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Hash, Inc. - Animation:Master

Fuchur

*A:M User*
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Everything posted by Fuchur

  1. Thanks for the feedback! Ack! I never even thought of that, the other dead-end splines in the window. So, I failed my self-test in other words. And here I thought I'd gotten it figured out. Well that's a downer. I guess you can't take anything for granted when it comes to using splines. Even in the simplest tasks, something's always going to pose a potential problem. I'm not able to envision what you mean by beveling getting rid of the dead-end spline though? Is there an example you can point to to demonstrate that? As for the curving I actually went back into A:M after posting that and tried it out for myself. The idea of working with the CP handles occurred to me literally while I was typing that post, so I hadn't actually tried it yet lol. Here's the results. Could use a bit of tweaking, but it's pretty much what I'm after. I would say, just try it out That will help you learning the most. If it is to hard, could you upload your model? I'll show you. See you *Fuchur*
  2. Hi Mike, the first approach with the 3-point-patches is the one I would not use. It has dead-end-splines and may give you trouble lateron. The other two are more or less equally good, BUT hooks can be trouble-some in some situations too... nevertheless in 99 of 100 times it will be a good solution and it will result in lower patchcounts which is (in most cases) a good thing. Here you just need to decide, if a lower patchcount is important. (can have impacts on rendering-times, export, animation, etc.) There still is a dead-spline in all of the approaches at the "window-like" structure (the area which is stamped embossed into the object) but it will very likely be okay in this situation. The other question about the smoother edges, etc.: There a several approaches: 1.) Bevel the edges. 2.) Use the bias-handlers to make it smooth. 3.) Do both and get the best of both. For mechnical modelling I would recommend to use peaked splines and AFTER peaking, change the bias-handlers. This will give you a huge amount of control and will very likely result in better results and less afterwork than using curved-splines and bias-handlers. The trick is to use the bias-handlers in a way, that the resulting direction of both of them will become a tangent for the point you are changing the biases for. That will result in a smooth, but still mechanical look. Of course if you bevel the edges and then make the beveled areas smooth (if this is look is what you are looking for) can create very neat looking edges. Hope this leads in the right direction. See you *Fuchur* PS: Just a hint: If you bevel the edges, the problem with the deadend-spline can be solved too.
  3. Fuchur

    D3D vs OGL

    I think A:M is more optimised for OpenGL. (mainly because it is os-independent) Which version of A:M do you use and which OS do you use? Windows 7 / Vista uses Aero, which can result in the selection-box-problems. To solve that, v16 and up deactives Aero by default on startup for A:M. (it can be reactivated using the options). See you *Fuchur*
  4. For a beginner these are already very well done Keep up learning and you will become a real master See you *Fuchur*
  5. Often used for chimenyes or stuff like that (copper can be a problem too)... but if it is a roof-system, they very likely thought about that before... so should not be a bigger problem. See you *Fuchur*
  6. Dont underestimate the interchange effects of metall on metall etc. (for instance connected aluminium and steal will result in a much higher corrosion and stuff like that) so there is more work to be done and metall is harder to work with in general, but yes 30.000 more sounds a little over the edge. See you *Fuchur*
  7. That's cool, then. I'd come to the conclusion that there seems to be a podcast for just about anything you can think of, so I assumed A:M might have one as well. No biggie! I do see there's the chat box inside A:M and I've been logged in there. Hasn't been anyone else on though at the times I have. Is that used with any regularity? Would be cool to get to talk "real time" with some other folks. It is being used. Robert may not use it, but I like it too. It is a personal way to communicate and sometimes it really is helpful. See you *Fuchur*
  8. Can you search for them there? I have looked for the titles listed in the first post and I haven't found them either. Good that you ask about it... any updates? I am quite sure we can upload them to the FTP of Hash or even place them on the Video-Tutorial-Page of Hash.com. It would be great to get them on the page somehow, so Jason any updates on that? See you *Fuchur*
  9. Welcome back Mike . Nice that you are back and it will certainly be fun . Best wishes! *Fuchur*
  10. I already knocked out the background of the image for Steffen and sent him the image with an alpha-channel, however it would be better to have the original image with an alpha-channel. See you *Fuchur*
  11. now that you are saying it...
  12. Good job everyone! I would have loved Al Capone as a mascot . See you *Fuchur*
  13. Very cool this p3d.in-Website with their WebGL-Player which Robert uses for some stuff. Have a look at this I tried it with my new character I am currently working on: Gremlin Wizard Exported with the OBJ-plugin with Subdivision-Level "Variable". You will need Chrome or a new version of FireFox to see it. See you *Fuchur*
  14. Cool. Don't forget to use Chrome to see that, FF stalled. Big house dude! Sorry to hear of your dilemma. Keep us posted as of the progress, I too have a large roof that will need to be redone in about 5 years- I am interested in metal roofing. Will you have some friends to help you out or would you hire some young kids to help with the extra manpower? There should be at least 2 people involved in case something... happens. My firefox is now able to view that. FF 13.01 See you *Fuchur*
  15. Get well soon Rodney . That must be the first project I see from you in month Looks promising! Keep it up! See you *Fuchur*
  16. Hey Gerald! Have a great one! See you Gerald
  17. Wow robert... that are really large hailstones... sorry to hear that it somewhat killed your roof. But nice test! But sounds to me, that you will need more than one tarp for that. See you *Fuchur*
  18. I often do it, but really basic... for instance a closed tube with some CPs moved around is giving not the worst tooth. In really almost any situation (if you are not doing any kind of dental animation of course) it should be more than enough. It is absolutely overkill to create the tooth roots... and it is very likely overkill to create the smallest details of the teeth. See you *Fuchur*
  19. Thank you guys&gales! i had a good one. And if u like to learn the german accent: you *grin* (it is really hilerious if you ask me ) although have a great day and thanks again! *Fuchur*
  20. Jep, best wishes and may the tinkering continue! Have a fun day! Best wishes *Fuchur*
  21. Extremly cool Charles! Keep us updated about that other steamengine in the back! I'll buy a 3d-printer myself in the near future and I am always amazed on what is possible to be done with these! See you *Fuchur*
  22. A:M Reports is the right place to go: LINK See you *Fuchur* PS: You will have to register again over there. Your forum-login will very likely not work.
  23. Really amazing Nancy... I especially like the hair-style of them and of course the character you give them is really amazing too! See you *Fuchur*
  24. Import it as a Prop, not a patch-model (that will not work properly and will decrease performance noticeable). Use the chor-implentation which is the faster and more useful one (at last for me for me). It is wise to have a solid knowledge of patch-continuity before starting to use this feature. It really can help a lot to find the right form, but if you built continuity-problems etc. into the mesh you will have problems later on. The typical approach is to search for the "extrem"-points (highest / lowest) on the surface. These will very likely be the once you need to create the patch-model with. And you can of course move points around on the surface in shaded-mode to see, which position is the best. See you *Fuchur*
  25. Very cool looking guys . See you *Fuchur*
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