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Hash, Inc. - Animation:Master

robcat2075

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Everything posted by robcat2075

  1. in the model window, flip the normals on those patches
  2. I'm still not sure why you are using lathe and snap-to-grid together. If I select some points and then choose snap to grid, they snap to their closest exact grid points.
  3. better show a pic. I'm not sure what you mean.
  4. I haven't used premiere in a long time but way back when it had the ability to scale any video any amount vertically or horizontally. So I'm sure it does now. If your render isn't fitting your screen you can stretch it to do so in Premiere.
  5. Great news!
  6. that's beautiful. it's so painterly i'd have thought it was done with some sort of a brush in PS
  7. render at a larger res and scale down in photoshop. Like double the res you were using.
  8. I think clumping the grass was an improvement. Some small stones scattered around on the dirt might help. there's a scatter plugin that might help on that. Also, how about thinning the diameter of the close up grass? it's like pencils right now
  9. I had to reset my DSL modem and clear my cache and cookies to get the jumping godzilla clip that shows my vote was counted. Probably not in the spirit of the rules.
  10. Those are cute! Congrats on the gig! So how did you escape from the impostor who was posting here before?
  11. If it's not fun, take a break. We'll be glad when you come back!
  12. good start. things i notice: -the leaves are too flat. maybe model a few curled ones to mix in with the sprite leaves. -the branches are too smooth. Gnarl them up some more.
  13. There's a "Diane" tut around that has you put a dress on a walking character. Look for that. It was "old" cloth but the concept is still valid. But here's what I see... -very fast motion is hard for cloth to follow. The possible fix to that is to set the time subdivision higher - you need an initial wait for the cloth to settle on the model before it starts moving. The model and the cloth can not be close to each other at the start. The Diane tut goes thru that bit too. - depending on your collision distance the swinging hands may be affecting the cloth. You may need to may need to make them not part of the deflector. This is less likely that the above two.
  14. Great design. My one crit would be the guy in the striped shirt is getting lost. You could crouch him down more to clear the sword overlapping him.
  15. Looks good...He needs some fire!
  16. He's one of those
  17. He looks good! render him at 12fps for a Flashy look to the animation.
  18. Pretty spiffy! I'm surprised the displacement worked so well.
  19. I only dimly recall that but you could let us know how it works! His PRJ is up there.
  20. Welcome to A:M!
  21. There was a key you could hold down to make A:M do something "safe" while loading. Anyone recall that? It was either writing a log file or not loading any plugins?
  22. It was embedded. I just tried saving it out, but it got the same incorrect result after reload.
  23. My suggestion was going to be to not use Toon Shading at all, but to use the Diffuse Shader "Gradient" plugin setting, which does toon shading but without the lines. Note that in your render settings you have to have "Plugin Shaders" ON for a Material with that to take effect. However in testing that, it worked but I also found the "Gradient" choice would not survive a save and reload, so I've made an AMReport on that: GradientSettinsLostH.mov
  24. I'm seeing a killer whale and a dragon fighting over a penguin.
  25. There's no hair in that. You didn't embed the material with the hair. Project>Embed All
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