sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

agep

Hash Fellow
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Everything posted by agep

  1. Hair with an image with alpha (leaf) renders fine though I am going to use the depth map to make Depth Of Field on a Thomas and friends animation test I am currently rendering. Reason why I don't use A:M's own DOF, is because of the increased rendertime (on top of the 15hr per frame sequence) and the lack of control in post. With a depth map I can control where to set my focal point in post
  2. I am having problem with the sprite system. I am unable to create a depth map when using a smoke emitter and fog. I looks like the emitter ignores the fog, and stays bright white no matter what. Using the depth Buffer doesn't work either, the Depth Buffer doesnt render the smoke at all. Can anyone take a look at this problem before I report it? I might have missed something elementary. I could fake it by giving the smoke a grey tint, but it would not be the best solution, since the camera is going to be moving smoke.zip
  3. Thanks! Apparently, Thomas and Friends have many fans Many YouTube users have channels dedicated to Thomas. They make all sort of videos, using toys or even screenshots from games. I don't have any plans yet, but I hope one day to make environments for them, and do av few test animations. This project is something I do inbetween other projects when I need a break. I have rigged a few of them. Here you can see Henry the Green Engine: http://www.hash.com/forums/index.php?s=&am...st&p=334769 Here is how the lighting is done: http://www.hash.com/forums/index.php?s=&am...st&p=339118
  4. Yet another model in the Thomas & Friends family Percy the Small Engine *edit* I am going to lower the reflections in the body in future renders
  5. I learn something new in A:M every day I didn't know this
  6. That is just a gravel texture and normalmap
  7. First, here is a basic AO with one sun setup. Kind of grey and boring On a sunny day, take a look outside, the shadows are actually not grey/black, but blueish So to accomplish this, here is a trick that I learned from rodger_r: First, In addition to your main slightly yellow sun, add a second sun with the same settings at the same position, but with a blue color and Cast Shadows to OFF. This will give you an overall blue tint to your image including blue shadows. But since the sun should give you a yellow tint to your image you add a third sun with exact same settings and position as your second sun, but with negative intensity and Cast Shadows to ON. The third sun will override the blue tint from the second sun but keep its blue shadow. Just for fun. This is how the render looks like if you turn off the main sun
  8. No, this is just for fun. I am a Thomas fan Thanks. I am using AO at 75% intensity with a yellow sun and a blue negative sun (to get the blue shadows). This setup is very render intensive at 1 to 6hr a frame
  9. New model in the Thomas & Friends family Toby the Tram Engine
  10. I have seen similar render bugs like your first example using AO a few times. All times I had double layer of patches (accidentally hit E and extruded the model) AWESOME model by the way
  11. Thanks Mark. Very nice splining!
  12. Nice looking head. Looks very smooth. I would love to see a shaded wireframe?
  13. Thanks The light blue Beetle was made by me, the dark blue/Woodstock by Marcos Rezende (Xtaz) and the bus was made by Rodger Reynolds (rodger_r). The light setup is regular AO with an HDRI environment, no other lights. I am using both v15 and v16 (64bit), have not transferred my big project over to v16 yet. But I do all my rendering in v16 due to the increased render speed
  14. Wow! Wonderful! What technique did you use to texture it?
  15. Rodgers bus have been added Rendertime 2hr 23min in v16
  16. agep

    Nidaros Cathedral

    Full HD turntable posted on YouTube The rendering took about a week using four cores. I do have a eight core computer but the four rendering cores ate up all my 12 Gigs of RAM
  17. agep

    Nidaros Cathedral

    Funny, never thought about that. I had to take the time: 2:02 to load the project 2:49 if I count the HDR and decals Thanks! Sorry, but I am not going to share this one
  18. Very nice improvements on the ladybug. I also would like to see some dof. Anyway, great job so far
  19. Absolutely, are are you are one of the best, and probably the best mechanical modeler using A:M. I have always been inspired by your work Marcos Rezende (Xtaz) asked me if I could do an side by side rendering with mine and his VW Beetle model, just for fun: Mine is to the left, his to the right
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