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Posts posted by 3DArtZ
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Good to see you didn't get washed away!
It wasn't a sure thing.... I could have been surfing in front of my house if iwasnt taking refuge on my top floor!
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Ok.... Im really getting self conscious about how long this is taking me to finish... but hey my office got floaded during hurricane sandy, so I'll use that as the excuse!
But I've finally gotten around to doing some more work on it.... the headlights are really more difficult then I thought they'd be... not enough reference to see exactly what to model... and the one in my driveway doesnt exist... lol..
but here's some progress...
Mike Fitz
www.3dartz.com
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A trick to try if you want a better resolution and smoother displacement(looking at Xtaz's close-up image) would be to open the art in Photoshop and enlarge the image size about 4X and then run a guassion blur on it to smooth the pixillation and resave...
thanks John, will give it go.
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Cool Xtaz! Results are def. better as the gradient or softer transitions between the light and dark translate to the surface elevations. If I can get motivated enough to do more on this I will certainly make better maps.
I loaded your edited map and it looks very cool! will post a moooovie.
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hey guys, thanks for the comments.
Xtaz, the convex you mention is the actual model itself, not from the map. I built is sloppy and fast. I'll see about getting the map up for people to look at.
Gerry, I know I have not been around for awhile... but you know I expressions and driving decal strength!!! lol.
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Cool tests!
I'll note that you can make the shadow on the ground work right if you set the Ground to "Cast Shadows" ON
That is a great tip.... I just figured it was some sort of limitation with using zbuffered shadows that wasnt ever going to be fixed!! thanks.
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Just remember.... less is more when you're doing body animation. that audio clip could easily be accompanied by practicaly zero body movement.... maybe just a change in body stance and a motion of the head....
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It's AMReported now.
Cool.... I know I'll apreciate this once I upgrade...
btw, why can't I log into the reports site? Aslo, why is everything "centered" layout wise on this site?
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Holy S###
I have an old v14 beta that I can run with my v13 disk and yes, displacement mapping does work in regular render.
Why didn't someone say this earlier!
I think Martin told me once that it had to be done with multi-pass.
I think I was annoying Martin at one point so... I just sort of stopped saying things....
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this vid didnt use multipass. I think if its a bit away from the camera one could get away without it.
If i use displacement in a regular render I dont' get shading. How did you get that?
Im still using v14c....
Hmmm... i never had 14 so i can't try that. But if it works in v14 we ought to be able to have it now.
that's part of why I have been resisting upgrading.... v14c is a very solid version and does everything I need for now.
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this vid didnt use multipass. I think if its a bit away from the camera one could get away without it.
If i use displacement in a regular render I dont' get shading. How did you get that?
Im still using v14c....
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Question: What is the render hit vs. a simple bump map?
yeah... what robcat said...
this vid didnt use multipass. I think if its a bit away from the camera one could get away without it.
Mike Fitz
www.3dartz.com
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Looks good xtaz! nice floppy follow through on the motion. adds good character!
Mike Fitz
www.3dartz.com
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That looked great!
thanks Spleen! Im toying around with the idea of doing more... like maybe arms and back to see how far I can take it...
Mike Fitz
www.3dartz.com
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Good-lookin abs!
"The A:M Abs workout"
thanks, takes a lot of effort to keep fit and trim like that! lol.
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Hey guys, been a long time since I've posted anything.... still working on that audi model.... Or I should say still not working on it!!! lol.
But had an itching to mess around with some displacement maps.
Simple torso model with a displacement map and then used again as a diffuse map.
Mike Fitz
www.3dartz.com
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this face rig stuff seems like a bit of extra work to set up a face rig in AM with the tools we have available dont you think?
When I set up my characters for facial animation work, I just use bones for the lower jaw, upper jaw, tonge, eyeballs, upper head with appropriate control points assigned to these bones (via named groups.)
then I create lipshapes and faces shapes saved to poses all with dboxes.
the pose sliders then can call these shapes which interpolate witheachother to make a wide variety of needed poses.
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I would at least examine the possibility of using 3m liquid rubber spray on the roof. unless the entire roof leaks... you know if you can find spots that are the main leakage points and just use the rubber spray over that area as a quick fix until you get the roof redone....
if you can do that, you might need like 30 cans though.
good luck... also no homeowners insurance.... I mean that's like skydiving with no parachute... you're going to eventually hit the ground....
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I get the feeling that there would be much less work with CP weighting with David's splining method.I agree the splinemanship is pleasant on the eyes... but I dont exactly see the shoulder rigging process being any easier with this mesh layout...more along the lines of a ton of feathers or a ton of bricks...
Hey I hope so... I can't really speak to that as I am not really familiar at all with David's rigging work... which appears to be very capable!
Audi Model WIP.
in Work In Progress / Sweatbox
Posted
thanks Rodney... next update... in 6 months! lol.