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Hash, Inc. - Animation:Master

jakerupert

Craftsman/Mentor
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Posts posted by jakerupert

  1. Hi Agep,

     

    Please excuse my curiosity, but since you haven`t posted anything new of your outstanding work lately, neither here nor on your .biz website,

    I am wondering if you maybe have changed your businessmodel from freelance to ( confidential ) company work?

     

    all the best

     

    :) Jake

  2. RE: VW Bus Utility Vehicle (Link)

     

    Very nice models like always.

     

    On a sidenote:

    Why s that all these quicktime .movs arnt working on my i-pad?

    Its apple , isn t it.

    Anyway, you could convert them easily with Miro Videoconverter to mp4,

    So that they can be watched on mobile devices too.

  3. 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

  4. Win 8 only makes sense, when you have a tablet pc or similar with the touchfunctionality.

     

    For the desktop its far more clumsy then win 7 , so better dont upgrade.

  5. 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...

  6. 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.

  7. 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?

  8. 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?

  9. Why is baking with tiles better than a continuous decal?

    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?

  10. >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

  11. Big numbers are not the goal, and if I've read Martin correctly in the past they never were.

     

    Thats quite a curious statement for a company, that's striving for economical succsess, don't you think?

     

    As far as competition goes, A:M cannot compete and so it won't.

     

    Could be one possible explanation for martins longtime absence.

     

    All that A:M would need to be 'more flexible' is an army of programmers.

    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...

  12. 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.

  13. For A: M it does mean that the advantages it had with its patchmodeling over subd polymodeling are further melting away.

     

    In the struggle of systems (there also have been Nurbs, if someone remembers) subd clearly came out as winner and has become industrystandard in games and movieproduction.

    Another major proaspect of that pipeline is that sculpting mode can be integrated into it,

    Which also is standard nowadays.

     

    A:M s live will become harder in the future, i guess, as competion is coming closer.

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