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Everything posted by jakerupert
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As far as I understand this discussion, Malo thinks, that a kind of retopology tool or plugin for AM would be great, working in that way, that you could redraw splines ontop of a polybased 3D rotoscopes with the help of a "snap to surface" function similar to the "snap to grid" button. I don`t know anything of programming, but maybe it`s doable with a reasonable amount of work? On the other hand, I think it would be more important/usefull to make the AM displacement "animationsafe", so that one could use the polygon sculpting tools with AM for animatable characters as well....
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Excellent help. Thanks very much.
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I am looking for two things, I would have expected to be simple in 3D: 1. It ocurred, that I needed an animation rendered backwards, so I thought maybe just setting in render the frames to start from frame 30 and end frame 0 for example, BUT..... that´s not accepted. 2. I just want to flip the cameraview, so that the chara doesnt run left right but right left. Thought about scaling the x value to minus something, BUT.... there is no scaling for camera. I know , both this could be done in post, but my question is, is there an easy way to do this in AM, that I have overlooked?
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Rendertimes (The Effect of Internal Patches)
jakerupert replied to jakerupert's topic in A:M Rendering
Seems it had nothing to do with quicktime or single imagefiles. Guess it was one of my older models that had internal patches. I presume that maybe the lightbeams can get caught there somehow inside the model, where they rebounce endlessly such stalling the render? To illustrate the dangers of internal patches I post a model of a hangardoor from the times I was carelessly extruding away. Note that in picture A you don`t see anything odd or unusual. But in picture B you can see the internal patches. (That`s why I nowadays always model with "show backfacing polygons" OFF, it´s ON by default, maybe I should better be the other way round. So when you detect later on, that you have created these internal patches accidentely, you can easily delete these spline by coma clicking them and hit the delete button. So all seems to render away quite smoothly now and I am really stunned, what AM (and me) is capable to render now, really huge scenes size-and patchcountwise. Think I will be able to post some examples soon. -
I did some more testrendering for a project of mine. Format Full HD with quite a few big models in it with shadow, reflections, toonrender on. I know I should use singlefile format, but just for a general test , if it would work at all, I choose Quicktime with high quality. So what happens with my scenes they render quite o.k. with times from 5 to 15 minutes till all of a sudden from one frame to another the rendertime rise exceptionally to 40 minutes or higher, seems like it is stalled somehow. Can I forget and quit this now or does it make sense to show some more patience? What might be the reason? Not enough ram maybe? Would this happen with tga or png also? (I could quit there and start from that problemframe anew) Any ideas and expieriences somebody?
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nice design. what do you plan to do with him?
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Wow, that raven looks excellent as well!!!
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I would say, it`s for once some good cheap advertising for AM (as long as it`s not cracked) but misleading to the customers on the other hand since it`s no demo really. Maybe they didn`t do this on purpose but just out of carelessness though.....
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There is no demoversion. That is a websubscription (valid one year ) you will have to buy in the hash onlie store...
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My WIP Mascot entry at the time my computer crashed
jakerupert replied to Eric2575's topic in Work In Progress / Sweatbox
WOW!!! Oustanding. ( Especially the guy with the torch looks quite photorealistic! ;>) ) Great work, there is something strange with the left eye though.......... -
Neat design, very smooth good animation looking forward to a great short!
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Very nice character, cool reminder of the looks of Mr CK aka SM..
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What would possibly be the best and least rendertimeexpensive way to create a rocket engines jetstream matching the TOON WITH FALLOFF? style? (I am experimenting with some glowing transparent shapes at the moment.) Lensflare,streaks maybe? Has anybody by chance final working examples for this topic? Any FX matching with toonshading would be great...
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Very nicely done. Could you please add a bit more detailed step by step information about how this is done? (no videotut necesarrily ;>))
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>Here's a quick prop I threw together today for the next couple of strips I'm working on. The idea of this was part of the original animated story McCrary and I worked on. This is the Indescribable Treasure of the Coconut King. Big thanks to the MatCap shader. Really makes the gold look cool. Reduced 80% 1280 x 960 (355.53k) Very good stylized and unique and interesting! Especially love this treasurechest.
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I read some place, that when you use let`s say 3 instances of AM to render a scene you can put the first instance to render every 1, next every second, third every third frame. Somehow it escapes me, what the great advantage of this procedure would be compared to leting the first render the first 50 frames, the second the next 50 and the third the last fifty. Is there any advantage and if what is it?
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I cannot detect any difference between " toon with falloff" and "toon with multiple lights" tested in a chor with the default chor lights and some toonmodels. So what is the difference supposed to look like?
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Is there a way to scale a light bigger especially the bone in order to get a better grip and handling on it in big chors
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That would be my presumption as well. When your file info indicates more then 15000 patches for one model, the handling is usually like you expierience it at the moment. Just drag one cp around and see , if you have involuntarily duplicated you model (maybe several times). maybw post your mdl file here for further investigation....
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Well so many new entrants in such a short time a little bit odd, if not trollic maybe?
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Looks great! The zoom isn`t working yet, I presume? Else everything is working perfectly smooth and fast. Even the loading time was not that bad....
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Very funny from the perspective of today is his view on the gaming industry. Very interesting interview!
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no, the meshdensity....
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Hi Steve, great improvements. Here is what I feel still could be improved: -What I did notice , is some strange "snaping" in the knees , when they change direction. -From front view, I would also rotate the pelvisbone a bit right/left up/down when the feet hit the ground to take away some stiffness from the movement. -The feet slip a bit left/right from front view as well.
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I wonder if it would be a good way to use a spriteemiter doing leafs for a tree and then just "freezing" it, so that you get a tree with many leafs usable for more distant trees. Does anybody ever used this or has any ecxpierience with that? Just asking, if it makes sense to investigate into that direction....