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Everything posted by Fuchur
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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*
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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*
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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*
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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*
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Hi! You may consider me too for the free update. *Fuchur*
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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*
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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*
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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*
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Jep, would be nice... The Porsche looks great... good work! *Fuchur*
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*lol* Hups.... you r right... charm... sorry... Nothing to be ashamed of... *Fuchur*
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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*
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*lol* U did it again... Wasnt that serious so... I like your model... very clean... Keep us informed... *Fuchur*
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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*
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Not so bad, but it is a german car, so it is a german name... not a american or british or whatever... *Fuchur*
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Wow... I really think it would be a great new mascot for the next version or whatever... very nice! *Fuchur*
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...and pleasepleaseplease: Porsche, not pourche or whatever... *fuchur*
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i think v6 is quite good... I dont think u will get much better results... *fuchur*
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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*
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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*
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Or you could use xnview... it's like ACDsee but for free... XnView *Fuchur*
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But the collesion-detection is very nice... I dont see his legs ever... *fuchur*
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I dont know if that helps: Saturn and Media Markt are the biggest electronical shops in Europe with I think about 400 or more markets here... What only a few people know: Both are owned by the metro-group (do you know them in the US?) but they always seem to fight eachother in commercials and others... A great, but manipulating commercial-strategy... *Fuchur*
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hm... you could say the splines, they should render as lines (groupproperty-render as line) and render it with that... that would make a wireframe, even if it would be a fake... *Fuchur*
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Best way to set up a gun shooting?
Fuchur replied to Newbert_Zero's topic in Work In Progress / Sweatbox
It is a fast an easy way: Make a model of the gun and a model of the bullet... Go to the chereographie-window and add both... constrain the model of the bullet in the model of the gun(translaet and orientlike-constrain and if you want it to go out, set the strength of the constrains to 0 and move the bullet where you want it to be... I did that some time ago with a western-story of mine... it isnt that hard, if you understand how constrains work... *Fuchur* -
Short-manual on bump-maps: 1) make a model you want to add a bump-map to. 2) right-click in the ProjectWorkSpace on the Images-Folder and choose your imagefile which should be a bumpmap(more specific on bump maps below) 3) go to the model and right-click in the modeling-window or on the entry in the PWS and choose new->decal 4) Choose the image you want to be a bumpmap 5) in the pws will appear a new entry under the modelentry (for example decal 1) 6) click on the arrow next to the decal 1 entry 7) go the image-entry under the decalentry and click on the image 8) open the property-window and look at the image-properties 9) in the properties there will be a entry which name should be "color". Click on it and choose bump-map, adjust the strength of the bump-map as you want. 10) double-click on the entry of the decal in the pws 11) the decal should appear in the modellingwindow 12) position the decal-image where you want and double-click (or right-click and choose apply) on the decal -> Bump-Map added. Note 1: If you go to the image-entry under the decal-entry, and do a rightclick on it, you can add more images(maps) without repositioning or re-applying the decal again. They will appear, where the decal was applied. So you can make a color-map , a bump-map, a spectecular-map and so on with just one decal. Note 2: If you want to know more about bump-maps visit my webpage, choose design 2 (english) and go the "what&how"-section -> "how" and than on the displacementmaps-tutorial... bump-maps will be explained in the tutorial as well as displacementmaps.