In TWO we had a crowd character that would automatically alter itself. You could drop 30 in a chor and they would all be slightly different.
But i see the value of making them look like sponsors.
I fear this title won't quite resonate with me like "Stalled Trek" did. I've never seen "the Walking Dead" so i probably won't get the references.
If you want to use it for the snap to surface tool, have you tried importing it as a prop?
Otherwise, for now... if it works in v16, import it there, save the MDL and reload that in v17
For a tutorial, I'm looking for example images of the following. Images that in a one-second glance can demonstrate the idea...
Motion Blur
Depth of Field
Shadows
Ambiance Occlusion
Reflections
Particles and Hair
Subsurface scattering
Fog
Toon Render
Field Render
Stereoscopic 3D
Plugin-shaders
I have candidates for some of these but perhaps you recall better ones.
If you can think of a good image, post a link to it here.
Thanks!
That does fit better.
that shadow on the ground is probably a bit too sharp. You might up the softness on it. And maybe using Ambient Occlusion on them might make them less severe in general.
Too many swinging camera moves. I would consider stabilizing that quite a bit more.
At about 0:13... one problem is that the background has brighter and more saturated color than the foreground. In general, objects in the distance will appear more faded. Perhaps that is the backdrop problem you are referring to?
Yes. Understand that it's not an automatic process... you have to decide where to draw the splines.
Since you won't need the actual poly mesh, you can import them as "Prop" which is quite fast for large models. I'm sure there must be an upper practical limit. Let us know when you find it!
I don't use porcelain anymore.
5-pointers are best when they are fat and flat. Fairly regular side lengths and fairly little surface curvature There are usually several options for the exact placement of a 5-pointer in a mesh so you can avoid using them in problem areas and make 4-pointers do most of the work. There is a bit of strategery to it.
Also, the flaws in 5-pointers typically aren't visible once a texture is on the model.
There are two perspective problems.
-the sea doesn't extend to a real horizon line
-the sky clouds look tilted into the sea
Those are both hard to fix without having a very large sea plane and a very large sky disk. Absent those, regular camera fog could help obscure the detail that is making those problems too visible.
Something like this:
Welcome back!
Yes, A:M's Global Illumination will accept a High Dynamic Range image in several formats for lighting purposes.
There is a thread by jason1025 somewhere around here where he goes thru a case on using it and I'm sure there are many other threads on it also.
Today via Skype I got to visit with forum member Roger. We were trying to ascertain why he was having so much trouble accurately placing new key frames in relation key frames he's already made.
What we discovered was that A:M was not updating the view window to match what the time counter was indicating. It looked normal if you just hit play, but if you scrubbed the time control forward or back it would stop with the last frame you scrubbed through and not draw the current one.
For example if you were trying to get to the frame where a bouncing ball has just touched the ground you would have to scrub to the frame after that before you would see the ball actually make contact.
If you hit the Space bar ("refresh display") the display would update to the proper frame but you had to always do that.
I presume this is a rare situation, but I mention it in case anyone else is baffled by why things don't appear to match up.
Hit the Space bar after every scrub.
Roger has an unusual laptop that has both the usual laptop graphics chips and also An NVIDIA Quadro display "card" built in. Somewhere in all that is probably the reason for this but I don't know exactly what's up with it.
Ideas anyone?