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Posts posted by robcat2075
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BTW, if you are aiming to make a fine-looking movie I recommend Jeremy Birn's "Digital Lighting and Rendering". It is a great intro on how to use the tools of computer lighting to get good results.
It is not application specific. I have a thread that translates Jeremy Birn's terminology into A:M language.
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7 hours ago, strato said:
but there are so many issues and crashes that I went back to V 13 on a XP 64. Fast and reliable.
Crashes will get fixed if you can report the steps to make them.
I don't have many troubles with A:M but another user noted he was getting frequent, seemingly random crashes... when he ran his monitor at a non-native resolution.
He had a 4K monitor but was setting it to HD to use A:M. Check that.
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Hi Tom,
A:M seems to apply the decal only to patches where any image pixels will be visible. For most decals that works correctly but for cookie-cutters, the no-image portions are part of the effect.
For Cookie-cutter decals the work-around is to first apply a version of the decal that has no alpha transparency, then swap in the version with the alpha channel.
If you have your alternate version loaded into the PWS Images folder, you can make it the image the decal uses by choosing it from the drop down list that appears when you click on the image name in the Decal images folder...
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We should first note that textures in a movie like "Tin Tin" didn't happen because one person worked on it. There are 46 people with the word "texture" in their credit and I suspect many "paint" and "lighting" crew had a lot to do with it also. It seems to have been at least a year's work, maybe more, for them.
But you can still do good-looking work on your own.
Have you ever read a book like this? -
Since you are looking for a tute... I should ask what is your previous experience on making textures so far.
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Most cloth is seen so far from the lens that threads are not visible.
Can you show an example of a shot and describe what you want it to look like?
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12 hours ago, martin said:
I didn't know you could grow a pumpkin for more than one season. They must do that in a green house with their marijuana.
But if you can grow a pumpkin for more than one season... why stop at two?
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Are you using v19p?
Earlier versions had Environment maps broken.
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I guess you deleted it from the Model but the name of the Pose persists in the instance in the Chor?
That doesn't happen when I try it. There must be something mysterious happening.
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Don't select the model in the Chor, select the model in the Objects folder
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Go...
Project Workspace>Objects>your model>User Properties
on the Pose you want to delete and choose Delete
Then go down to the Relation ships folder and delete what should now be an empty folder with the name of the deleted Pose.
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Oh, I see he's still alive. I thought he had died and this was some sort of posthumous completion.
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So that's an unfinished project that some of his crew finished?
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26 minutes ago, Fuchur said:
Are the normals of the outer one facing out or in?
It's the same either way.
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Here's a clue...
If I add another surface (the large cylinder) outside the surface I want to target (the vase shape), the CPs I select and move (the 4 point ring) will go to the intended surface and properly slide on it when i move them.
It is as if it always ignores the first surface it encounters and goes to the second surface.
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When I test with a simple Prop it works as I would expect. I can draw a new spline and it is created on the front surface. I can slide points I have made on the surface and they remain on the front surface.
But if my target surface is a regular MDL only the first creation works. if I touch them after that, they either go to a far surface or some place that is not either surface.
That happens in both the modeler and in Model Mode in the Chor.
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Is there a way to keep Snap to Surface from jumping point to the opposite side of a model?
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How could they forget "bouncing ball"?
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2 hours ago, Madfox said:
Here's an example how they look in game.
That is super!
But I think the dancers needs a break, they're getting thin!
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4 hours ago, RS3D2 said:
I do not see any button that allows me to attach a jpg or video to the post. Is it one of the buttons on the top line of the text entry box? It seems to me that on previous posts I have made there was a button for that purpose, but it has been a while since I did it.
Normally it says "drag files here..." at the bottom...
However, I strongly suggest you upload your video to YouTube and post the YouTube line.
Everyone can see it easily then, but almost no one will download a file if they have to do that to see something.
It really is the better way to do it. If you don't have a YouTube account, make one! -
The easiest way to post a video here is to upload it to Youtube and post the YouTube link here.
That wlll make it ready for streaming to any device and and the viewer doesn't need to download it first.
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Mel Blanc had a minor hit with his impression of Al Jolson (and a few other voices) singing, "Toot Toot Tootsie (Good-Bye)"
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It is the slightest of improvements.
another idea... render the frames at 3x the res... 3840x2160... and then resize them down to 1280x720 in Photoshop.
You probably only need to do one pass since this will be like 3x3 antialiasing.
QuoteAs for replacing the normal map with a bump map, also a great suggestion since it's trivial to generate and replace with no re-modeling required.
and when you have the bump map made you can also test it as a displacement map.
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Try rendering 803-806 with (at least) 9 passes and 100% motion blur and see what happens.
How about a bump map for the seam instead of a normal map?
Filter Forge textures
in Animation:Master
Posted
A few textures from Filter Forge, a texture generation program, rendered out and cylinder mapped to a simple A:M shape.
PRJ and bitmaps: FF tests005.zip
They have a free 30 day trial you can get. It's a serious power user program but their library has thousands already made for you to download and use as is.
If you like it, they have run "50% OFF SALE- LAST DAY" two out of the last five days, so I suspect they will do that again some time.
Full screen to see detail.
Luna, Wasteland, Crystal, Tiles...