sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

Fuchur

*A:M User*
  • Posts

    5,395
  • Joined

  • Last visited

  • Days Won

    87

Everything posted by Fuchur

  1. I would recommend "https://www.deepl.com" instead of Google Translate. It is much (much...) better than Google Translate. Best regards *Fuchur*
  2. 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
  3. Looks very cool... it is a shame Noesis does not support DirectX-format. Thanks for letting us know about it :). Best regards *Fuchur*
  4. 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*
  5. 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 :).
  6. 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*
  7. 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*
  8. 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*
  9. 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
  10. 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*
  11. 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*
  12. 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*
  13. 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
  14. 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*
  15. 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*
  16. Pretty amazing :). Well done Serg! Best regards *Fuchur*
  17. As always just great to watch and extremly entertaining. Very well done Robert and everybody who participated! Congrats to the winners. Well done :). Highly appreciate your affords on the video and everything else you do. Best regards *Fuchur*
  18. Here is a "small" video about the new "A new button "Disable Particlesystem update" feature. It can be used to make your grooming experience a lot easier if for instance you want to use pre-rolls or complex dynamics on hair systems. Best regards *Fuchur* disable_hair_particle_system.mp4
  19. I highly suggest do render to image sequences... it just makes more sense especially if something went wrong on the way and you have to rerender a couple of frames where you changed somethin, etc. If there is a saving issue, you do not lose anything and you can easily test it with just one frame to see if that works instead of rendering a big part. I am not sure why quicktime and even uncompress does not render larger... you are not using camera settings for rendering and those are lower resolution, right? Best regards *Fuchur*
  20. Just great to watch Michael. I really like it. Best regards *Fuchur*
  21. Check "Remove internal patches". You should get used to the way A:M extrudes and be aware of it, but sometimes if you miss it, it can be a good helper. => With nothing selected in the modeling window right-click and select "Remove internal patches". (see the attached video) After that the internal patches should be selected and you can drag them out or delete them. Best regards *Fuchur* feature_internal_patches.mp4
  22. In AVI you can use uncompressed. Everything else is not really useable. But I would highly recommend to render to TGA sequences or OpenEXR (depending on what you need). After that I would use QT or if you are using something like Sony Vegas or Adobe Premiere or another NLE that should be very nice too. Best regards *Fuchur*
  23. Very well done Robert and great to see that :). Best regards *Fuchur*
  24. Looks great, thank you for sharing. What year is that from? Best regards *Fuchur*
×
×
  • Create New...