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Hash, Inc. - Animation:Master

filipmun

*A:M User*
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Posts posted by filipmun

  1. For your information, I found that Carrara-3 vertex editing can add or delete cps while keeping the pre-asigned UVW mesh arrangement.

     

    I switch between a few programs and never use hooks nor 5 pt patchs in the initial stage of modeling and export with UV, the same model can be edited in both Hash or poly in the Second stage to increase geometry.

     

    All I use is one decal and simply re-stamp after editing, by doing this, I can not joint parts in true geometry but using alpha decal to blend them togather, you can say that all my parts is a cylinder and I build everything with it, not primitive toy model but realistic.

     

    Oh yes, thank you very much walasek for the plugin.

  2. I wonder if you have solved the size/dpi/pixel issue, here is picture example:

     

    An example image

     

    Dpi is meant for printing( offset )

    Pixel is meant for display device.

     

    Most people(non professional) get confuse easily with these technical terms, the fact that our monitor is set at 72 dpi, it is only good enough for viewing purpose but not dense enough to emulate the details for printing, which is why we need another sets of scale.

     

    You must first decide the dimension in inches or cm, then choose your dpi or pixel depend on the purpose of your work whether its for printing or web display. You can use either dpi or pixel, as you change one value the other changes relatively.

     

    The ruler available to us is either inch/cm not in pixel, you can see the difference under view manu-actual pixel size or print size. You can only see the real diffrence if your image is over 72 dpi or else the appear the same.

     

    Now back to what you wanted, to export a vector document into a bitmap, once you have the dimension, choose no less than 300 dpi if you wanted sharpness. A value too high is a waste of disc space if the final intension does not require it.

    It is always advisable to start a slightly larger image for detailed texturing where you can scale to reuse later.

     

    In any case, the current emulation process tends to softern the image but you can sharpen it 1 pixel at 50% with no threshold.

     

    Note: It is the amount of sharp detail that influence the file size where a soft focused background is lighter bytes.

     

    (I don't mean to show off but its my area of expertise. :P )

  3. Understand that 600dpi does not guarantee you the finest detail, your image size in dimention has to be big as well, the ratio is like print size A4 at 300dpi, the standard resolution for most printing.

     

    800x600 pixels at 300dpi is only 2.6x2 inches. You can check this under image size settings.

  4. Sorry, I should show more detailed sample to illustrate this approach of mine.

    A box is easy enough to build but stiff when rendered due to the harsh edges at the corners, most untreated 3d images have the same CG look.

     

    Bellow is the comparison of a box model and a cookie-cut model at close up, it is more evident when you try to composite CG into real photos. I started as an illustrator and now a half baked animator supplying bitmap to flash arists.

     

    Since many of us here is in for the animation part, I like to show how I use AM for still image composites.

    post-7-1100190851.jpg

  5. My idea is not a solution but a work around, I don't use volume effects, in fact I fake it by building a model to mimic the volume light with transperency and noise.

     

    I have lost a great deal time perfecting these settings but still did not get the results I hope for, so I work around it. Since then, I have been faking geometrcal structure with image map too and the result is quality visuals with eficiency.

     

    Well this is because I can paint better then doing maths. :D

  6. Great development ideas guys,

     

    I am not so sure about the $100, maybe not for still life object but a uber human seem reasonable enough.

     

    Hey, it opens another accessory like clothing and such. I know its going to sound like Poser but nonetheless, human characters is the most used model. Myself is working on animals, wild pets for your uber human? Hehehe...

     

     

    '3Dartz', you should get into somthing like this with your kind of rigging, I am sure its an advantage.

  7. Hey thanks Ken,

     

    I really didn't know that but my master models always have the original construction cps for shape morph, especially if decal is created.

     

    I used to tweak those bias handles in the previous version but it work differently now, so I'll keep those extra cp. Beside it does not slow dow the work flow since there is no patches.

     

    Technically, I always read your posts because I think you are much more familiar in it. I am just an artist focus on final render.

  8. Well, yes its animated but I am a beginner to aimation since ver 11, I do quite a lot of animals with AM with ver 8.5 only 3d illustration and children's book too.

     

    I left still imaging and when on to 3d for flash, due to file size restrictions, I can only render as targa and do animation in flash instead.

     

    so, all I get to do with AM is to pose actions and render but I am learning from you guys with those great mov/avi. AM forum is rich in resorces.

     

     

    Thanks.

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