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Everything posted by NancyGormezano
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My first GUESS without seeing anything, is that you are using ver 15e and that the decal you are applying does not cover the whole patch and that the image you are using perhaps has an alpha channel If that is the case - download ver 15f (unfortunately not available for CD version) - However - if you prefer or must stick with 15e - first apply a decal to the surface that covers the entire patch (using an image that is the same as the patch surface color or desired background color) - then apply the offending image that doesn't cover the entire surface (and has alpha channel) And without a picture - I hope that made sense...
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Very terrifically marvelous, of course!
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My new creation,NUDITY,NUDITY
NancyGormezano replied to steve392's topic in Work In Progress / Sweatbox
I agree with Matt - the skin texturing is terrific - tell us what you did, please...please...please. -
Very interesting scene, well done. I like the more lit version better - but it all depends on the animation and what you're going to do with it A cockroach would scurry when the lights go on - unless he/she's watching tv alongside your main character.
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I like the "Fake rim light" look best, then toon, because of the lighting Cute, effective characters
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Ullis - are you using vers 15e or 15f? If 15e - the streaks might be occurring because of the known problem that occurs when a patch is not covered entirely by a decal. A workaround would be to decal the patch(es) with FIRST a background color image (blue), and then apply the "C" decal (or add image to the decal container) with the alpha channel - the streaks will probably go away. If you don't decal the background color first then streaks can sometimes appear. I believe this has been fixed in 15f - but I can't check because there is no 15f for the CD. I am also assuming the transparent area of your image with the alpha channel is 100% transparent and doesn't have residual "flecks". The halo area is a different problem. In this case - it can probably be taken care of if you create your "C" alpha image in photoshop with a background layer that is the same color as the "C" (black?)
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Very very terrific - congrats! If you're going for realism - then we need to see translucent nylon strings and the individual coils on the metal strings, and of course some smudging and fingerprints on the tuning pins.. "A realist's work is never done", said the bait to the hook. Truly lovely model. No joke.
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It definitely looks like stainless steel - no doubt about it. Some dents & pings, stains, etc, would help and perhaps the umbrella fabric can be a bit weathered, ie more sunfaded in spots, with spots of bird poop? - ok - forget the poop. Great cart !
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very impressive - that's a mighty fine looking piano! (heh heh)
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I will assume that you have 2 different image files, 1 for the front and 1 for the back. When you are in 3dpainter - you need to right click on the image file, eg. the one for the front and choose "Make only this image editable"
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Oooooo....Very very neat hotdog stand! But perhaps a bit toooooo neat? Will you be grunging it up?
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Nice feel and yes - tis better with the sunlight - would also be fun to see the tree sway to the music
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Yup - reminds me of the 1900's era story engravings - typical of Alice in Wonderland, Oz series illustrations, etc. As for the sketch materials in A:M - I have never had much luck. I could never figure out how to have real control over them, to get something I was satisfied with. PS is just too easy, quick. Or perhaps I gave up too easy. Would love to know some settings to try for the sketch type materials in A:M. St. Stian: Hee hee ! - Glad you noticed, as I thought you would see a resemblance. Not funny at all - since I started with the photo of Nidaros in 1857 that was at the wiki link that you provided. I was loving your work on the current Cathedral - but of course - I thought you totally insane - until I started getting into this - I could see what fun it would be to add more and more detail - and perhaps I will someday. Unfortunately I don't have the patience to work with 400,000 plus patches in A:M. So I cheat cheat cheat whenever possible. My version (approx 5000 patches) needs a graveyard with some tombstones, at least. And perhaps a stone fountain/statue of King Krewel counting his money. Thanks all for your comments. Much appreciated.
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Ah yes - up to the same ol' same ol' - experimenting with render styles. I was inspired by Jinxland (Scarecrow of Oz) - so I took the textured model seen here- and played with rendering 1) Had to try a white render (everything is front projected with white) - AI=100, AO =100 - took 27:12 mins (AA) 2) Then I did a white render with just AI=100, 1 rim light, everything front projected - BUT I made everything flat shaded as well - hee hee - got this melted look - neato - took 11 secs 3) ok - then I added splashes of color for giggles - took 21 secs with with hair - no big whoop - but has possibilities 4) then I went into photo shop and started playing with filters - did a sun faded photo effect of Meltyville - interesting 5) Couldn't stop there - so I had to apply the sketch filter to the original color (did it twice - 2 different settings - applied each 50%) - to get an engraved look 6) then I overlayed the filtered sketch version over the original colored version to get this oldtimey tinted lithograph type image
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I have to agree - definitely a nice clean terrific style
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Amazing...just plain ol' amazing.
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Your model does not have a light in it. I added a light (it only shows as a "bone"), changed it to klieg, turned volumetrics on in light properties - closed A:M - brought it back in - and it was still there - 15e, pc jakeproject.prj
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Nice Matt - I like the new sound track, and the T-shirt looks great - I think I'm gonna get me one or two. I noticed some people's names are their forum names - Steve392 & Johnl3d come to mind - is that what they want? (the MySoti site is flash-awful slow for doing commerce ...but it looks good)
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Review your settings that you are using for the hair material, and post them. Most likely when you do that - you will figure it out. Be sure to let us know, so everyone can learn. My guess is that you have specularity values (size, intensity) or brightness? set too high somewhere - in the hair material? in the emitter surface properties?, in the render shader? - and/or are using too unbalanced a color for the spec or diffuse... er...yup...there's another clue...
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You may want to first change to "show properties triangle" so that it's easier to locate properties (rather than have a separate panel) - This is not required - but makes life easier. Then change the repeat count for the decal image and set Tile seamlessly to ON - it will not show as seamless in real time view - but it will render as seamless.
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Yeah...I guess it would. Perhaps not much more than decalling? Probably better to get an answer from one of the experts up in here. I don't know that much I'm afraid. Maybe a material or a displacment map might be the way to go without taking too much render time? Decaling does not hurt render times as much as materials usually (depends on complexity) - displacement is also another render hit - as well as being sometimes unpredictable in behavior. Thin (length to width aspect) Hair has its problems as well. Better to use thicker type emitters, with sparser density. Emitters with intricate alpha channels (lots of edge detail, varying levels of transparency) also has render hit implications/problems.
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Have you thought about using a hair material? would that hurt their rendertime? I am trying to make it a fast render, that mov file even with smoke was just 3 secs per frame. Some thoughts from the Queen Mother of Doing Her Own Thing, now doomed to a miserable, lonely life in the Shadows of the Land of Misfits & Finished Work Outcasts. Interesting concepts you have going on there - but perhaps too many all dumped into one (been there - done that). The house now looks like it has sprouted a potentially movable observatory hitched to a train. The Oriental-ish house concept was very whimsical, and fit for Jinxland. A mystical Sorcerer type observatory would also be nice for Jinxland. A whimsical choo choo train would also be nice. Whichever ones you do - try to remember they are going to be background usually- unless absolutely stunning and/or are integral to the story. And even then, that gorgeous Bumpyman house (a spline heavy marvel where every damn roof tile was modeled) - didn't get the air-time it deserved. It got lost in the background. For this house (original one) - I would think some ornate golden tiles (bump maps, texture, maybe some smartly sparsely modeled detail) on the roof, with ornate fanciful patterned golden dome would be more consistent with architectural style. If for another "poor peasant" structure you want to make straw roof - hair is okay to use. The settings for the hair would depend on where the structure is located and how close up we see this structure. One could do a thatched type roof with a sparse density for hair - with image emitters, combined with decal texture on the roof, that probably wouldn't be too much of a render hit. Love that you do tend towards "creative, whimsical" - so I don't want to squash that. (ps - you should compress your animations, especially when they are just tests and not final, when uploading to the forum - 12 mb is waaaayyyyy tooo much for that short little ditty. Do you need to know how to do this?)
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Hi Nancy, Invaluable hints! Just followed your advice and started to play around with these options and it opened a whole new world to me. (Though AM tended to get a bit touchyon me, probably because I wasn`t really knowing, what I was doing..... Thanks a lot! Does the Image have to be HDRI to influence anything else but the color? Why leave Ambient Oclusion alone? Just because of rendertimes? Jake - glad it helped - it's so simple - makes even me look like they know what they're doing I've never played around with HDRI - don't need it for Image based lighting. I don't know how it would impact IBL. It would be great if you ran some tests - and then tell us what your conclusion is. I don't normally use AO with what I do - because 1) of increased render time and 2) it has a style that doesn't always enhance certain looks (introduces a dirty noise), and I don't like to render with more than 5 passes. AO (Ambiant Occlusion) does look great if one is just using simple colors - but I tend towards more variegated abstract washes of color - which I don't normally want to get 'dirtied' AI (Ambiant Illumination) is super-dooper quick render time. More my style.