sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

jakerupert

Craftsman/Mentor
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Everything posted by jakerupert

  1. Thanks, I didn:t knew that. Thought Cuda would be necessary for all gpu rendering. Wonder why the Octanepeople exclude all the rest?
  2. >While it is a nice renderer, it only support Nvidia-Cards and that is a no-go for me. >be connectable to A:M Therfore I would "vote" for a full "plug-in" octane integration.
  3. Good idea generally, but I believe the Octane people wont have the time and resources for that. They will make it up for the major players first as their priority. But it seems, they wont charge anything and help out, when the specific comunity does it for themselves (see like for c4d or blender). So maybe the best way would be to kickstarterfund the most effective workingpower of some Softwareguru around here like Steffen or Fuchur? (In fact an implementation would mean a really huge kind of "update" for A:M) Also: the envidiasituation you described was many, many years ago by now. They will be probably much more helpfull nowadays. Else the octane people would hardly have been succsessfull in their endeveaur.
  4. Great flashgordoan retro style! Howa it rendered, with Fake AO? Looking forward to some episodes....
  5. Sure your right , I wasn`t thinking...MMD stores only pointlevelmove-info ...no bones.
  6. Sounds like a great idea. If someone could test it....
  7. Hi John, Very interesting workflow. What exactly is a "decal driven material"? Cycles seems to be under heavy development and aimed to be optimized for animations. As far as I understand it needs nvidiacards with cuda and direct X 11 to work with gpu. Qualitywise its aiming as a physical render at the likes of v-ray, mentalray, even arnold and maxwell in the longer run and its free. So this pipeline would be a great enforcement for A:M if workable. Lighting you can do easily by adding simple planes with lightemitting materials. Also has a capeable nodebased materialeditor.
  8. Magix Video Deluxe is quite nice for editing and not that expensive...
  9. Hallo Gerald, Sehr schönes, superprofessionelles Ergebnis. Freut mich sehr, dass sich A:M hierbei so gut bewährt hat. Dann werdet Ihr das sicher in Zukunft noch oft eindetzen können. Alles Gute Jost
  10. Herzlichen Glückwunsch zum Geburtstag!
  11. Hi Sebastian, Really outstanding work! How`s this plugin compared to Element3d, that`s on discount at the moment? I suppose, if you would make these parcticles finer like real water, you will get unbearable rendertimes? (PS:Bist Du eigentlich noch in Hamburg? Wir wollten uns doch immer mal auf`n Bierchen treffen und haben es nie geschafft. Heute Dientstagabend 06.11.12 ist wieder Illustratorenstammtisch im Café SternChance , Schröderstiftstraße im Schanzenpark da auf der Ecke beim Fernsehturm. Vielleicht hast Du ja spontan Zeit und Lust hinzukommen, so ab 20.30 Uhr würd`mich freuen.) Jost
  12. The main advantage would be to make not just painting but sculpting available for AM that then could be baked onto hashmodels via normal or displacementmaps. Also there is the free application sculptris to try this...
  13. In my eyes a quite simple solution for this ever boomeranging topic could be, if Hash grants lets say 3 licences with every websubscription. One = stationary computer, Second = laptop, Third = Rendering machine. (That`s like other companys for instance Maxon and Pixologic are handling this issue.) Maybe at a higher price, lets say 100,-$ or else to compensate Hash or just make it customer service. You wouldn`t probably sell much less with this model. Everybody could be happy and no more dreadfull discussions.
  14. Sorry, seems i a mixing up things. Thought you could bake a normal or displacementmap in the sculpting app or x-normal and then simply exchange the uv-ed decal on the A:M model?
  15. That sounds fantastic. So now sculpting for A:m becomes available finally!!! So no problems with fivepointers and hooks anymore ( three point bug ) Does it work with z-brush too?
  16. It's very important. With this you can use al software painting and sculpting. Because uv is not a problem, you can use paint per pixel in 3dcoat, 3d painter, and why not blender to do sclupt. But baking and rendering should be correct. With thi we can work with all texture software. That would open up great possibilities indeed! Seems your many researches could lead to some practical use finally. How about the hooks then. Is it the same like with fivepointers?
  17. I would go for something like this, til the technology is cheap enough to buy an own device: http://www.sculpteo.com/en/
  18. Maybe it's possible to introduce something similar to n-gons into A:M to be able to have valid patches with more then 5 cps?
  19. For those interested in gamedevelopment there are some very interesting insights from the upcoming Unity 4.0 gameengine and its userconference at Amsterdam: http://unity3d.com/unite/#6947115
  20. >I speak in terms of the numbers game here as it seemed to me that by the term 'more flexible' you meant changing A:M into another program, to abandon what is core to the whole idea of A:M. I remember Martin saying, that this would be almost impossible. But this was a long long time ago. Maybe "programing" times might have changed since. And nowadays in most pro-pipelines multiple softwares are used, like for animating, sculpting, rendering , post and such. (There surely exist some great efforts already in this direction from Fuchur, Soulcagedepartment and malo for instance) I feel sorry, that it seems that my opinion is considered as kind of negative criticism, so I better stop posting in this thread now, since I don`t want to be taken for some kind of negative forum troll. My only intention as a longtime user is, to make A:M and its great comunity even better and stronger. And you are right, A:M is already a fantastic tool as it is now. all the best Jake
  21. Thats quite a curious statement for a company, that's striving for economical succsess, don't you think? Could be one possible explanation for martins longtime absence. I am not a programmer, but from my observations sometimes one good programmer can achieve more than an "army" of them. Steffen is one very good example. The dynatopolgy branch is developed by one very talented programmer, it seems cycles Is done also by very few. Martin himself was starting out alone, i guess. So maybe its too easy to say: its impossible, so we better even don't try? Sorry, i am on my i-pad right now, therefor that quotemess above, please read inside. Will try to fix that on Monday...
  22. -. It must not be forgotten that AM is a polygonal subdivision program . -- maybe then i was wrong always living with the asumption, that A : M is spline/patch based and only turning to polygonal for the rendering?
  23. Yes, competition is not bad at all. Maybe it can push A:M to become more flexible in working together with the polygonworld. (I think Malo`s investigations are heading in that direction.) Integreation with sculpting apps and external renderers would be great for A:Ms future. At the moment I have the impression also from this forum here - correct me, if I am wrong- that the userbase is rather constant instead of growing. I don`t want to sound ungratefull after having the new great A:M 17 , but as sure as A:M is steadely evolving, some competitors , even open source, are developing even faster and with more manpower. Allthough this might sound a bit neagtive, its not meant that way and I am a loyal fan to A:M nevertheless, who just tries to follow the "global" cgi-development trends as well.
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