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Hash, Inc. - Animation:Master

Fuchur

*A:M User*
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Everything posted by Fuchur

  1. Very well done! The complexity of the whole thing is really amazing and outstanding as well as the style you've got there! You should consider including some soundeffects so... it would give it the last little touch! Keep up the good work . See you *Fuchur*
  2. Thanks guys... Just to show alittle more of what I am working on... See you *Fuchur* v16_great11.mp4
  3. It is too bright than... If you render an EXR you should be able to bring it back into visible range. *Fuchur*
  4. It is a material. I used a checker-material and gave it a bump-value. Using materials to create bumps is always a good idea if you can. They are always without seams, etc. and can really easily be adjusted. For the other materialproperties I created another material and used there a silver-like color (so something like grey), a reflectionvalue in combination with the Environment-Shader and an image. The image just uses a blury white sttrip on a black bakground. Like that you get a nice reflection on the object. I tend to use a reflection fall-off and a blend-value for the reflections to limit rendertime and get a more lifelike reflection. Fist I tried a reflecting element, but I couldn't get that to work, so I didnt use that in this image. The ground does his part on this little animation too. It is blended with a transparency-map so he fades out spherically to the borders. You can see the effect when the camera is slowly moving. Then I used a light which is connected by a lightlist with the letters and shich gives me another helper. THe light is animated so that there is a great highly on the letters. and has specularity only. *Fuchur*
  5. Hi! Another small animation with the plomper... It is really a small one, but anyway I think it is fun enough to show. See you *Fuchur* v16.mp4
  6. Could you give the link to that please? I would like to read about that. *Fuchur*
  7. "Tischreservierungen und Essen-Bestellungen werden nur telefonisch angenommen, bitte nicht per Fax oder E-Mail bestellen." -> "Reserving tables or meals you must use the phone. Please don't reserve by fax or eMail." See you *Fuchur*
  8. Fuchur

    Pandora

    Great work! Just very, very cool stuff! *Fuchur*
  9. Watch it at amfilms and it works: Link See you *Fuchur*
  10. I doubt that any of the pizza deliverers will take paypal... In general they are doing the payment at the door when they deliver. A few may take creditcard payments... but if they do it over the web? I never tried that.... This one has a nice online-service, but I could not find any informations about payment before registering... anyway it looks like it is payable online. http://www.jetpizzaservice.de/ See you *Fuchur*
  11. Was soll man sagen: Happy Birthday! Feier schön und lass es krachen! See you *Fuchur*
  12. Fixed but now look and the edit line! Give him a rest guys... *Fuchur*
  13. An obj-file itself doesnt contain such informations but the *.mtl-file does. I think it is only referenced by the name of the OBJ / MTL-file has. *.max is another format that doesnt have anything to do with 3ds and it is very unlikely that it will ever be import/exportable from A:M. *.max is even in high-level-exporter-programms like Deep Exploration or Polytrans only available if you own the autodesk program. Otherwise there is no possibility to export that. The best way to interact with other programms is using the directX-format (as stated before). This one imports quite well (not perfect of course and dont expect glow or something to export, but in the end that is really not that necessary...). Texturemaps, Bone-Animations (not SmartSkins or stuff... just Bone and weights are exported) will be exported... Regarding the UV-stuff... In the end A:M doesnt use another technique for UVs. It is just easier to use in A:M, but the basic principles are still the same. For best results I recommend using Baking in A:M, but it can although work great without that. I had sucess with exporting stuff from A:M to XSI AND Quest3d. It got there textured and with a bone-hierachy and animation and so on. I dont recommend exporting at all, but if you have to, DirectX is the way to go till someone writes a good Collada / FBX-exporter. See you *Fuchur* PS: For references you will find on my website my diploma-thesis (at least the practical part of it) which has been created with A:M, Quest3d and XSI which had to work together for that.
  14. I think the 3ds doesnt do that at all. OBJ does something like that, but you have to copy the textures in the same folder like the obj-file. But the best exporter for polys in A:M is the directx-exporter. It can export textures, bone- and weight-animation and of course geometry. *Fuchur*
  15. Just the best for Will! Have a nice day and celebrate it! Happy Birthday *Fuchur*
  16. The style is amazing... I like all of them very much! You should do a tutorial on how you make them that smooth looking! See you *Fuchur*
  17. Animate one cycle and use the Post-Interpolation if you want to let it loop. -> Go to the timeline-window, rightclick on the animated channel and go to "Post-Interpolation". *Fuchur*
  18. Wow... that is really great! *Fuchur*
  19. Opening A:M with the factory-settings can be done by pressing SHIFT while clicking on the shortcut (and I think while startup, so I dont know that exactly). If you can send the SHIFT-command by a shortcut (I know you can manipulate the open-command of a shortcut) you may be able to archieve that. And there is a setting in the options of A:M (Tools > Options > Global), if you want to reload the last chor or not... that may be helpful too. See you *Fuchur*
  20. You can, but for smaller projects you dont have too... I save into several versions but embed all in general... it is easier to work with because you dont overwrite a model you wanted to save outside... *Fuchur*
  21. A:M can only use TrueType-Fonts. The PSFONT-Folder is often filled with none-true-types and they will never show up in A:M. Pressuming you are using Windows, TrueTypes are stored in C:\Windows\Fonts. See you *Fuchur*
  22. Ambient Occlusion simulates the light from the top, that means your face etc. isnt lit very much with it on. To make the eyecolor more visible you can of course use the Ambiance Color / Intensity-properties of your surface-group. THis should brighten things up there. And if you want to you can always combine it with some lights so that the face is brighter etc. See you *Fuchur*
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