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Posts posted by robcat2075
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Since you are already familiar with bitmap texturing in other 3D programs you may need to ask a more specific question as I am uncertain of what you are uncertain about regarding that in A:M.
The TAoAM tutorial EXERCISE 10: FW-190 FIGHTER includes introductory decaling.
My tutorial page has coverage of narrow topics under " Decals and Materials and Particles and Cloth"
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17 hours ago, kujaibacha said:
Hello everyone
What is the one best method of texturing models in AM?
One best? No. That's a big "It depends" question.
QuoteI know there's Decals and Stamps, and I've seen the various videos on this topic .
Although it seems the process might be a little too involved? Or has it changed in recent versions of AM?
I presume 90+% of all the models you see in the professional CG world are textured with decals (or whatever their software terms the equivalent of that... "UV Mapping")
Painting a decal lets you put a detail exactly where you want on a model.
The other significant technique is Materials (AKA algorithmic textures AKA Perlin textures...). Materials are handy for general surfacing.
The BlueSky movie "Robots" was done with all algorithmic materials, no decals. However, I don't think they are as commonly used as painted textures are today.
I like using materials. Here are a few of my images that use Materials...
Materials: sky, hills, stonework, demon skin
Decals: box, demon eyes, eyebrowsMaterials: sky, cave and rock surface, dinosaur skin
Decals: "STATE", hair
Materials: almost everything except "STATE", "DO NOT TOUCH", and the hair.
Materials: Sky, woods, metals
Decals: gravel, hair
Materials: all the surfaces including the wood and chipped paint effects are Materials.
Decal: can label
QuoteIs there a video tutorial that explains the process of taking a model to texturing and decaling and baking for export?
That's a big topic. Whole books and classes are made about CG texturing. However, texturing is probably where A:M is most like other software in the techniques used.
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32 minutes ago, kujaibacha said:
By the way, is this rule for the subscription version only or does it apply to the 'one time' license too?
Both the subscription license and the non-expiring license are for one computer only.
Also note that the non-expiring license won't forever enable future versions. It stops with the version that is current when you buy it.
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Welcome back, kujaibacha!
6 hours ago, kujaibacha said:I use both MacOSX 10.13.6 High Sierra and Windows 10 Pro
- Will one license allow me to run AM on both my computers?
One subscription (AKA license) will let you run A:M on one computer for one year. If you have a Mac and a PC and want to run A:M on each you will need a license for each.
QuoteI understand V19 was the last one supported on the Mac
Will my one license allow for using V19 on my Mac and any latest version on the PCA license lets you run anything back to v15
So, on a a PC you could run v15-v19.5 and on a Mac you could run v15-v19
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8 hours ago, serg2 said:
Problems in spiral splines. Slightly changed the topology.
Yup, that's it!
Thanks, Serg!
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Why don't the two "four-siders" in the selected group ("problem") form patches?
It is not a problem of back-facing normals.
What am I missing?
Try it...
HandProblem.mdl -
Hi Edward,
The core problem is that the Head bone you are making the target of the constraints is a child of the bones that are being constrained to it.
Something is wrong that it was even possible to make such constraints. It's a circularity!
If I make a copy of the Head bone, name it HeadControl, make it a child of Back, then remake the Orient Like constraints for Chest, Neck1 and Neck2 and... constrain Head 100% to HeadControl... I get motion like I would expect when I animate HeadControl.
Play the Chor in this PRJ...
I did this in v19.0, there was some oddness happening with constraints in v19.5 that I will need to report.
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Look for this to be fixed in v19.5b
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I dunno... her knickers don't look twisted.
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I believe you are looking for Treez
There is a tut in this thread...
https://forums.hash.com/topic/30938-modeling-treez-tutorial/
I haven't read it recently and haven't tried the plugin recently.
Let us know here if something is not working.
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He's getting his game face on.
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Those are funny shows, Mark! I'm disappointed you don't do them in A:M anymore but they are entertaining none-the-less.
If this were three decades ago I'd say, "You need an agent!". Someone who can make the contacts and make the deal with whoever can make it happen such that you're making money on this stuff.
It worked for the "South Park" guys and Mike Judge and you have more to show for your creative potential than they did when they got deals.Today...? You have it on Youtube, are you able to monetize it yet?
It would be cool if you could get a deal to produce a limited series of "Paunk Show" parodies on a streaming service.
Whatever... congratulations on your success! -
If you already have a dedicated compositing program like After Effects, or a paint program like Photoshop that includes compositing modes, that is the way to go with investigating this "post-processing" stuff, however... A:M does have some basic compositing powers and they work with OpenEXR!
There is a Tech Talk on A:M Composite projects https://forums.hash.com/topic/13249-tech-talk-series/
I don't recall what's in it. I'd have to ask 2008 Robcat about that.
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"Blocking" has a several shades of meaning.
In animation when you are blocking, you are getting your character into all the main poses he will strike during a shot, maybe even before you have ascertained the exact times he will arrive at them.
In theater and live-to-tape TV, blocking is about setting the locations on the stage the actors (and the camera) will need to be in at various points in a scene.
I've never been very creative with blocking in that longer sense. I tend to set the camera up once and then make my characters do their stuff within that rectangle.
This video takes a look at the elaborate blocking seen in the BBC studio drama, "I Claudius".
The voice-over narration is pretty ghastly but... you get to see Patrick Stewart with a toupee!
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Here is a quick version of your PRJ using the composite method.
Changes:
The key light is set to 100 intensity%
The skin settings are:
The Composite "multiplies" the NoAO and OnlyAO together
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I should like to meet 2008 Robcat, he had so much excitement about this stuff.
The more clever tactic to get a separate AO channel, if it were not supported by the renderer, would be to set all to objects to white, turn off all other lights, and do an AO-only render.
However, it turns out EXR (most clever of all) can save an AO channel...
Here is the above PRJ, the EXR file and a render preset with the render settings I used.
AOTest04.zip -
I have a dim recollection that SSS only works in renders to file.
SSS+AO is also complicated. I think that is because SSS is very much about light direction while AO has no specific direction.
My inclination would be do the AO as a separate pass and composite it.
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I like the look of the character and one could absolutely make that in A:M but if I Google "adventure mouse" I will find existing images that have the key elements present.
If I made that character I'd worry that I was borrowing too much.
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He's giving up the ghost (wookie).
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It just occured to me that Filezilla may not be available on Mac, but I'm sure there is some ftp client for the Mac.
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Welcome to the forum.
Q#1... is it a crash (program exits) or a freeze (program becomes unresponsive)?
I don't have a Mac so I don't have a way to test an old A:M version on it.
Wild idea... since you have a license for v18 you should also be able to install and run previous versions, back to v15. Install v17 and see if you have any more success with v17 NetRender.
You can get the installer from the Hash ftp site
To access the ftp you will need to get, install and use an ftp client.
No username or password is needed for a download from the Hash ftp.
After you have installed v17 on your mac, copy the master0.lic file from your v18 folder to the new v17 folder to transfer your license to that older version.
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Between the two, it's not clear to me if he's standing ON the log or behind it. His toes are in an awkward tangent with the edge of the log.
I don't like the cauliflower ear in the second one. -
His tail is floating the air?
Cute image!
Is that a 2D painting or 3D Model?
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For trouble with the Hash Store you will want to send a PM to @Jason Simonds
Go to the envelope icon at the upper right of the forum ("Messages") and send a message explaining your problem to "Jason Simonds"
Texturing and Baking
in New Users
Posted
I have Jim on Facebook, I'll ask if they are still available somewhere.
I suspect the reason there haven't been as many A:M-specific tutorials on texturing is that the practices are so similar to practices among all 3D software. There is already a large body of texturing information out there that can be used with A:M with little translation.