sprockets Nidaros Cathedral Tongue Sandwich A:M Composite Kaleidoscope Swamp Demon Caboose Break Room
sprockets
Recent Posts | Unread Content | Previous Banner Topics
Jump to content
Hash, Inc. - Animation:Master

Fuchur

*A:M User*
  • Posts

    5,407
  • Joined

  • Last visited

  • Days Won

    88

Everything posted by Fuchur

  1. Thanks for your reply Elm. Even using the bake surface, Modo doesn't import the decals. Is there some tip to put it to work ? Is there some free software to try exported decaled models ( OBJ ) ? I am not familiar with Modo, but in general, OBJ exports often only export UVs and you have to put the textures in the same folder as the OBJ to get it to work manually. Extremly well done spots Soulcagers... very cool! See you *Fuchur*
  2. They are available in A:M Reports. The most important once till now are: - Snap to Surface for CPs (Retopology-Tool) useable with poly- and patch-models. > Polys can be imported as Props and dragged in a Chor to use them as reference, patch-models can be used in modelling and chor-mode. - Now uses Intel-compiler and some other improvements > increases speed up to 15% for Intel and AMD-CPUs. - UV-Editor-Improvements (multiselection now possible and advanced splitting of UV-patches) - Many little improvements like "Animate"-Mode-indication, etc. - Many bug-fixes. More detailed informations can be found in A:M Reports, if you have access to v17. See you *Fuchur*
  3. ... that is not a misbehaviour... that is luck... See you *Fuchur*
  4. Doesnt matter where you import it... polygones are polygones... all you can get is something near to smooth edges, but polygones are always facets... in other programs you can smooth it optically (using a special shading-algorithm) but it still remains facetts... it is only a trick to get it otherwise... Keep in mind that 3d-printers, etc. can only print a certain resolution too... that means they will produce automaticall a layered object which will not be smooth anyway. The more expensive the 3d printer, the higher the resolution, but somewhere it is over and you will have to use sandpaper to get it smoother anyway... But lets begin from the start: What do you plan to do with the data? See you *Fuchur*
  5. All export-plugins will convert patches to polygones. There is no way to export to CAD-curves or something like that in A:M. (in fact I dont think that any 3d-programm can do that, so I am not sure). If you want to 3d-print something out that is not too much of a problem so. STL, which is the file-format used by many 3d-printers although consists of polygones. The question is: How many do you export with? Use 16 polygones per patches and prepare your models to have more splines/patches than needed in A:M so you get a nicer surface in polygon-models. Another way is to export for example a ply-file, reimport it and export it again... like that you increase the resolution of the model and the amount of polygones. See you *Fuchur*
  6. Are we talking about final, progressive or realtime renderings or all of them? See u *Fuchur*
  7. Fuchur

    Tying knots

    I can answer that: I am using a localized version of Windows (German) and A:M is not translated to German. I think that that is a good thing so. It would be harder to talk with you about A:M if all the menus would look different. Only the explorer-based menus are translated automatically. See you *Fuchur*
  8. True. The upper lip is bigger than the lower. That is more common for black womans than white womans. But an example who has it that way (at least a little) is Julia Roberts. I don't think that the mouth is too wide so... Julia Roberts Julia Roberts 2 Nevertheless I will decrease that effect a little... I too think that it is a little too much there. I wanted the cheekbones and her chin to be quite noticeable so... I have to admit that she looks like a woman with slavic influences who often got "harder" faces... but that gives her more personallity so she may not be a pure beauty-queen. There is already a philtrum, so I have to admit that it is quite wide. I will tighten that. Thanks for your input – I find it very helpful and may alter a little bit on here mouth too... lets see what seems to look more realistic. See you *Fuchur*
  9. No. I never got SSS to work properly for me. I am using the Skin-Shader for those renderings combined with a texture-map. See you *Fuchur*
  10. Hi guys, I did another update adding a body. It is not yet fully textured, so it doesn't look bad at all if you ask me. What do you think? Best wishes *Fuchur* PS: Some NUDITY involved here.
  11. Hi guys, thank you very much for your comments and critics. I highly appreciate them . I now realigned the texture for the cheeks to make it less distorted and I realigned the texture of the nose a little bit. But the more noticeable difference to the first version is the hair. I increased the density, made a transparency-gradient and made it much thinner while aligning the dynamic options. Additional I gave it a litle bit of curl. I think it looks much more lifelike now. Next tests will be about the eyes and of course the teeth... have to see what I can do there... The bad thing: Rendertimes have massivly gone up with that... I'll have to check what I can do with FastAO to get them down... See you *Fuchur*
  12. Hi guys, just wanted to show a WIP of my latest try to create a realistic girl character. I am quite happy with it, so there are a few problems I want to address before going on. Hope you like it! Let me know what you think! *Fuchur* realistic_head_model.mp4
  13. Have a very nice birthday Will! See you *Fuchur*
  14. Have a look at "Render As Line"... you can create quite nice thunderbolts with that. It is a property-value for groups in A:M. See you *Fuchur*
  15. I do it this way: - First all my models etc. are embedded in the project-file. I often save in several versions (depending on the project I can save 100 different versions). - When I reach a state where a model is very complex and cool, I save it externally to backup it. - After saving the model externally, I reembed everything in the project-file again. That way I can open the project-file in a year again and I will get the same state I had a year before... that is often very important if you are doing something for a customer, etc. - When I need the model (etc.) from the project for another model, I will use the externally saved model-file... it is important, that it is no longer connected to the project-file for two reasons: 1.) I can alter the model-file and still keep the same state of the other project-file so in a year, when the customer wants me to for example render another perspective of the same scene, I don't run into trouble. 2.) Sometimes you will move a model-file away, because of some new folder-structure, etc. This is no problem, when everything is still embedded in the projectfile... In other situations, it can be useful to use only an external saved file so... - The project-file can get corrupt... but you still have your model. Be careful so... you should save that one although in several versions! - If you change something important and want it to effect all the projects it is used in, it is very easy to do it this way. - You can easily create a large library of objects etc. from which you will just reference your models. --------------------------------------------------------------------------------------------------------------------------------------------- It highly depends on what you want to do... For me it is important to save something and get it back later on in the exact same state. If this isnt important you can do it the other way and it will offer the advantages mentioned above. See you *Fuchur*
  16. You used a Surface-Constraint and a Path-Constraint, right? If both didnt work you may want to try a surface-constraint with a pose-slider-walk-cycle... See you *Fuchur*
  17. Wow you've got a massive amount of RAM there . Have fun with the powerful toy . Sounds like a hell of a machine... See u *Fuchur*
  18. If you would talk about modelling and not CP-weights, I would ask: MirrorMode on? See you *Fuchur*
  19. We will see... it really doesn't matter which map we are talking about if the projection/transfer of the UVs from the reference-model to the patch-model is possible... after that it is easy. But as I said... lets wait if that is possible... See you *Fuchur*
  20. At least you will have it very easy to create a character looking close to the one created with other modeling-software. We will see if transfering of Displacement-Maps is an option or not... but you will at least be able to use the high-poly-model as a 3d-template to create patch-models with it. And this alone is very huge... See you *Fuchur*
  21. What about using the predefined night and day-lightening and if you want to introduce more lights, you have to bring them into and out of the scene in some way, so that the beginning and the end are always default. Could for example be done if the character carries a flash light with him/her, etc. See you *Fuchur* PS: Just to mention it: Very cool looking set!
  22. Steffen is currently implementing the Retopology-Tool and he is quite far with it. It will be available in v17. If you are only talking about unity-games, etc.: I didnt find the time to create much more with unity at the moment, so I plan to do more in future. See you *Fuchur*
  23. One of the best 2d-/3d-animation-combinations I have ever seen, especially since it is so seamless and everything works so great with eachother! Congratulations for the cool animation! See you *Fuchur*
  24. I started to do more with Poses than I did before. For example you can create a quite nice walk-cycle with a pose and it is easier to handle different and blending speed with that, than with normal actions. It is however only a matter of taste, if you ask me... Still I like "Pose-Cycles" more than Action-Cycles... the disadvantages is, that A:M won't handle the step-length for you like you can do with a path and the "Stride Length"-Features. See you *Fuchur*
  25. In general, A:M can embed all the files that has been created in itself. If you import textures, movie-files or audio-files into A:M, they are not saved in the projectfile itself but are referenced from where you imported them. "Embed All" doesn't embed them into the project. (which is very good, because the filessizes would be unhandy if you had to save in versions with all rotoscope-videos embedded in the file. That would only save the same data over and over again. However if you want to make your project available for another person, there is another method to do it which is very handy: A:M can do the embedding for you, if you wish too and without really embedding it for your original projectfile (very handy for giving a project to someone else). For that go to "Project > Consolidate". The non-zip-option will create a new folder-structure at the destination you choose and consolidate everything into it. (all files will be copied, not moved) The second one will do the same but zip the folder-structure afterwards. See you *Fuchur*
×
×
  • Create New...