen will count up to 0.00.05 (occasionally 04 or 06 but mostly 05) and lock up. The program will stop responding and after a little while, it will cancel back to the unrendered choreography/model/action/pose window. This happens seemingly at random but across any given session of using A:M I am guaranteed to encounter this phenomenon and I was just wondering if any of you guys have experienced the same thing or if any of the smarties know what causes it. Not because it bothers me particularly, just curious.
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I've been considering starting up a new YouTube channel (although to be honest things don't seem so great for content creators at the moment). Anyway, after a bit of quick research, I've discovered that nobody seems to have a channel called Game Train and as trains and games are two of my favourite things, I thought if I'm gonna do it then Game Train would be the name. As such I've been working on a model to use for an intro and promo related stuff and so far I've come up with this. Bare in mind it's nowhere near finished.
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So I made Looka and now I'm working on Nellie (Why? I have no idea) she doesn't look very feminine yet but I wanted to get the basic shape down. She's a Golden-maned Tamarin Anyway thanks for looking.
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The unending niceness. Character model of "Looka" the giraffe. Another bit of Fan art for Outside Xtra. Long start short, after the game "Yooka-Laylee" was released the hosts Luke and Ellen joked that they should be a game called "Looka-Nellie" Looka being a giraffe. So yeah.
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The niceness continues. This time I remade a YouTuber's intro in A:M. He loved it and while no guarantees may be using it in place of his old original one in a future video. Here's a link to the video. https://youtu.be/eFTW1Lo0z74 and his original intro for comparison. Slopes Game Room Intro.mp4
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quick doodle of easter idea for grandkids
Wildsided replied to johnl3d's topic in Tinkering Gnome's Workshop
That conjured and that just conjured an image of the 90's X-Men cartoon except one of them is a mutant rabbit who's power is firing eggs out of his hands. -
quick doodle of easter idea for grandkids
Wildsided replied to johnl3d's topic in Tinkering Gnome's Workshop
That Bunny is on a MISSION! Also, where does he keep all those eggs? My guess is a pocket dimension. that magic place just off camera where cartoons can pull anything from at a moments notice. -
Not wanting to discourage you Adam, but I've found DarkTree materials can add some serious time to a render. If you can get the same result using textures, colour, bump, normal etc then you might be better off. Having said that my computer isn't exactly a beast in the power department and a more powerful rig might not even notice a difference.
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Thanks, guys, took about a week and a half. Luckily I had a fair few background resources already in my archives, probably nothing worth sharing. I mean most of the guys here could knock up a wardrobe or a desk etc quicker than it would take to download. Also, it's a pleasure to make your acquaintance, Martin. You had seemingly moved on to pastures new by the time I joined the A:M community. Not that you need telling, but A:M is a great bit of software so thanks for bringing it into the world. I would probably have never gotten into 3D modelling and animation if it weren't for how easy A:M was to learn.
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Just finished this bit of fan animation for one of my favourite Youtube channels and as it's done in A:M I figured I'd share it here. Also Rodney mentioned that it would be nice if my next project wasn't as scary as Breckridge so as the title of this topic suggests, this one is a bit nicer. https://www.youtube.com/watch?v=kdDvio7152c
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Thanks Rodney. Got the technique from Naughty dog software, the company behind the Uncharted and The Last of Us games. They did this cool series of making of videos for the Last of Us and the layered plates thing coupled with textures and alpha maps is how they did the hair. Renders so much faster than particle hair, but I've deliberately avoided animating Annie because I predict it will be a bitch to animate.
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K, so, nearly a week later, Max and Annie, both with Hair now and a bonus pic of max with male pattern balding.