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Posts posted by agep
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Very nice work Mark. What kind of lighting do you use?
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"Euler Limit" did not work, but "Aim Roll At" did! Thanks MarkTry adding and "euler" constraint on the main rod bone. If that doesn't work, try adding a target bone that the main rod bone is constraint to "aim roll at". -
Hi guys!
I have been doing some more work on Henry
Mainly I have been rigging him, made som tracks and did some render/lighting test. I also added some smoke, but that is very basic. Need some tweaking. Since I am no rigger, this was a hard nut, but I think I made it:)
Animation and Lightingtest:
Rigging Screenshot:
Rigging animation:
*edit*
I see that there is a bug with one of the bones. For some reason do flip 180 degrees on the Z axis. You can see the main rod pop
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I am going to bookmark this thread!
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Under texturing, my name is misspelled (Stian Waalvag), it should be Stian Wahlvåg
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No, I just stamped the photo on the model from the cameras point of view. Then I activated "Global Color" in the choreography, but did not set any value ion Ambiance Occlusion, This will show the decal as it is, no shadows. Also turned off all settings on the camera except "Final" and "Stereoscopic"Was the depth map needed to make the animation? -
That is strange. Even my Nokia phone is able to play this clip without any problems. It is MPEG-4 video in an mp4 container. 3072kbpsQuicktime refuses to play the movie for me! What codec did you use, Stian? I have the latest version of QT but perhaps I am missing a codec. -
Thanks!
Yup. And it only took a couple of seconds to render each frame Yeah, very bad camera movement, it was quick and dirty. I may redo it laterWhoooa! Is that the image projected(applied) onto the geometry and then rendered in stereoscope? Awesome...! (work on that camera move though...) -
Thank you so much for the comments guys!
Are you sure about that? I finally figured out a way to do camera mapping. This is a quick test, with a few bugs. Still using the same photo. Keep your glasses on. Very rough camera animationThe problem with anaglyphys is that no matter how hard I try to see around that corner it always just eludes me. -
Hello friends
I felt like doing some experimenting the other day.
I had a photo of New York taken from the Empire State building
The photo is taken by a friend and colleague of me, Johanna Vaart
So, I wanted to see if I was able to convert the photo to an anaglyph using A:M. First I used PFHoe, to "track" the photo, by doing so I got the camera position and angle, then I started to create simple proxymodels and placed them accordingly with the photo. When done I made a depthmap using fog. In PhotoShop I used the depthmap as a displacementmap to skew the red channel to the left and green and blue channel to the right. I also made a "tilt-shift miniature" version of the photo
Grab your red-cyan glasses and take a look I have also uploaded the wireframe and depthmap
Original Photo taken by Johanna Vaart:
Wireframe:
Depth Map:
Anaglyph:
Tilt-Shift Miniature:
*edit*
added a quick animation test:
Best regards
Stian
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Thanks
What is your setup with ground and background? I am trying to use a setting similar to this and I can not get it to workThis is basic AO setup (Global Color)
Ambiance Intensity - 120%
Ambiance Occlusion - 100%
I am also using the default ground and white color on the camera. No lights in the scene
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Wow! Nice style
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Great work guys!
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Yhanks guys!
Yeah, you are right. I don't think I am going to use displacement map though, I might end up modeling them (probably use Newton to fill the upper part of the tender with some simple distorted spheres)though the coal looks like it needs a bit of displacement.
Not at the moment. Just making a few vehicles when find the time. I might also make some environments laterIs there any larger plan here -
Thanks guys!
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Fantastic work so far. I sure like the details!
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Gratulere med dagen!
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Thank you guys!
No environment maps, just four luminaries strategically placed around in the choreography (luminaries are just simple plains with HDR EXR's decaled to them to appear bright white for reflections). Soft reflections on the metal material. The background gradient is simply an gradient image set to front project target on the ground. Rendered using AO
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Happy Birthday Martin!
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The magic word is "Action Object". I used the Hull as a "Base Model". Then drag and drop the other parts onto the Action. You simply assemble many small models to become one big model. The cannons are one model, the lifeboats are one model and so onHoly Cow that's a lot of detail! That model looks like it's pushing over 100k patches. What are you modeling that with? My computer gets sluggish around 10k patches.I am using the same technique on the Nidaros Cathedral model, which at the moment consists of 54 separate models with a total of 734,742 patches
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Thanks guys!
I know that you are a stickler for modelled detail so could you possibly show a closeup of just one of the life boats?I only have this render at the moment. Its a close up of the midsection of Tirpitz. Tirpitz is just slightly different than Bismarck
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Hi guys!
I know this thread is really really old. But I've just rendered out a HD turntable of KM Bismarck to have on my youtube channel.
showing the x and y axis lines
in New Users
Posted
You need to be in front view [NUM 2], or any other direct views. If you go to Tools - Customize - Toolbars and select Views, you get buttons on your menubar for that