sprockets Making and Using Drop-On Poses TinkeringGnome's Atomic Rings PRJ 2001 Star Gate effect in A:M with PRJ Comparison of AO and Radiosity Renders Animated Commercial by Soulcage Tralfaz's Lost In Space Robot Rodger Reynold's Architectural WIP
sprockets
Recent Posts | Unread Content
Jump to content
Hash, Inc. - Animation:Master

Fuchur

*A:M User*
  • Posts

    5,374
  • Joined

  • Last visited

  • Days Won

    84

Everything posted by Fuchur

  1. 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*
  2. 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*
  3. 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*
  4. Very nice! I like the smoothness and the characterfeeling of it. Go on! *Fuchur*
  5. You dont really need v8 you just need any illustrator-version. CS, CS2, CS3, CS4 (not testet with CS5 but I assume this too) can all save into "legacy"-formats and will be useable. *Fuchur*
  6. More or less the fileformat AI is based on. Can be created from several different programms and is often used to distribute logos, etc because it can be imported to most professional programms. *Fuchur*
  7. Do you use 100% sharpness on the glossy-shader? I am only using 75% and thought it looks just more like the image I am after. (see first post) He is using quite smooth highlights there too. Anyway, here is a rendering with 90% sharpness. I am quite sure that any bug who is older than a day had some kind of fights, etc and will look, from a near perspective like that... Nevertheless I turned the bump on the black parts a bit down. *Fuchur*
  8. Here is an update of my work... I re-shaped the head a little, raised the glossyness with the Glossy-Shader and changed a few settings connected to the water-drops. How do you like it? See you *Fuchur*
  9. Thank you guys (and gales ). That is a really nice reference image... mine didn't let me see the shape of the bug's head in that detail. I'll have a look at the head again... I didnt like it much anyway because the shape was very uniform. See you and thanks again *Fuchur
  10. Fuchur

    Bus Stop WIP

    Funny and nice You should try shaded/wire for such animatics, but what I could see was well done See you *Fuchur*
  11. Hi guys, I just wanted to show you my latest little project I was working on for the weekend. In 3dArtist (issue 20) there was a really amazing image of a very photoreal ladybug. I tried to archieve the same photorealism but could not archieve that till now. Anyway I think the result is still quite good and I wanted to show it to you guys. If someone of you can give me a few tips on how to make it look even more real, let me know... I would be happy to hear about it! I attached a preview-rendering and an wireframe of the scene. Hope you like it... Critiques are welcome! See you *Fuchur* PS: Just found the artist's website the image was from, so I have to say that the printed image looks even cooler: Andrzej's Website
  12. The Right-Click-Menu is your friend... activate the decal and right-click on it... there you will find something like "Flip Horizontal" "Flip Vertical" to get rid of exactly that problem. See you *Fuchur*
  13. It is a fully new platform with a much newer and faster CPU... so it is all together and yes, the i7 is very likely responsible for that... *fuchur*
  14. Fuchur

    Shattered

    Tutorials would be extremly cool... the shatter looks great! *Fuchur*
  15. You will have to reapply, BUT you can use "Recall Position" to apply.. that should make it much easier... -> Rightclick on the stamp and choose "Recall Position". Than apply the decal again... Flattening should be done in an Action and I use groups (without any surface-properties etc.) to save the parts I need to reapply the stamps too. *Fuchur*
  16. Hey Robert, what exactly is Jenpy's SSAO plugin? Does this have something to do with that thread on realtime AO? Or does the SS stand for Sub Surface (Ambient Occlusion) - If such a thing is possible. Maybe there is a thread on it. SSAO stands for "ScreenSpaceAmbientOcclusion". It is the Posteffect-Plugin Jenpy is developing for fast AO based on Normal- and Depth-Buffer-Renderings. See you *Fuchur*
  17. Nope... have a look at this thread: Thread: Inexpensive Renderpharm See you *Fuchur* PS: - PII 955 x4 3,2 GHz > 4:59 min (4GB DDR3-RAM, singlecore rendering with Netrenderer) - PII 1090T x6 3,5 GHz > 4:04 min (8GB DDR3-RAM, singlecore rendering with Netrenderer) Both with v16beta3. -> This is a huge performance-win! Early tests on the PII x4 are much slower. On a singlecore-bench, this one will very likely be much faster so: "CPU Brand and model Intel I7 975". (someone has got that processor here). On price/power-ratio it will loose so. See you *Fuchur*
  18. Extremly Great Stuff! *Fuchur*
  19. All of these dont really need anything more than A:M. You just need patience and talent. I think that Hunterforest uses a MotionCaptureDevice, so you dont need that. A:M can do that out of the box... but the quys which have done these are very advanced users... I would say: First learn the basics... See you *Fuchur*
  20. What to say than Happy Birthday... We are missing him... *Fuchur*
  21. This is still available at the exact same spot. Activate the projectworkspace window select some patches in the modelling window and rename the group in the pws which was automatically created. Click on the surface property and on the diffuse color entry... there is the color picker. FUCHUR
  22. Seems like the grid is drawn after the objects are drawn. Should be the othere way round if you ask me. *Fuchur*
  23. I know I will talk against a wall here, but if it makes so much trouble: Why not use metric system here? That is used all over the world (not only in science), in most countries etc and it is not really hard to calculate with... it is based on the number 10, so it should be so much easier to work with. Yes I know, I am an ignorant European *Fuchur*
×
×
  • Create New...