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Everything posted by Fuchur
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I can see the details quite well... maybe you should adjust your gamma-settings (or I should adjust mine...) but you could increase the strength of the lights a bit, so everybody can see it... I dont know if he would help you there... you should ask him by a personal message or mail... but it would be more useful since turbo is more used by 3ds&maya-users than A:m-Users... *Fuchur*
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Just a thought... I dont know how many A:M-users are with turbo... why dont you ask Wegg to post the models for you on eggprops? Maybe you could find a solution... *Fuchur*
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Lightimages are images, which will limit a light without geometry... in Victor Navone's Alien Song he uses lightimages for the lighteffects on the ground... You could try to make a image, place a klieg in front of the whole and give the image to the light... The image would be a black/white-image. I think the white parts are the one which will be shine through, black parts will prefend the light to appear. If you give the image the whole-shape, it could work out. But I never used it with Volumetrics. Just try it out. I think you can give an image to a light by simply drag and drop the image on the light... I havent used that for a while... I hope it works like that... *Fuchur*
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You can use a klieg for that and turn volometrics on... if you just want to show the light on another object like a shine through a window, you can use a light-image... If you want to know more, I(or someone else) will tell you more... *Fuchur*
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Hm... why dont you apply glow to the surface of the lightsource? Just go to your bulb-model, select the group with the glas, go to surface and search for the glow-property. The light is illuminating the bulb, but what you are searching for, would only be possible with a very heavy fall-off and a HUGE intensity... the best way is to use the glow-property... the strength can be manipulated by your chereographie-settings or ambiance-strength... Ah, by the way: Glow will only be rendered if you make a final rendering (so, the blue-box-renderbutton, not the green) *Fuchur*
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The face is surely a attempt to help the viewer enjoying the movie... Coca Cola did that a long time ago... if you went to the cinema, they shown you 1 frame in a minute or something with a nice coke-bottle. After the movie, about 80% of the people in the cinema wanted to buy a coke. This is not allowed anymore, but you tried to archieve a positiv feedback, right? Anyway: It worked... I like it too... *gg* *Fuchur*
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I really like your work... you head looks great, and your arm is although a nice piece of work... *Fuchur*
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Wow... very very nice... a very nice looking model... *Fuchur*
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I really love the style and the animation... very very nice... *Fuchur*
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I think you will get the same effect with a map in a material... You will always have the problem of appearing pixels if you zoom in... *Fuchur*
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Okay... try to tile a image an map it on a complex object... now do it with a material... Second: Zoom in on a decal... look at it... then zoom in on a material... This is like the question: "Why is everyone using Illustrator? Photoshop can do it too..." *Fuchur*
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Wow... nice work... a bit like golum somehow... I really like it... *Fuchur*
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Hm... do you have internal patches? Could u give a Wirteframe? *Fuchur*
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Sure you are right... cause of that I wrote: Quite near to... A sound will have a speed of between 300-340 m/s... it varys because of the medium in which it moves... I just thought: You wont have to move with 250 m/s... just make it for example 100 m/s or so... it will seem to be damn fast... or do you have to drive with that speed? *Fuchur*
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If you run at 250m/s what is quite near to one mach, you wont need too large landscapes... at that speed you can repeat the landscape and noone will notice anything... Maybe you could buy the landscape from eggprops... If not, you should make a big grid and then just use the magnettool... *Fuchur*
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@Ninjai: Man... more blood and they would have to swim in it... but nice anyway... *Fuchur*
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wow, i like that style... nice *Fuchur*
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Sure, that is nice, but you wont have anny collision detection at all, or? It think the new 2005-cloth would be the better solution... *Fuchur*
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space scene can you spot the mistake
Fuchur replied to johnl3d's topic in Work In Progress / Sweatbox
Wow... flying stars... and with gravity... there have to be two black holes.... *Fuchur* -
*lol* No... for a 3d paint-plugin in A:M (like Tatoo, Bodypaint or DeepPaint3d)... *Fuchur*
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Or sou just get one of the free webspace-accounts... it wont be nice, cause of the advertising but it is better than nothing... *Fuchur*
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I dont want to be some kind of snoopy but... How long will the animation be? Approximatley? *Fuchur* PS: To make it short: Great animation, great character, nice short...
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First model nearly complete, need some tips
Fuchur replied to pixelmech's topic in Work In Progress / Sweatbox
Hi, The creases at the feet result of too tight spline-circles... I think it is already on the go to become bigger again. Try to scale the circle to a vaule, where the points are tight together, but on the ride "side"... Just scale them a bit larger and you will see what is wrong. (sorry, cant explain it in a better way...) *Fuchur* -
Okay... my suggestions: If you make the hair by a emitter or by splines is just a question of your style. The body itself could be modelled by a spline, which will be rotated (lathe) round an achses. Just try it out and you will see, what is happening... That is quite easy and effective. You should set the amount of CPs a CP-circle will have, as you want to... u did it before when you did the eye.... (set it under options) In my opinion, the beard shouldnt be connected to the head as you did.... You can make a hair-emitter for it, or you just make a cone and just move it near the chin. *Fuchur*
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Search in your Installation on the PC where it worked for the plugin and just copy it to the other pc in the same directory... Maybe that will help...