Jump to content
Hash, Inc. - Animation:Master

Fuchur

*A:M User*
  • Posts

    5,369
  • Joined

  • Last visited

  • Days Won

    84

Everything posted by Fuchur

  1. I like her boobs as they are... more would be definitivly unnatural.... But the string is a good idea... Very nice work! *Fuchur*
  2. I dont know if this has been asked before, but did you find a Director-Plugin (W3C or W3d or something like that is the 3d-format of director) for A:M? Or do you render the images out and use them as stills in director and you dont want to get 3d-formats in director? If you are trying to make a 3d-content-game you should take a look at quest3d, which can import and handle *.x-format. A A:M-Plugin for *.x is available from Obsidan-Games... quest3d is nice, but works in another way than director... Quest3d is available in different version, the cheapest costs about 150 dollars (or something like that) the most expensive one costs about 5.000 dollars. Here is the link: Link to Quest3d-Homepage *Fuchur*
  3. One answer to your problems is this: Anzovin's SetupMachine 2 That will help you to rig your characters... The Modelling has to be done by hand of course... And, as others told you before: A:M doesnt use polygon-box-modelling but Patches+Splines which is more like drawing your character... I used 3ds as well as A:M and I can say: A:M has a much better interface than 3ds has, it is much more easy to handle... I've got first A:M and than had to work with 3ds at work, so i came the other way round than you will... I think you will have to learn the new modelling-techniques, but you wont be sorry that you did learn them when you are through the process... The other question: Polygones -> A:M... that is quite hard job to do... if you anyhow am able to stay in A:M, you really should stay in A:M. There are some freeware-modelling-tools(wings3d, for example) which can produce *.mdls for A:M, but it wont make you very happy... It would be great, if there was any plugin which would for example calculate a spline+patch which could replace several polygones, but as far as i know, there is no plugin which does that. So you will have to handle many polygones, which will be converted to patches, which makes A:M slow(because it wasnt created for so many patches, because you dont need them...) and you sooner or later crazy . Some got good results out of Polygon-models, but most often you will run into difficulties... *Fuchur*
  4. Fuchur

    New Creature

    You should think about its "hands"... why not turn his fingers to the inside, like a gorilla would do with his arms to run on them? You properly wanted to create a strange look, but it is after all a bit confusing... *Fuchur*
  5. Very, very cool animation... I enjoyed watching it... the first one is nice because of the music and the general look of it, while I would say that the second is more addicted to a new technology. *Fuchur*
  6. First: look at your reallife-image and see, if you are able to remodell the ground at the video, where you want to show you character. (That will provide a shadow which wouldnt be there otherwise.) Delete the ground-object in your chereography and do your animations. (you should use a rotoscope) After that: go to your renderingsettings an activate the filter "alpha". Now render to TGA-Image-Files. That will give you an imagesequence with an alpha-channel. *Fuchur*
  7. u won't be able to install a version higher then 9.0 of A:M on your system, if you don't have a newer CD... Is it the dog (sven?)-CD or the Pedey and Jayde one? No matter what, v13 alpha will only work with the Sorezeres-CD or the Yeti-CD. The same for v12.0 *Fuchur*
  8. I think, that subpixel displacement means, that you don't have to pay attention to the patch-count, when you try to set a displacementmap... it will look good, even on 1 patch only, where you would have to set several patches in the past. Please correct me if i am wrong... (I cant use the link to martin's explanation neighter...) *Fuchur*
  9. The first point you set, before you lathed the spline was a tiny bit over the axis. If you move the point a bit, you wont get that problem anymore. (You have to create a little whole at the head of the chess-figure in fact...) *Fuchur*
  10. Select the Spline you want to delete / the part of the spline between two points you want to delete. The Point next to the part you selected should be selected now and if you look carefully the spline should be selected too. Now hit the "break"-Button. (Search for it at the right side of the modelling window, other buttons there are "Add", "Peak", etc. Search for the break-button and click on it) Now the spline you selected should be separated in two parts and the part you selected from the original spline shouldnt be there anymore. Wings is a Box-Modelling-Polygone-Application, A:M is a Patch-Modelling-Spline-Application... so you cant really compare the both... that is like comparing an apple and a orange. But if you get more familar with A:M, you wont want to model in Wings anymore. A:M is more precise in the end, because you dont have to smooth at the end, which isnt very controlable. But in the end, there are advantages and disadvantges on both sites. I like A:M's modelling technique more... *Fuchur*
  11. Hi! You may consider me too for the free update. *Fuchur*
  12. I wouldnt say, the lips are too big.. leave them as they are... it is a goblin and he looks a bit like he is tiffing or so... That is a personal thing of a goblin... he should like to let something explode and he should like the sound of gold and he should hate everything else *Fuchur*
  13. Very nice modell... seems like a character to be loved... till he punish you for not going out enough with him I like it... a goblin or what excactly is it? *Fuchur*
  14. I think, for the renderingquality: They know how to use lights, and they know what shaders are It lloks a bit, like they used yves shader for faking SSS... *Fuchur*
  15. Jep, would be nice... The Porsche looks great... good work! *Fuchur*
  16. *lol* Hups.... you r right... charm... sorry... Nothing to be ashamed of... *Fuchur*
  17. I am using the latest version of A:M 11.1 and it works like a shame... I love the plugin Marcel... very very very useful! *Fuchur*
  18. *lol* U did it again... Wasnt that serious so... I like your model... very clean... Keep us informed... *Fuchur*
  19. Not only, that these modells are superpe in terms of anatomic correct modelling and a great ligthening and so on... (blabla, u heard it 1000 times) but I am although amazed, how smooth the surface is... I mean, it seems as u dont use any 5-Pointer or 3-Point-Patches or as u could tell me a lot about using Porcelain... How the hell do u get the surface to smooth? You know the babes of other 3d-Packetes, of which they are thinking, they are that cool, like the one of Lig... aeh, u know which I mean? I think your girls are much better... ( I really like the kokubu-pictures =) ) *Fuchur*
  20. Not so bad, but it is a german car, so it is a german name... not a american or british or whatever... *Fuchur*
  21. Wow... I really think it would be a great new mascot for the next version or whatever... very nice! *Fuchur*
  22. ...and pleasepleaseplease: Porsche, not pourche or whatever... *fuchur*
  23. i think v6 is quite good... I dont think u will get much better results... *fuchur*
  24. Hm... I dont know the story from oz, but I think for a robot or a metal-man or whatever, he walks too smooth, dont u think? *fuchur*
  25. Try to add another spline-ring bevor you do such a hard jump, which should be on the same level as the one u got. Dont know if it helps, but could... *fuchur*
×
×
  • Create New...