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Everything posted by Fuchur
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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
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Funny and nice You should try shaded/wire for such animatics, but what I could see was well done See you *Fuchur*
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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
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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*
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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*
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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*
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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*
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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*
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Extremly Great Stuff! *Fuchur*
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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*
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What to say than Happy Birthday... We are missing him... *Fuchur*
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Looks very promising Go on! *Fuchur*
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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
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Seems like the grid is drawn after the objects are drawn. Should be the othere way round if you ask me. *Fuchur*
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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*
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As long as you dont change the camera to orthographic. *Fuchur*
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Vorsicht Jungs, die Forenregeln verbieten eigentlich länger Diskussionen in deutsch Für sowas gibts ja eigentlich bei mir die deutsche Community... auch wenn sie zugegebener maßen ziemlich ruhig ist [Careful boys, the foren rules doesnt allow longer discussions in german For such things there is the german community at my website... so I have to admit that it is quite quiet there.] *Fuchur*
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That looks terrific! Nice character and fine movement! *Fuchur*
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In short: You have to say A:M when to start a movement (Keyframe #1) and when to end it (Keyframe #2)... You are just saying that the character should lift the arm. But you never told him/her when not to move it. A:M will interpolate the movement from one keyframe to the next. It doesnt magically know when you want it to stand still. Think about it and you may already know what is going wrong. Step by Step: 1.) Bring the Character to the starting-pose. -> Keyframe 1. (You have to move ANY bone you want to use slightly to create an animation history for it (called driver). 2.) Lift the arm. -> Keyframe 2. (dont just lift the arm. FORCE a keyframe for every bone you are going to move. After you create an animation history in step 1, you just have to click the "force keyframe"-button (the big yellow key at the bottom of your screen) now. 3.) Move the other arm -> Keyframe 3. Hit the "Force Keyframe"-Button again. *Fuchur*
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Or use the patch group mode. Only visible once will be selected. In most cases robs answer is better so. *Fuchur*
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You should try to model the bevels in from the beginning... if you get familar with that, it is actually not that hard. *Fuchur*
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There are some tools in Photoshop which could do that for you (in the newer versions at least) but if you are happy with it, why not do it in A:M? *Fuchur*
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Happy Birthday! *Fuchur*