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Everything posted by Fuchur
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Windows 10 installs own graphiccard drivers. Go to Nvidia, AMD or Intel (whatever you have there) and have a look for updated once for Windows 10. Very likely it will be solved by that... W10 needs different drivers than W7 and so it cant use those from before and installs its own once instead. (would have been nice if they at least told you about it...) See you *Fuchur*
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I haven't checked for quite a while, but A:M does it in a very easy and intuitiv way which I could not find elsewhere. Most projected textures I saw where... well projected, not fixed on the surface. So moving the object meant to have to reposition it, you could not move CPs around and morph the texture too and/or adding several "stamps" above each other did not work or was much more complex to do than in A:M. But I am sure others can do that too... it just was not that easy to do and most tutorials concentrated on UV sets/unwrapping itself. Have tested it with 3ds and XSI... coming from A:M those were VERY complex without much of a benefit for many things. Of cause this is subjective, but any other 3d artist I have shown A:M in such situations was amazed on how easy it was to do that stuff. Modelling itself was something people did not get (when coming from heavily box modelling based software), but all other aspects they found very easy and intuitive... See you *Fuchur*
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I had to check their site just to confirm that was a real offering... The use of the title 'amateur' makes that one of the strangest marketing names I've seen in 3D programs. I suppose it might be good for more than a few purchases of the pro version as folks consider whether they prefer to be a professional or an amateur. I note the amateur version does not allow use for commercial purposes. Just another name for "Personal Edition" or something like that. See you *Fuchur*
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If you have a crash that is repeatable you should use consolidate and send the project file to steffen so he can have a look at the problem and fix it. See you *Fuchur*
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You can use that but still a real patch structure is better for A:M than a 4 vertex poly that gets imported. (you will have to rework some stuff on complex models and especially for well layouted animateable complex models, but it is your decision. Both can work well. Do whatever you think is the best for ur workflow.
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My last time contest entry used 3dcoat too. (the chameleon). It really is fun and works great . Let us see some progress for your project here . See you *Fuchur*
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Sounds very good. Thanks for the good work, Jason . See you *Fuchur*
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Mascot Contest v19.0 Mascot Contest Winner!
Fuchur replied to Jason Simonds's topic in Contests/Challenges
Goed gemaakt, arthur . ...and of cause congratulations to everybody else too . See you *Fuchur* -
Very cool space monkey . I like him . What are you planing to do with him? First flight into space in US history? See you *Fuchur*
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Hi John, in general it might be one of those libraries missing: - https://www.microsoft.com/de-de/download/details.aspx?id=30653 => .Net Framework from Microsoft - https://www.microsoft.com/en-US/download/details.aspx?id=40784 => Visual Studio Redistributables I am not exaclty sure, but that could be the problem. See you *Fuchur*
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Hi Elm, can be done here: http://www.hash.com/reports You may need to sign up for a new account, if you do not have one already. It is not the same as on the forums. See you *Fuchur*
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My Contest-WIP, which did not make it in time...
Fuchur replied to Fuchur's topic in Work In Progress / Sweatbox
Thank you all, it was quite much fun creating him and I might find another good option for him... or I'll just put him into the v20 contest . See you *Fuchur* -
You should not use a 3d-layer for that... keep in mind that A:M needs to calculate that as a "3d-object" all the time, while having it as a mask for the light will very likely result in lower rendertimes... (I never tested it... this is just a guess...) See you *Fuchur*
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I played with it a little and got it to export a lightmap or better to say several files... But I am not sure how to use that afterwards... The process is like that: 1.) Create a Chor, put some things into it and a light. For tests I would start with a simple object and one light. 2.) Right-Click on the Chor in the PWS and choose "Export > LightMaps". 3.) In the Export Lighting Maps-dialog you can choose a directory where to export to, if you want to export a polygon or a patch-model. (that is only necessary for polygones per patch-settings) 4.) Scale the Map... just use 100% for now and put a min- and max-size per patch/poly in which makes sense to you. 5.) Render-Method... I am not sure what that is... I think it is about that mapping style like for IBLs, but I am not sure. 6.) Map Intensity Scale is just how intense the lights should be, as far as I think. 7.) Choose if you want to have shadows in the map or not. (would only use that for static objects) 8.) And then choose the Fileformat you want and export it. 9.) Now for each object (in a folder with the name of the object) A:M will export for each patch/polygone a image file. That seems to work, since the files are reasonable looking. (you can easily test that, if you have a look at the ground-model-files...) The problem is: I do not know what to do next with it... how to put it back on my models (without doing it by hand) or how to import that in another software or whatever... I think it would need an Import-Lightmaps-Feature for the chor or the models and that would need to map the images to the different patches so that we could use for instance bakesurface to bake it and use it externally. So what is needed there is an importer, which can assign the images as patch-images or something like that. I do not think, that is very hard to do, but I am just not sure about it... See you *Fuchur*
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I'd say it is the delta to the "normal" tangent of the curve at that point, but someone else with more math skills than mine needs to shine in to confirm that...
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Let me know if I can help Jason . See you *Fuchur*
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Yeah that worked for many problems at work too. Shutdown -g -t 0 is your friend. Hopefully they will fix that soon. An new update for the game is going to be released in a few days which will give it multilanguage support too. (aside from a few other things. Thank you very much for the rating and the hard trying David . HighLy appriciated. See you *Fuchur*
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If you didn't buy an iPad Pro yet, consider a Microsoft Surface instead and you will be able to use it... Other than that: If you get jpatch working, let us know . Would be very cool. See you *Fuchur*
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Very informative and helpful . Thank you very very much . I am especially interested in the next part too . Voxels in 3dcoat are a mystery to me and combining them with A:M would be great . See you *Fuchur*
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We are looking forward to that David . See you *Fuchur*
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Very cool look . A shame it did not get ready in time... See you *Fuchur*
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Jetzt wo dus sagst... im April schon... bin ich wohl noch ein wenig "läter to the party", was? Sorry aber trotzdem Happy Birthday nachträglich . See you *Fuchur*
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Damn, did you have to spoil it? Happy birthday you two . See you *Fuchur*