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Fuchur

*A:M User*
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Everything posted by Fuchur

  1. You might turn down the subdivision level a little ;). Press page down in the chor for that one or a couple of times. Best regards *Fuchur*
  2. Funny but it really is meant to be like that... If you go under 1 fps it will show that ;). It means "Seconds per frame". It changes the unit to not show less than 1. In your case it would be 0.769 fps. Best regards *Fuchur*
  3. Hey Riean, thank you very much. The version 19 is not reflecting the year the version was first introduced but is just the version number ;). v19 has been around for quite a while but with many different versions. (currently V19p in the making) Best regards *Fuchur*
  4. 1.) See attachment. There is a button for that. (be aware, that it is only available in chors or at least is the only thing where it will make a difference if I am not wrong) 2.) Press 1, 2 or 3 and move the object around. Each stands for one axis. 3.) Real radiosity? That is extremly time consuming but you do not need that for reflections. Radiosity will create very convincing lightening if used correctly, but it really takes a lot of rendertime. For a small overview about rendering have a look here: https://www.patchwork3d.de/rendering-45-en I think you are talking about Raytracing, which is something A:M does most of the time anyway ;). Just activate Reflections in the rendering dialog (at least to level 2), put in reflectivity in a group or surface settings or material settings and give it something to be reflected.
  5. No. But I am not using the cylindrical mapping method of Robert in most of the cases. If you want to get rid of the problem, do a Bake Surface before export. That should get rid of it... otherwise, Robert would you like to file a bug report for it? Best regards *Fuchur*
  6. The good thing about this work around: It really does not matter at all for this workflow if the model is 1000x bigger or not, since the UV set will just scale on the texture with it :). Best regards *Fuchur*
  7. Ah yes, there was some info on that... @Steffen: Would there be an option to scale it while exporting? So that the exporter would give an option like "scale by 1000 (better 5 pointers)"? Best regards *Fuchur*
  8. Yes, that was always a problem with the exports. What size is your model? Anyway hooks and 5-pointers should be made small and used rarely, which is a good idea anyway. The good thing: If you use something like "UV set smoothing > Full UV Set Smoothing" and the right margins for Bake Surface, it works pretty well anyway, since the surface underneath it is very close to the one covered by the patch. If you might see a small distortion there, but if the 5 pointers are not extremly large, it should not be very visible. But yes, it would be better if that could be fixed. Malo had some nice ideas in that direction but I do not think they ever got fully worked out. Best regards *Fuchur*
  9. 3dCoat does not support the native MDL format. But it handles OBJ exports from A:M just fine and that can be used there. I do not own armor paint. If it only changes the textures and not the polygones or UV set it should be fine. However it costs money and I do not have a credit card so somebody else needs to check if it works out. Best regards *Fuchur*
  10. Have a look at the video tutorial. You will only exchange 3d data from A:M to 3d Coat. As shown in the video above (starting from about 30:00) you are going to export to OBJ which will have an UV map on the exported obj file. 3dcoat will import the obj file and work with it. When you draw on it and save the textures in 3d Coat (without changing the topology of the polygones... just drawing on it => this is called "Import Model for Per Pixel Paint" in 3dCoat) and bring them back to A:M, the UV is still available in A:M on the original model and should still match the textures. (that is the same process as 3dpainter used internally too) Exporting 3d data back to A:M is only possible using OBJ export from 3dcoat and import back to A:M, but that has the usual problems. Best way is to do retopology in A:M then, but that will loose the UVs. There was a plugin for import/export of even object data but it is no longer working (and had a problem with the toplogy too... so it was pretty close to working) Anyway: Best way is to only manipulate the textures with the other programm and leave everything else as it is. That works perfectly and is what I do there. Best regards *Fuchur*
  11. I would recommend "https://www.deepl.com" instead of Google Translate. It is much (much...) better than Google Translate. Best regards *Fuchur*
  12. There are several different methodes to do a texture mapping in A:M. (and the great thing about it: You can combine them as you wish) Many only use stamps in the viewport and just do a little bit of stamping with transparent decals there. 3d painter is no longer under developement, but in general everything works, that can import objs and export textures without changing the toplogy of the polygones to the texture underneath. I really like 3dCoat (very powerful: https://3dcoat.com/) for that. This is a video tutorial/overview on some of the most common methodes if you really want to do a UV map / unfolding way in A:M. As mentioned before, it is often not necessary to do a UV mapping in the traditional way but you can do it if you want to. The tutorial is really just something I've put together in a couple of minutes and there are a lot of things I might not cover in this, but just to give you a small overview). I am trying to show you how you could do a UV map in this, but I am more often going with a 3d painting software like 3dCoat or am just doing everything with stamps itself. The images show for instance a chamaelon I did with A:M & 3dCoat with color, bump and displacement maps. And if you'd like to see the stamp way in A:M, I would recommend watching the last part of this tutorial session: https://www.patchwork3d.de/modeling-the-panzer-66-en If you've got any questions let us know. Best regards *Fuchur* PS: At around 20:40 I am searching for "Apply Snapshot" which is no longer done by hand but can be done form the modelling window/action window/pose window instead and shortens the process of getting a texture with UV tiles on it out a little bit. PPS: While importing into 3dCoat you can set UV Set Smoothing to "Full UV Set Smoothing" which might help with the seams when you are trying to export displacement maps later on too. If you want to work with this, use 256 (or something very high) when exporting the OBJ from A:M. The closer it matches, the better. But the longer and larger the export / export file will take / be. video_a_couple_of_ways_to_texture_mapping_in_am.mp4
  13. Looks very cool... it is a shame Noesis does not support DirectX-format. Thanks for letting us know about it :). Best regards *Fuchur*
  14. Till Jason comes back to you, you might want to check this: - in the progam folder if there is a master0.lic file? - did you try to run A:M as Administrator just in case Windows is blocking something? - do you have a firewall or virus scanner running which could block communication to the Hash servers? Best regards *Fuchur*
  15. Cool Robert. I have found one too and just told Steffen about it in the bug report you've put in. That might help to find the problem even better :).
  16. Hi Ricardo, did you buy a subscription or are you trying to get a trial version active? Or with what do you have trouble? Best regards *Fuchur*
  17. That really sounds awful. Hope you are doing well and did not catch a bad cold or something. Best regards and I hope you are really back to normal now. *Fuchur*
  18. Fuchur

    AM Films

    It works for me, but categories are not available. But if you go to this, you should find some videos under "all" which should work: https://amfilms.hash.com/videos But it really has a lot of trouble like for instance wrong names, etc. Best regards *Fuchur*
  19. It's pretty interesting... Here are two screen captures... first one (even with a crash), second one it works. It does not make a difference if there are more than one patch as it seems. I am not sure what is happening here. bandicam 2021-02-14 23-36-40-319.mp4 bandicam 2021-02-14 23-32-44-133.mp4
  20. If you can reproduce / capture it in a video and provide the model it happens with please let us know. I can not get it to crash on me, but their might be some cases where it might. Best regards *Fuchur*
  21. That should work yes... I just tried it with one patch too and that did not work. If you put more than one patch under the decal it seems to work. I'll set up a bug report for that. Best regards *Fuchur*
  22. As mentioned in the video starting at 3:18, there is "refind normals" which would be the less "manual" approach. A:M does try it on the fly but it will not work all the time. I am not sure what will determine which way around the patch will face in general. I think for instance it can have to do with the order of selecting CPs for instance for the 5 point patch, but that is just a guess... I am not sure about that. Best regards *Fuchur*
  23. Hi, here is a video how you can flip normals. (sorry for the bad audio... will have to investigate where that is coming from but it should be understandable anyway) The rendering issue there can be cause by several things like Diffuse Falloff, Shaders, Realtime settings, toon renderer, etc. I would just try to reset the settings for that first and see if it still is there. Then it might be a problem, but I thing it is just a a setting set by accident. video_how_to_flip_normals.mp4
  24. In general it should yes... be aware that many file formats need the texture to be copied in the same directory as the model file itself. OBJ files need the MTL for instance too, because that will hold the material informations in them and where to find textures, etc. Best regards *Fuchur*
  25. Always amazed how nice the resulting images look. You really have a talent for lightening, texturing and rendering and the modelling is very well done too :). Best regards *Fuchur*
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