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kikiriki

Craftsman/Mentor
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About kikiriki

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    Journeyman

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    http://www.bugbrain.com
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Profile Information

  • Name
    Dusan Kastelic
  • Location
    Slovenia

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  • A:M version
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  1. Hi Martin! I have just peeked to the Forum after a long, long time of absence and first thing I saw was your post! This is a great news for the community and I'm really curious what the future will bring for A:M. Looks like I will have to visit this forum more often! :-)
  2. Yes "had to" is a good term. I made quite a few projects with A:M over the years (https://www.youtube.com/watch?v=wTyLlqDyrgo or https://www.youtube.com/watch?v=Cs_TTh2LG8s) And after investing so much time and energy into mastering 3D tool, it's not easy to switch to something else (because you know that you will need to invest another couple of years to master another 3D tool). A:M didn't made serious update for 10 years. And that's a stone age in 3D industry. If A:M wouldn't be so "closed" and would allow us to export our work to external renderer (or import models from other applications) then I would gladly use A:M as my main tool (around it I would use tools like Zbrush, Vray etc...). And I'm sure most of users (from once once flourishing community) would stay too... But the decision was that "A:M won't be plug-in for other 3D programs..." :-( Before I pay 79$, I would like to know that A:M works on my computer. Since version 13 doesn't, it could happen that v18 won't work from the same reason (AFAIK A:M code didn't change much all those years...) Thank you for your advice, but unfortunately it's not that easy. Theoretically it should work as you said- but it instancing works only on very simple models (like the ones from manuals and tutorials). If you use complex rigs with a lot of Shape Keys- it would make a mess... Jason, thank you very much! :-)
  3. Hi guys! I was a long time A:M user. For my new project I (had to) switched to Blender. Blender is great in some aspects and really bad in others. I really miss the logic and workflow of A:M. I have coworkers and I simply cannot explain them how to make some things (like object instances) which was extremely easy in A:M but practically impossible in Blender. I cannot show them that- since my A:M version 13 doesn't work on my Windows 8 anymore (don't know why, since it worked couple of months ago when I tried. On the same system of course. Maybe some new Windows update has messed something... Of course I tried deinstalled and installed again... etc...). I can see there is a trial version of A:M. But: "Hash Inc. is only offering 1000 trials for Hash Animation:Master v.18.0 at the moment! This limit has been reached!" The button "Ask directly" doesn't work. How can I get the demo of new version of A:M? Has many things changed since v13? Thanks in advance! Dušan
  4. Hi guys! I forgot how to move full branch of bones in a bones mode? (like if you would like to place all bones in left arm move 10 inches downwards) I really hope someone could help me. Thank you in advance :-) Dusan
  5. You are the owner of the files! Clients pays you for the final product- which is a movie file. And they got the final product. So they got what they payed for. The way how did you made the final product is entirely your own. It may consist a lot of "trade secrets" and you are absolutely not obligated to reveal them. If you buy a bottle of Coca-Cola in the store (or any other product), you buy a final product. The company is not obligated to give you a recipe how the Coca-Cola is made, because in that way you can mix your own Coca-Cola and the company will be out of business. So- if the initial contract doesn't state otherwise, you are absolutely NOT obligated to give them anything but the final product. But you can sell them the models if you want (and the price is usually bigger than the price for the final product).
  6. Hi Guys! It's couple of minutes past midnight and I'm already in year 2012! Yeeeee... :-) ... and instead of partying, I'm writing you this message... which tells you a lot about my life... About Perk- some authorities in my home-town were decided, that Perk will be a mascot of our town. So they found someone to make a real model based on my sketches. (Some guy who are making this kind of puppets professionally has made it from silicone foam). He did a very good job. I saw the model for the first time just a minute before we shoot that picture on a Christmas parade, where Perk was scarring small children (as he suppose to :-)). I'm attaching another image and a render of the head which was a base for this model, so you can make comparison. (my model was made in A:M and exported to Zbrush, where I added pores, wrinkles and details.
  7. All the best in 2012 to all Hashers! Dušan
  8. TURN ON DRAW PARTICLES and HAIR!!!! Of course! I had those off by default... Didn't know they are related with Flocking. THANK YOU! (unfortunately in a meantime I already spent entire night animating crowd of 20 characters by the hand... :-( )
  9. Thank you Nancy! I used exactly the same steps as you did. (except I was using my own model instead of bird). I did get some (limited) success using flocking in v16, but no luck with v15.
  10. I'm trying to use flocking system in v 15, but it doesn't work. Can please someone check if it works on his computer before I report the bug... Thank you...
  11. The blue one, which is a little bigger than a thumb nail. The level of details in this technique is incredible. Unfortunately the model is extremely fragile. It suppose to be used as a mold (for fine things line jewelry) right after it came from printer. I have my copy here with me in a small box, but it decayed in couple of days even though I didn't even touch it. I don't have experiences with 3d coat. From what I read it has much better UI (Which is very important, because UI of ZBrush was made by Martians), but it is not production proven as Zbrush. You can export model (with UV maps) from A:M. In Zbrush you must subdivide your model to literary milions of polygons. Then you can use grayscale bump map as a Mask and transfer all those fine detail into polygons (means no displacement maps- for 3D printing you must use real geometry). I believe that was possible before A:M got an option for pixel-displacement. The old way (I believe before version 10.) to handle displacement maps was to subdivide each patch into 16 smaller patches and move the points regarding the value of the grayscale map. The level of details was, of course, much smaller back then, but this method was useful for many other things. It would be good to have both options.
  12. Stian- this is a great topic! I wasn't aware that we can already get 3D printers in affordable price! I'm very interested in this subject. Couple of months ago I helped testing couple of different 3D printers (with different technologies). I made a model of a forest-goblin and then we printed it out with 3 different 3D printers- means 3 entirely different 3D print technologies: coloured model was made with kind of gypsium-like powder, another one was plastic and the smallest one was wax (that one was incredible precize- but unfortunately very fragile). You can find article here: http://www.monitor.si/clanek/kako-izdelati...-mavcne-skrate/ Unfortunately it's in Slovene language, but with a little help of Google translate you will be able to understand basics (when choosing a language in Google translate, don't mix Slovene language with Slovakian language!). And here is an article how I made that goblin (in Zbrush). http://www.monitor.si/clanek/nova-razseznost-modeliranja/ I made similar article couple of years back, using a basic model made in A:M (Then I exported model with UV maps from A:M to Zbrush and convert bump maps to actual geometry): http://www.monitor.si/clanek/kako-skrata-s...iz-racunalnika/
  13. Hi Richard. I have just installed XNview and I cannot find an option to import EXR files (only HDRI). Are you sure it works or did I missed something?
  14. There are couple of ways to achieve that. Right now three of them comes to mind: -Flatten your model in the way that all UV coordinates for ALL parts of the model will be in one image (described http://www.hash.com/forums/index.php?s=&showtopic=19392&view=findpost&p=152682 ://http://www.hash.com/forums/index.ph...t&p=152682 ) Not very easy to achieve in A:M but this is the best way if you want to export your model in poly applications (like to paint the textures in Zbrush etc...) -Export model as OBJ many times- each time with only one decal (erase other decals before exporting). In that way you will get a baked AO image for each decal. Not a very practical solution, but many times the only possible... -Build a separate UV map for the WHOLE model with a little help of 3D painter's automatic tiled UV mapping. Then you could apply the baked AO image at the top of all other decals as diffuse map (for the whole model at once). This could be the most elegant solution (the results would be similar as those we get with “weathering” option) but I didn't test it since I don't have 3dpainter (yet).
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