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Hash, Inc. - Animation:Master

Jljhnsn

*A:M User*
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Posts posted by Jljhnsn

  1. I was working on a landscape model last night using the terrain plugin. The model came in a couple of hundred meters square. I scaled it up to 7 miles square and noticed no difference at all in the speed with which my computer handled the model. As soon as I added more patches to the model there was a big difference in time. I expect that there would be a difference in time as you scale up or down if you have procedural materials applied to the model but when dealing with the raw model there is no difference. The big difference comes with patch count and materials, that's where the computer really has to get to work. Jonathan

  2. Thank you very much for posting this tute! I was going to ask for help on decaling my stryracasaurus but this partial tute has answered my questions about Flattening the model. I never thought to continue working on the pose after selecting the 'flatten' option (after all it is a pose, duh!) and so I was totally stymied as to how to get the model to a point where I could do the texturing. You never know what little bit of "common sense" (very uncommon at best) that your students might need to bring them up to speed. Thanks again! Jonathan

  3. I haven't seen any posts from David Russell so I'm not sure if he's still on the A:M list but I would really like to know if he's still working on his tree generator or finished it or what . . .

  4. I have made several models that are 3 or 4 miles in diameter. The rulers in the model window seem to get confused (it may read something like 5000'12") but the modeling works fine. I have more trouble trying to work with a large patch count, say above 10,000 patches, but I think that is hardware rather than program limitation. I do have a model that contains more than 30,000 patches. It takes a long time to load and anything you do to the model requires more patience than watching grass grow but it still works. Jonathan

  5. Thanks Vern, I knew it had to be something easy! I just did a screen cap from the Terragen program with the modeling screen active then cropped the pic and saved it as a tga --- lovely results! If anyone is interested, this is a great little program and, now that I know how to do it, it's a great help with A:M. Jonathan **I might eventually think of a snappy little tag line but I'm kinda slow so be patient**

  6. The proportions seem ok to me except for the legs. They seem to me to be about 30% larger than they should be. Maybe if you downsized the legs a bit you'd feel better about the overall appearance. You're doing good work! (as if my opinion meant anything ... hehe) Jonathan

  7. Thank you kindly for your comments. I agree that the bump map strength of the material should be lessened but I really didn't like the effect of the scale material when it was larger scale or stronger. I think the only way I'll get the appearance that I'm looking for in that reguard is to do it with a bump map that I create manually and I'm not looking forward to that task. Thanks, Jonathan

  8. I really like the concept and your execution of it! Nice creature and good work! I think the transition from the body to the tail is too constricted but then your imagination got to this particular eddy in the Orion Nebula first so you should definately call the shots.

     

    Jonathan

     

    **no tag line, I just don't have the imagination . . .**

  9. I've put a bit of time into this and I'm fairly satisfied with the modeling but I'd like some suggestions on how to make the dino look more realistic. I guess I need to do some kind of bump map to make the hide of the beast look more real. I'd appreciate community imput on this. The models of the plants and the dino are all my original work, the plants with the help of a little program called "PlantStudio" available at [url="http://www.kurtz-fernhout.com/order.htm"]http://www.kurtz-fernhout.com/order.htm[/url] It's a very nice program with lots of technical options. Thank you, Jonathan

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