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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. that looks improved! I'd skip the breasts and do thick eyelashes instead
  2. but clay is smooth, it doesn't have creases.
  3. Welcome to A:M! To take your A:M flag into movie maker and put it over footage in Moviemaker, Moviemaker would have to properly use the alpha channel that rendered with your flag. Don't know what an alpha channel is? It may not matter since I doubt movie maker can use them. What does your Moviemaker manual say about using alpha channels? What formats can your Moviemaker export?
  4. Do you think those little bricks around the pod bay door are rubber bumpers, maybe? So grandma can get in without scuffing up the pod too much?
  5. You can add a light in the model. >new>light it's like a bone you can move in bones mode.
  6. one of the most ancient PC image formats PCX
  7. I'm sure the six-foot penis was a time-consuming adornment. But for that you would have made it.
  8. and that is a free download if you bought the download version of A:M
  9. Good scene. The music is competing with the dialog a bit. It's very dark at the start. Some backlight from "the moon" would help outline them better. There's a few comments about "night" lighting in the tuts link in my sig.
  10. What does that mean? This is a rig you've created yourself?
  11. Have you done the tuts in "The Art of Animation:Master"? There's a head and body tutorial in there.
  12. So the grass texture is something you painted onto a 3D render? Can you show what the parts looked like?
  13. I thought copyright was pretty much all the same in the EU, so just Germany is odd. Maybe it's the Russian Bear.
  14. That's looking nice. Maybe vary the trees a bit more?
  15. Presuming that image is made to match edges properly you could apply it with method>cylindrical to each leg (those are legs, right?) and get nice mapping. Adjust the repeat values to suit.
  16. That's lookin nice!
  17. Where's the distant town?
  18. no. This does sound like something isn't being done in the more advantageous way. I'm still doubtful about the need of a spherical constraint. But without seeing it, I'll stop there.
  19. In addition to what Mark said, I'll just inquire why you want a spherical constraint? You're probably thinking you need that for a knee or an elbow but proper character rigs almost never need such a thing. If you're just making a rig by putting some skeleton bones in your character you will be making animating it 100 X harder than it needs to be and be unhappy with the result. There are some easy to install rigs in the rigging forum. Have you tried those? Is there a reason not to use them?
  20. 1st, You model it's shape like anything else. You probably want to model it with thickness rather than single patch. about 95% transparent with a touch of green or gray. You can make reflections on glass and car paint more realistic by using a gradient combiner ( leave start and end at 0,0,0) to make a reflection material that makes reflections less apparent for viewing angles that are perpendicular to the surface. Real glass reflects much more when viewed at an angle than viewed straight on. Same with car paint.
  21. Welcome to A:M! And if you have questions, this is the place to ask. (The whole forum, not just this thread)
  22. Post wire and i bet that can be made smoother.
  23. It used to be that you could just check the shadow buffer ON and you'd get a separate TGA with the shadow image in it. But now you need to do a 2nd pass Here would be the normal settings to render the object and ground all that as usual: But if you want separate shadows for compositing elsewhere, do this render for just the object and its alpha channel: And this render for just the shadow which is captured in the alpha channel of what appear to be a blank image: Notice I haven't turned the Ground object OFF in either case, it is hidden automatically. Rendering to OpenEXR can get you all these elements in one pass. I think Fuchur has put up a tut on using A:M's compositing with OpenEXR renders.
  24. Something else is wrong, shadow catching isn't a big render hit.
  25. I'd think that a material effector is part of the solution
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