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Everything posted by zandoriastudios
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The Lost World: TAR of Zandoria
zandoriastudios replied to zandoriastudios's topic in Tar of Zandoria
LOL. Tar works for me! He is a character that I created quite a few years ago...So it really is a "lost world" of mine. But Now I'm coming back to this project, and hope to complete it using A:M -
The Lost World: TAR of Zandoria
zandoriastudios replied to zandoriastudios's topic in Tar of Zandoria
OK, Here is the setting that I think I will work with....I'm pickturing a pile of bodies, armor, weapons,etc. scattered all around the hill--In the style of Frazetta's Conan -
When you use a material as displacement, it is using the different values (light and dark) to create the displacement of the surface. So if you want to Color the object too, you either have to create a second material, set the surface color directly in the group, or use a decal. You can add another attribute to the material, but I don't think that would let you displace AND color the material [i don't have A:M open, or I would check for you]
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The Lost World: TAR of Zandoria
zandoriastudios replied to zandoriastudios's topic in Tar of Zandoria
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The Lost World: TAR of Zandoria
zandoriastudios replied to zandoriastudios's topic in Tar of Zandoria
Just a before/after example of a hightfield generated terrain (from the terrain wizard) to adding a bit of inflation (PuZh wizard). -
Look at it this way: You might see a watercolor set in the store, and decide to buy it. It is a fun hobby, and you will have fun painting pictures. If you really like it, you will eventually get good at it. But the process of becoming an artist requires YEARS of practice... This is true of 3D art too.
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The Lost World: TAR of Zandoria
zandoriastudios replied to zandoriastudios's topic in Tar of Zandoria
saw a cool tutorial in 3DWorld of terrain, which gave me an idea...... After creating the terrain with the terrain wizard, I ran Marcel Bricman's "PuZh" plug-in. The plug-in pushes the CPs a set distance along their surface normals, which makes the weathered gullies really look good--it makes the gullies seem to cut into the rock more naturally and swells the hills a bit. [it's kind of funny, because the tutorial I read was done in Max--it took 2 pages of step by steps! This was done with 2 clicks!] -
The Lost World: TAR of Zandoria
zandoriastudios replied to zandoriastudios's topic in Tar of Zandoria
I think this will be his basic gear... I think I will add things like weapons, belt pouches, etc as actions. Now I need to start painting some textures. -
another approach might be to make the poncho a separate model. then create an action to dress the character. In the example that I posted, the shirt was separate from the Thom model. This approach would make it easier to have different wardrobes for a character.
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select a spline, hit "Y" to add a control point halfway between the point you selected and its neighbor.
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V13. the collision tolerance is in the Choreography properties
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Paul, I did some experimenting myself tonight.... 1. Collision radius seems to be controlled by the collision tolerance. 2. denser geometry drapes better... 3. Do not use HOOKS--they don't seem to simulate (notice the piece sticking up in the back). I reworked the mesh a couple of times to figure out... 5points are ok, so are 3 points, but a hook throws the simulation off. I ran this simulation after playing with the settings. everything is default except the collision tolerance. I was pleased, though it is a little jiggly at one point ( I think increasing the damping would fix...) shirttest.mov
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ummm exacly how do i attach the bone light on the square patch? i know how to attach a bone to a model but the bone light doesnt flash on and off to attach it to the model :s thx paul If you really Do have to have a light as part of the model, then look at the PWS after you've added the light. The light will start-off at 0,0,0 in the modeling window. Select the light in the PWS and drag and drop it on the name of the bone that the geometry is assigned to, which will make it a child of that bone so that it moves with it. In bones mode, you select the light name in the project workspace to select it, then you can translate it to the desired position in your model.
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The Lost World: TAR of Zandoria
zandoriastudios replied to zandoriastudios's topic in Tar of Zandoria
probably the easiest work around is to use a Klieg light with a colored shadow. -
You are simply OUTSTANDING, Stian!
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I agree, CP weights would probably be enough for this character. Here is a tutorial you may wish to consider (tooting my own horn...): available here
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The Lost World: TAR of Zandoria
zandoriastudios replied to zandoriastudios's topic in Tar of Zandoria
Yves, if you set the Global color to anything other than WHITE (I originally was using Image based lighting), then the front projection target (ground) picks up that color and doesn't match the rotoscope. So I'm aware that the lighting isn't correct--if I were going to composite an animation in Aftereffects, I'd light it to match the scene and render Tar and his shadow separately, then composite with the background plate....since I'm still just working on the model, it didn't seem to be important to do all that extra work. -
The Lost World: TAR of Zandoria
zandoriastudios replied to zandoriastudios's topic in Tar of Zandoria
one sun + ambient occlusion. setting the groundplane to front projection target. -
The Lost World: TAR of Zandoria
zandoriastudios replied to zandoriastudios's topic in Tar of Zandoria
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use your first image and use the luminosity rather than the alpha channel to mask the layer.
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realistic water spray
zandoriastudios replied to Erik van Schaaik's topic in Work In Progress / Sweatbox
Sprite particles would be my first thought -
look at the thread "AM:Paint" on this forum....
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SHIFT+1 to toggle show normals
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The Lost World: TAR of Zandoria
zandoriastudios replied to zandoriastudios's topic in Tar of Zandoria
you're very welcome. That was the reason why I posted an example--it really isn't just about teeth