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Everything posted by NancyGormezano
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OMG - We're all gonna die, we're all gonna die!!! Great effect ! (talk about global warming) - Love it. Would work also for a comet ball. Wonder if you could get it to have more spike-ier looking solar flare type rays ? But really not necessary, as it definitely communicates "HOT DESERT SUN"
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yes it's hard to get exactly - but good approximations can come with tweaking Can use a sun type lights, that don't cast shadows, in combo with kleigs that do cast shadows (with diffuse =OFF, spec =ON) and/or Use Global lighting - set ambiance intensity to high - use a color or an image balanced with daytime colors, use kleigs and light lists with sharp (or soft) z buf shadows - settings depend on weather, mood, time of day trying to simulate and/or Can make kleig lights very large eg - 100' ? wide and/or combine with large angle eg 180 degrees, or an array of kliegs from overhead.
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I changed the checker pattern to a patch image on the ground - made it repeat 100 x 100 - that's sorta baking. Also I decaled the sky dome spherically with a sky image (instead of using projection map, or a material). That, in combo with using a smaller image for my sky shaved 3 secs off render time to bring down to 8 secs - using IBL, and 2 kliegs with z buff shadows, 1 level of reflection, left transparency, refraction the same as in original project When I made levels of reflection = 8 - added 1 sec - and looks better. Lighting could be tweaked more (in combo with Global ambiance, and perhaps surface ambiance of ground plane). I never-ever use ray traced shadows (for animation)
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And the winnnnnnnerrrrr....rustle rustle...rip rip...GASP!....goes to Robert (#75 out of 246 entries), not only for whipping it out (well not the IT it...but his animation) in record time and for putting up with dumbassp critiques on 11 sec club forum...For example: Oh wait...lemme see who made that comment....hmmmm...oh...I see... (CRACKED ME UP) Yayyyy Robert!
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Yum!
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One usually assembles sets or high patch count models in an action or in the chor when the patch count for a model starts to get too high to comfortably work with in modeling mode. So it depends on your patience level. The slow down in response for adding new splines to a model starts becoming noticeably draggy around 10-15,000 patches. Yes the slow down happens with copy and paste as well.
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I have found that it is best to assemble sets in an action - with those elements that are static - ie won't eventually be moving in the chor. For example, if you will be moving the apples in the bowl (someone picks it up - eats it) - then those should be added in the chor - they will be easier to get ahold of and animate. But the bowl (if doesn't move) could be assembled with the table, chairs, walls, etc in an action as action objects. And then that action is added to the chor. You could add everything into the chor (without making an action) - but a set assembled in an action can be reused in multiple chors.
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No - it was Phil, wasn't it? That's very promising, encouraging.
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funny funny - love it! (What? no eyes on the trees?)
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qt mov's compressed (PLEASE) are the preferred file of what's up with that (no avi's).
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I just added test with 14c to summarize: 14c - 8:18 15e - 8:31 15g - 9:33 Not that much difference between 14c and 15e on my system (render time), BUT 15e is a bazillionbilllllion times better, faster with hair, dynamics. I think OS has a lot to do with it as well as cache, bus speeds, cpu, memory speed, amount. Vista, and maybe ? 64 bit OS seem to be dawgs with A:M. I bought this system over 2 years ago.
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Ho Ho Ho and a Hoo Hoo Hoooooo! ok...and a hee hee too. NEAT! Good on ya!
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On my system 15g is slower than 15e
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Very nice tut Matt - nice effect as well!
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looks terrific - Well done! very cute, makes me smile...
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ver 15e CD 8:31 Dell 3GHz Intel Core2Duo 1 core? 50%? 3GB Ram XP pro sp3 EDIT: with ver 15g CD 9:33 EDIT2: with ver 14c 8:18
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As for making sense - that's a different issue - it is what it is...so for now, one has to find a work around if it's giving you a problem. You can put in an A:M report for a feature change. If you want to turn your lights on/off as action objects - you can do it in the chor - by making lights active/not active - as well as change all other properties of the light. There are different ways to do it. One way: add action to model in chor, turn on show all drivers for model, grab action object light - from side view might be easiest - turn off light (not active). (Holy Mackeral - Flying Clay cars! - looks great)
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Are you sure it doesn't render correctly? And Yes a model that contains lights will appear all black until you render. If you don't like seeing black in modeling mode - perhaps you would be better off if you added lights to your model as action objects in an action? ie delete lights from model, start new action with your model - then add lights to the action, position them, save action.
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hee hee - another funny one
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nice Matt - fascinating character
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Yup - pretty good - for such a sprint effort!
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Wreck of the Edmund Fitzgerald
NancyGormezano replied to MSFlynn's topic in Work In Progress / Sweatbox
beautiful -
Hee hee - Looks like a fun crew! (amazing amount of modeling) I imagine that Woof-ankhamun and the Nefre-Kitties are also a rockin' and a rollin' in their tombs...
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Butterfly is not distracting - it looks like it will be someone for man-eating plant to relate to. I like the arm/hand (right one in particular). I think the ending head down pose is too similar to the starting head down, maybe have it end higher?
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funny! looking great so far...