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Everything posted by robcat2075
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up/Down changes the number of subdivisions drawn for each patch. More subdivisions = smoother appearance = slower response Load a sphere from the models/Primitives folder and watch it in shaded mode while you press page up/page down. This only affects the real-time view. "Final" rendering always displays smooth patches.
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11 sec club December possibility
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
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11 sec club December possibility
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
I'll scale it. 3DPainter didn't like it small. -
11 sec club December possibility
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
It's taken me several false starts to get the ins and outs of 3DPaint but here's The Punch Puppet head painted. I've tried to make it look more hand made by leaving visible paint strokes. That's my story and I'm sticking to it. -
I put up my christmas tree today
robcat2075 replied to mtpeak2's topic in Work In Progress / Sweatbox
that's a classic looking tree! -
11 sec club December possibility
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
Here's another feasibility test for cloth. A shirt with neck opening and sleeves. Cloth likes to be just 4 point patches and a shirt doesn't like to be just 4 point patches, so that's the challenge. You may notice holes at the arm pit where I didn't connect the sleeve to the body in order to get the simulation to work. It does well up until the very last frame. ShirtTest05H.mov -
my christmas project production shots
robcat2075 replied to dailan1's topic in Work In Progress / Sweatbox
Ah... those are easy to see! That looks like real sharp work! -
Bump. Change the 05 to a 10.
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my christmas project production shots
robcat2075 replied to dailan1's topic in Work In Progress / Sweatbox
If you post JPGs more people will see them in the forum. BMPs don't display, they have to be downloaded. -
My system is less than yours. Faster is always better, but I get by. A:M doesn't need extreme graphics cards. Your card is probably better than mine too. But did any of the above suggestions improve your situation? PageUp/PageDown is a biggie.
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Can you show a wireframe of the model? 4000 is getting up there. You can use the pageup/page down keys to adjust the tradeoff between smoothness and realtime response. PageDown until you hear the bell for the fastest setting.
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That turned out well! That's the biggest mustache I've seen today.
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11 sec club December possibility
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
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Looks promising!
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11 sec club December possibility
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
Now to try to paint the thing. I'm going to use my brand new, minimal manual unwrapping, cylindrical UV mapping method. I made a pose that bends the chin down and aligns the head around the Y axis The nose is so prominent I'll map that separately, so I hide the nose when I apply a dummy checkerboard map to the head with cylindrical application method. I made another pose that aligns the nose around the Y axis. I hid everything but the nose and applied the lower portion of the map you saw above. When both applies are done the head looks like this: The resulting UV view looks like this: This looks like pretty reasonable mapping with not too much time spent moving the mesh around to get it ready for a decal. Extra bonus... because these are cylindrical decals I only have one seam to paint over at the back of the head and one under the nose. Although the UV view looks like the seam point are one patch over front the back of the head and the bottom of the nose, 3D painter seems to still interpret the seam as being at those splines. -
That's a fine looking car. Did they really sell them in baby blue?
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It's already pretty clay-like. you can push and pull points all over the place.. There isn't an add-on for that. Many modeling techniques you might know from polygon programs don't apply to splines. You want to learn spline modeling techniques. I'm not sure what you mean here. Have you done the modeling tutorials in "The Art of Animation:Master"? That's stuff you gotta know before you try a dragon.
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11 sec club December possibility
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
I stitched a circle around a CP at the base of the head and extruded that for a simple neck. It won't be seen, but the cloth will need something to deflect against. -
11 sec club December possibility
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
Yeah, I also don't like the way the jowl and bottom of the ear seem to be the same thing. I'm finding hooks that work smoothly on one side refuse to be smooth on the other side. So while resplining those I've reworked it to give a more definite ear lobe, send the jowl line down farther. -
Here in Texas you get run out of town if your poem doesn't look like a poem. My inclination would be to go to an easier-to read conventional font so the text could be smaller. But if you love it, you love it. I think I'll get one for my niece.
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BTW, I'll just note I have a scheme for mapping without unwrapping http://www.hash.com/forums/index.php?s=&am...st&p=317436 Basically you let A:M's cylindrical mapping capability do the UV unwrapping for you. I know it won't satisfy everyone, but I'm going to try it on my Punch model. Sorry, no vid on it.
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Could you reduce the type size so the verse formatting would work?
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11 sec club December possibility
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
After studying Xtaz's solution I realized there are some hooks (highlighted in color) right next to each other that could be re routed to join in a conventional CP. The red and yellow can be joined as in b but that makes a 3 pointer right on the crest of the cheek and has a hook in its side which will be hard to smooth. Hooks going into 4 point patches are generally fine, but into 3 pointers not so much. Instead I ran the red spline up to the eye and hooked the yellow into its side as in c. The green and blue cause a 3 pointer when they join but it's not in a problem spot so it's fine. In d I simplified a bit more under the ear by shifting the the pink and purple hook and spline down one CP and eliminating the brown spline. This result CFAs fine. It's not that the original a would not have worked, but simplifying the topology was probably better anyway. Here's a turnaround of the possibly finished head mesh. I'll probably need to add a simple neck PunchTurn3DH.mov -
That looks real nice, Ken. When I open the PDF the text doesn't look formatted like in the sample page you have above, where every line ends in the rhyming word like i would expect. Is it intended that way? I thought it might be my Acrobat reader, but it's still the same after I upgraded.
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11 sec club December possibility
robcat2075 replied to robcat2075's topic in Work In Progress / Sweatbox
Thanks. Yeah, it was looking kind of doubtful for a while. There are some hooks that are causing some surface weirdness and not CFA ing so I'll have to rethink a bit of it. Tomorrow. This has been a full modeling day for me since I almost never model.