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Everything posted by robcat2075
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A character I started working on yesterday
robcat2075 replied to jirard's topic in Work In Progress / Sweatbox
that's a great face! -
I wish I knew enough about that stuff to know enough about that stuff.
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Fifty years ago I saw "2001" and spent the next three years in our basement making cardboard spaceships with robot arms. This is my space pod movie, now with music and sound effects...
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Found it. Here is Yves' archived site... https://web.archive.org/web/20141120164546/http://www.ypoart.com/index.html
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If you say Yves name three times he will appear. If you can recall the URL for Yves website it could be found on the Wayback Machine
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As I see it... you knew the thing was going to have corners when you started...
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There is also .AI import. If you have a program that can make shape in vector art and export it as a .AI file that would be the way to go. I realize your original question was how to add a bevel after the shape has been made but I still think that will be the least attractive result and I'm not sure it's faster.
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Moving again? Well, don't disappear like the trombone forum did. It's been AWOL for a month now.
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I contacted Tore privately to explain why I wished he would not make this sort of feature request. I feel there is already a solution that works just as well. I explained that Steffen is a limited resource and that I don't want to flood him with requests to fix things that already have solutions. I wish there were more programmers for A:M but there aren't and I appreciate the enormous work Steffen has done for us even though i don't get everything i ask for. None-the-less, Tore can still make the feature request. It's on AMReports right now.
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I don't know the background of it. I suppose one way to make it consistent is to eliminate method 1 entirely.
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Method 1 is only for the Model window. Method 2 is there so you can still apply a decal in a Pose or Action. It is the only way for Poses and Actions.
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David, if you have unanswered questions or unsolved problems... we are eager to hear of them and brainstorm solutions.
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I like experiments!
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I would have thought the difference would be far greater than a 2X speed up. Is that Bela Lugosi?
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I am very surprised to find out that that is all the difference there is between CPU and GPU rendering. I thought it was nearly real time. I thought it was supposed to be like just seconds to render a frame. If that is all the improvement there is, I'd say, no, it's not worth putting more programmer hours into after so much effort has already been put into it with no useful result. If 11 minutes is the problem and 6 minutes is the solution I would do the thing I already know I can do today, that already works today... get a box with some cores in it.
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I'm not sure about this one but I occasionally notice weird things that happen only in a certain project. Like in my contest image the simcloth shirt starts out looking normal when I load the PRJ but then it turns black in shaded mode and stays that way. But it still renders OK.
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If you wanted to texture the grain on the models you coudl make several variations of the grain and make the texture an animated map that cycles so it would not be the same all the time. Toon rendering can get you the flatness and terraced gradations to the lighting. I think this is something you do with separate passes and add the grain in post to each pass , then composite.. For example the couple walking in the lower right..., One pass is the background, that gets grained once and stays the same for each frame. The couple is grained differently on each frame and then composited onto the background. That way the parts of the poster that are still stay completely still and don't detract from the moving parts.
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"Paint fall" Image Contest WIPs
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
The paint spilling out of the bucket needed to look wet. However, the GI illumination makes it look chalky.... Add in a specular highlight only helps a little. The paint surface needs to have reflections in it but I can't turn on actual Reflectivity since there is nothing to reflect except the house. An environment map will simulate reflections. This is using the same map that I used for the GI. The detail in the reflections is too fussy. This next one uses a simpler treatment of "ground" and "sky" that I painted in Photoshop. I liked that but I liked it better if I took out the color. I also tried a blurred version of that. I decided that did not look as wet and returned to the previous version with the sharp horizon line. -
Sorry... I hid it when I realized I had put the wrong video up. It's back up now.
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The scale manipulator appears to change to world view but it is still scaling in the object's world. That's probably a bug. I'll note that you can rotate in worldview by going to an orthogonal view and using the yellow ring to rotate.
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I have posted the first part of a tutorial in a thread of it's own... https://www.hash.com/forums/index.php?showtopic=48566&hl=
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Thanks, guys! I made that character for animation exercises several of us have been doing over the past few months. You probably will see more of him.
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I'm looking at it. I've run into a constraint problem I need to figure out.