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Hash, Inc. - Animation:Master

filipmun

*A:M User*
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Posts posted by filipmun

  1. Hi Rodney, everyone.

    I do children's book and education related multimedia, I think it is the role you want in the

    entire 3d process or may not need video animation just still redering or assemble in Flash.

     

    Anyone can learn 3d, only some can paint. A good model is followed by proper decal and lighting,

    texturing is the most tedious. Depending on how serious you are to achieve the goal, if it is career

    oriented, you have to consider team work.

     

    I have found A:M to be the most versatile because you can design your own work flow, create your own

    module as I am doing. Not with the SDK but artist's tools within A:M. reusable content that cater for

    your day to day work, I can merge 2.5d spline patch drawings with 3d body parts just to meet the deadline.

    The fact is, no simple answer to such question, use it as you like and when you have reach the level where

    you can handle the software, you can do more then what is meant to do. :)

     

    By the way Rodney, I am looking for the tutorial to the latest feature since ver.12 such as: SSS, terrain... thanks!

  2. Well, older version 1.1 works half way but serial number incorrect for version 1.4

     

    Is Marcel still provide support? I was so exited when I upgrade AM and hope to introduce it to my clients & friends who

    is in the multimedia community.

     

    Thanks anyway, I'll just wait and learn the HAMR first. With luck, I want that AM paint too! He He waiting for my bonus!

  3. Hi, I have been away for too long, just upgraded AM2007 and found that am2Flash undesirable, is there a bug fix?

     

    This thread not working: Animation:Master HTML Help Files

     

    Hey Rodney, I suppose you know best. Thanks.

     

     

    Philip

  4. There is not straight forward technique, the idea is to be able to do both at one go but model structure in spline must accomodate for this purpose.

     

    There are simpler method like for instance; instead of building a complete joint model, the extruded part is an individual piece and blend into the body using alpha transparency. the most tricky part is the decal, you can chose to tweek the center parting bias handle to verticle so that texture does not stretch thus eliminate the need for an extra center texture map.

    The other is to make both the left and right parts unconnected and put them close to each other, but need pay attention to these area during animation.

     

    To turn this into polygon model, you need an application which allow vertice to weld without compromise the UV map. Generally, if you are fluent in both spline and poly modeling, there should be no problem but is it really necessary to create two types of model? I did this is because I want to paint in Zbrush and animate in AM and deploy into VRML for realtime 3d PDF or web browser.

     

    Now that web HAMR is on the way, it will solve this problem. I am trying to create a texturing module with AM so that I don't have to rely on Zbrush ( Composing decals with segments of texture is far easier and reusable rather than actually painting them bit by bit, we have evrything we need in AM to create high qualiy imaging and animation.

  5. Thanks Rodney,

    At this point I am using the personal edition of Kaon Vspace Master to publish in pdf where all other functions such as animation is omited, only the Java 3d web display is animated but limited to object orientations not for characters.

     

    So the most I can thing of using it is to allow instant 3d for 2d artist and my 3d-ebook is not for the sake of 3d in fact it will contain more interactive prerendered gif where 3d display is the last part. Example; mouse over a series of animated thumbnails to simulate actions is more fun.

     

    I will update here when the first example page is done.

  6. Very good question heyvern,

    I have been waiting to answer this flat model issue, this is a polygon modeler advantage used particularly on tillable map geometries such as terrain. Everything start with a pre-UV mapped simple plane or cube, clone to multi copies weld into shapes.

     

    Terrainstep1.jpg

    Terrainstep2.jpg

    Terrainstep4.jpg

     

    As for characters, the base model is a pre-mapped half a cube, adding more geometries will automatically update the UV mesh, this means you only map once or progressively on protruding parts, when modeling is done, UV mesh is ready to texture.

     

    TrexHead002.jpg

    TrexHead004.jpg

    TrexHead005.jpg

     

    Models that are meant for different usage has specific requirements, my work flow may be troblesom but I am meeting these rules so that they serve better as a reusable assets, non software dependent.

    By the way, I have the proper model uploaded, it is in the Object window so you can rig in Action as usual.

     

    Thank you so much for taking the time to review my work. :D

  7. Thank you all,

     

    Rodney you are right, I have made the text single color, thought it will spice up the page at first, Mary (my graphic design assistant) who have been doing too much children's product is not liking it.

     

    As for the 3d pdf, well I have made it a download rather than open directly, it only took me 30sec to open but the server is in Asia and that its a high res material at present time, the actual publication will have a low res Java 3d display and that Hi-Res is only meant for 2D artist.

     

    Heyvern, I get what you mean and yes I agree with you, the reason I build the model flat is because that is what happen in a polygon modeler, they don't have Action that can be used to decal/pose, so when I import the geometry, it is in the Object window.

     

    The best thing to do from now is to build everything in AM and export to others, Hash is superior.

    Aren't we proud to be a Hasher!?

     

     

     

     

     

    :D:P:lol:

  8. heynern,

    look at the shape of the lion UV mesh and you'll notice that it does not resemble the animal shape in fact, it is square looking for all body parts. (Unwrap paper box packaging)

    Why square? not Irregular? That is what makes it dual purpose; Game & raytrace, AM spline UV mesh is curved while polygon UV is straight edges only. It would be very difficult to rearrange them into square or not possible at all, this is one of the key factors to streamline texture maps for cross format and I would agree with you to decal in Action if UV editing tool is as good as modeling, also you will not notice if you are painting the texture in a 2d program.

     

    A great part of the process is to accomodate model & UV map optimization, not to mention any part could go wrong and require fixing, certaintly, there are rooms for improvement. I have uploaded the OBJ version in low and medium resolutions: http://www.3d-assets.info/images/3d%20rendering/index.htm

     

    Rodney,

    I realized that only a few of us is keen to explore everything 3d has to offer, in the future, there will be more realtime 3d contents which does not require a 3d application or plugin installed. 3D PDF is based on JAVA and you can view in a browser, example is at: http://www.3d-assets.info/3d-ebook/index.htm there is a small java 3d display and click the 3d pdf to launch Acrobat reader, you can rotate pan & zoom.

     

    Let me post a new question, how many AM users hope to become a 3d professional some day? Do you think e-products can sustain with just still images or pre-rendered videos? Some form of interactivity is a must, currently Flash has meet the demand, what is next?

    Our dictionary used to be just text then sketches, color illstrations, photo and 3d will be next, imagine 3d enriched encyclopedia.

     

    Everything has a begining, who ever started it is not relevant, it will take a few life times to document the real world into virtual reality, why not us. I am literally giving away my models (knowledge & Experience) by allowing free resell, just continue to buy me a burger and you'll have my entire collection from now on

    :lol:

    But I am retired and will only produce a few base models a month, you are welcome to improve and re-develop from mine. The future belongs to the younger generation.

  9. The reason to model it flat is to easily edit and re-stamp without going into UV editing, you can still ues Hooks & 5pt patch because those area can be cleaned up in polygon modeler, it is very difficult to align spline UV mesh to match polygon texture map especially with minimum functionality, I happen to be a UV designer who influence the way geometries are build.

    Another reason why the model is not connected is due to the Spline/ Polygon structure, you will require additional texture to cover the stretching seams usually at the center parting of planar map or you will need to align all the affected bias handles prior for decalling.

     

    Yes, it is backward, UV design > Modeling > texturing, with conventional technique, you get only 1 type of UV map which is fine but it will have to be either for Game or Raytrace. I can simply move them arround and meet 2x2 texture limitation for Game content, particularly repeatitive (tillable) mapping.

     

    Example: Dual purpose UV mapping

    http://www.3d-assets.info/images/3d%20game/index.htm

     

    High resolution model:

    http://www.3d-assets.info/images/3d%20rendering/index.htm

     

    This technique has been arround in the game community but most hasher only favor spline, or artists prefer to model first and let others worried about the UV mapping. Only those who create models from scratch to finishing would bother to develope their work arround.

     

    However it is only meant for multi usage models or multi tasks 3d artists.

     

    :P

  10. There was a poll on what do you use AM for and one of the answers was to learn the basic before moving to higher end 3d application (Polygon based).

     

    I have 3 types of format: prj, OBJ & vrml.

    Hash prj is good for animation and raytrace rendering, OBJ is to paint in Zbrush and to vrml for my 3d pdf.

    So, I have everything I need with just one model, game content with highly optimized UV arrangement, OBJ for other 3d applications.

     

    Hash is now my master program and carry more contents then other file formats. AM UV mapping is never compatible with polygonal and to use the same model plus all the texture maps has not been done before as far as I know. Though there are great renderings done in AM itself but this is to make it cross applications.

     

    With the free sample, you'll find the answers there, you need to export the action to mdl and rig and animate in a fresh project, my "Object" is actually the UV where the model took shape in Action.

     

    The OBJ version will be out shortly.

  11. LionUV.jpg

    The Model to resemble the UV map, you can edit and re-stamp without going into UV edit because the model is the UV.

    LionProgress1a.jpg

    Sculpting the geometry in "Action" and edit in "Object"

    LionProgress1b.jpg

    Export to OBJ, weld & fine tune in polygon and painting in Zbrush.

     

     

    Introducing my solution to texture AM model in Zbrush, modeling took place in "Action" while the actual geometry look like the UV mesh, I get the best of both worlds.

     

    Download this example prj at: http://www.3d-assets.info/images/hash%20prj/index.htm

     

    Model is folded togather from separate parts and additional spline were used as alternative to bias handle, stay tune for more to come.

    LionProgress1c.jpg

    LionProgress1d.jpg

    LionProgress1e.jpg

  12. Bridging spline patch to polygon model and streamline production process for better efficiency, harnessing the best of both worlds with one effort.

    Greetings all Hashers, the year 2006 will have another milestone for Animation Master in making high quality 3d not just within AM but all the way to its polygon counter part. From this year onwards, I will produce models for all levels with AM at the cost of a burger and adopt Buy once, Resell forever marketing to kick start the compilation of affordable 3d-assets, beginning with 3d-ebook which contain interactive 3d preview in Java and high-res 3d in pdf (instant 3d imaging for 2d artists) at: www.3d-ebook.com

    The 3d contents in OBJ & PRJ (Hash format) can be found at: www.3d-assets.info before end of January, download the free sample to learn if you can handle this kind of model where the geometries are not connected and extra spline is an alternative to bias handle. The reason for this is to convert the same model and reuse the same texture map in polygon applications, my AM version is 11.1 and not tested in other versions but the UV mapping algorithm should be same, only planar mapping is used.

    In the conventional approach, you have to decide whether the final model is meant for game or ray-trace rendering and often not compatible with the hooks and 5 point patches, using AM to create one model for all usage seems unthinkable not to mention texturing in a 3d paint program such as Zbrush. While it is easy to do it in polygon program, AM model will have to compensate to enable OBJ export and make use of texture maps meant for polygon UV rather than spline mesh.

     

    Well, I have a solution which may not be perfect and have successfully published them into OBJ and VRML for my 3d PDF, I am counting on all the support I can get and allow sharing or resell without any restrictions as part of my contribution towards the birth of a comprehensive and affordable 3d asset inventory. Here is my slogan: The future of 3d is drag & drop, either you have it or you don't. No one own natural objects, so don't argue about originality, you can improve it as wish.

    I am also looking for rigging artist, you get the model for free and will sent you the final texture in exchange with action poses like; walk, run and jump, if interested please email your web link to: Ganish@3d-assets.info

     

    Here is the direct link to my project: http://www.3d-assets.info/images/hash%20prj/index.htm

     

    LionProgress1e.jpg

    LionM-0.jpg

  13. I am involve in game production particularly PS2/Game boy, these people are not artist and they have rules for 3d contents and what they are asking from us (artists) to abide to certain game spec limitations.

     

    We use tiling for most parts and that is not a choice but there is a dispute regarding tri stripping that I think I understand but the number of stamps meaning how many parts we separate the mesh for decaling is my concern and wonder about.

    In AM, decal is indicated as stamps and can be trace back but not with Max, if you go back to UV edit, everything is under 1 UV mesh only, so have to select the polys to go into UV editing again and I tell you, its a nightmare with a huge terrain, you won't recognise the terrain once it tiled and over lapping each other.

     

    So, if game engine flatterns a single UV for each model, then it doesn't matter how many stamps we use and no matter how many polygon share the same 4 vertices in the UVs, it will still require to draw the exact number.

     

    Well its my assumptions so far, I hope some expert here can shed some light on this.

     

    Thanks Triath

  14. If no diference, then what is the purpose of tri stripping? Does it mean if I were to separate those non uniform triangles away from the main patches would make it easier for these game engine? Do I make any sense?

     

    How many layers of dual pass detail map is allowed for games meant for PS2? The texture size I am allowed to use is 64x64 128x64 and maximum is 256.

    Thanks.

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