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Everything posted by jakerupert
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I posted some TSM2 flytests in : http://www.hash.com/forums/index.php?showtopic=16329&st=0&
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So this is my first finalrendering-result. The good think: my old 1.4 Ghz Athlon rendered almost 4 days on this without crashing! (I wanted to test this) , the bad thing you see in the movie, but I have already certain suspicions, what this could be......... http://www.jostkeller.de/dreid/testing/DelageShowroomX.mov ca. 5 MB I didn`t tweak the animation for the time being, volumetric lights, motionblurr and DOF are on...... ;>) Jake
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I rendered again with the quality auf the volumetriclights set to 200% and the shadows switched to z-buffered, but its even worse. Now you can see the wireframe shining through the car in the background. What do I do wrong with these volumetric-lights? Somebody must have a solution for this...I guess? ;>( Jake
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Thank you all, I will think about , what of your suggestions I could still integrate -...... but first I have some finalrendering problem: When I render this scene I get some strange artifacts. I have set the lights to Quality 100% Brightness 10% and Contrast 50 %. There is motionblurr, shadows and DOF active. Also Multipass on. Any ideas what can cause that and how this can be avoided? Thank you all ;>) Jake
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Hi all, Please have a look at my testrender at: http://www.jostkeller.de/dreid/testing/DelageShowroom217.mov ca 9MB Download Any suggestions what I could do better, before I start a finalqualityrender? Jake DelageShowroom215.tga
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Could you explain more in deep, how you did the one with the wave please? Great stuff!!!!!!!!!!! Jake
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Thank you very much for your suggestions, I will procceed as you said and struggle some more. :>) Jake
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I fiddelled around with the lights one more whole day and..... it got even worse!!!! I find it very frustrating and difficult to fumble with the lightsettings. And... I couldn`t go back to the better stages I had before. How do you veterans and pros handle the lightingwork to avoid this. There must exist some workarounds before the compostingfeatures of AM12, I suppose? Jake Maybe I pose the new pic later to demonstrate?
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Well after many tweaking and fumbeling and lurking into other threats I achieved this. There are a few issues still: ---In the chimney are two lights one klieg and one bulb, the Bulblight seems to shine through the wall, though I checked the nulls and made it massive. ---The bear in the foreground doesnt seem to cast shadow. ---The standlamp still doesnt look quite right to me. ---The granit .mat on the hall,colum seems still a bit too big, though I scaled it down to 8 % already. Anyway besides of this I am already quite content with what I have got. Any hints and comments are welcome ;>) Jake
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CatBall - MouseBall - JellyBall
jakerupert replied to NancyGormezano's topic in Work In Progress / Sweatbox
Wow, this is really great stuff!!!! Perfect timing... The one with the cat is so funny! ;>) Jake -
Very beautifull style and the animationcontrols work perfectly, I think. What`s that little thingy coming up next to the moon? ;>) Jake
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and third the lightcone on the ground is looking very harsh......
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O.k. thank you very much, I will try this as soon as possible, but when I look at your project, I find too things strange: 1.- you just put the light above the bulb in the chor but not as a bone into the model. I want to learn how to do this, that the models get a proper lightfunction, like with the standlamp and with cars for instance. I must be missing something still in achieving this result.... 2. -In your decaling-solution I see 4 stamps each, wouldn`t be 2 cylindrical applied stamps be enough? ?:>/ Jake
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Thanks triath, i will proceed as you suggested , but first I have to overcome the difficulties with the standlamp. I made the bulbpart of the model transparent like glas, then I put a bulplight inside with a bone. The lamps cover I made 40 % transperent with transluceny 40% also. The bulbs intensity I put to 80% with 208 and Fall off 300 and this is what I get. I dont feel that this looks like a decent reading -light yet. What am I possibly doing wrong? Any idead? Jake?
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I tried to use some textures and lighting for the first time to achieve a certian style. Here is the result for now. Many things are still bothering me though: -The lightbulb in the standlamp next to the comfychair doesnt seem to work correctly. I made the bulb and the cover transparent but the light is not showing enough still. - the texturemap for the wall are tiled and double applied for bump and colormap. I am not sure , if they show correctly and are properly aligned positioned. -the oak material for the wood works quiet nice, scaled down to 1 % except for the backwall of the big bookcase , where they seem to big scaled somehow. I will try struggeling some more. Any advice is highly welcome ;>) jake
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Very nice walkcycle, good timing. Would love to download it...but When I try to save with the right mousebutton I only get an index.php offer for download. I think it worked before. Anybody has some advice on that matter? Jake
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I tweaked the stroll a bit by moving the pelvis and find out about the dynamic-constraint: to be applied at the end of the bonechain , not at the beginning. Sometimes it helps to read the manuel. Now I am quite content. How about the stridelength? How about the up and down movement? Are they o.k.? ;>) jake poodlestrollPathN220405.mov
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the poodle walking the line.... poodlestrollPath220405.mov
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Tried this poodlestroll by using the Riggingmachine. The ears and hairball I attatched a dynamic-constraint to . That didn`t seem to work though... poodlestroll220405.mov
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By the way, is there a wy to select a startingpoint on the path? and are there any expressions available someplace for car, bikes, planes etc.?
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Puh, Finally I managed to get a vespa with rolling wheels following a path. I had much trouble with this, that I canot really explain to myself. I guess I did many things wrong( for instance to going to the start of the animation first ), often when I fiddeled around ,I ended up with the vespa creeping really slow along the path or the wheels not moving at all, then when I deleted all actions to replace them, the path strangly jumped away and I frustradetly started all over with a new chor, often the playhandle didnt work and I had to restart the chor. But finally I got this. Now I have to go on to animating in the chor, next I have to find out how to set keyframes there to manipulate the steering and to bow the vespa into the curves. Sigh, I knew, why I have been afraid to animate for so long... ;>) Jake vespadoris220405.mov
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and that`s her walking along a path.... simpledoriswalkPath200405.mov
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Juchu, I did it! My first wlkcycle. I am so proud!!!! I used TSM2 and the hint from Rodney to: http://www.s1.hashmirror.com/ftp/VM/walk_w...walk_wheel.html Thank you. ;>9 Jake simpledoriswalk200405.mov
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And that is , how the steering is working now, by turning the rollhandle of the steeringwheel-bone.... simplecarsteering.mov
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Finally managed to move all 4 wheels simultanisly by using the roll like constraint. ( For some odd reason the enforcment values all were changed to 0, so no movement,) Strangely enough there seems to be a small hold at the beginning/start of the animation....... simplecar.mov