sprockets Commercial modeled and animated by serg2 Modeling demo by Michael Brennan Short film by Svetlik Making and Using Drop-On Poses TinkeringGnome's Atomic Rings PRJ 2001 Star Gate effect in A:M with PRJ Comparison of AO and Radiosity Renders
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Hash, Inc. - Animation:Master

Madfox

*A:M User*
  • Posts

    304
  • Joined

  • Last visited

  • Days Won

    29

Madfox last won the day on July 21

Madfox had the most liked content!

Previous Fields

  • Interests
    Music Animation Arts GraphicDesign Quake
  • A:M version
    v19
  • Hardware Platform
    Windows
  • System Description
    Intel Core i9 10900X @ 3.70GHz - 128GB Triple-Channel - NVIDIA Quadro P2200 (NVIDIA)
  • Short Term Goals
    Animating game models for Quake. Working on a short animation of the model in my avatar. This is how far Iยดve come:https://www.youtube.com/watch?v=K1lL3sCU4gE
  • Mid Term Goals
    Getting more knowhow with working with the AnimationMaster programm. It's so full of opportunities I'm still finding out.
  • Long Term Goals
    To make an fully covered animation movie of something in my interests.
  • Self Assessment: Animation Skill
    Familiar
  • Self Assessment: Modeling Skill
    Familiar
  • Self Assessment: Rigging Skill
    Familiar

Profile Information

  • Name
    Rien Brouwers
  • Location
    Netherlands

Recent Profile Visitors

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Madfox's Achievements

Craftsman

Craftsman (5/10)

70

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  1. I served myself a bit of a hazard job by trying to convert a *.stl file to a low poly object. It obtained about 3 milion verts and 2 miljon faces. The file I needed had a 2000verts 1000 faces limit. So I tried to convert it with MeshLab back to that low count, but as expected there was hardly a form left. So I used Furcher's retopologize methode (thanks for that!). Still a bit of a whirle as the object prop was so dense I could hardly trace the outline. To keep the relief right I know that exporting .OBJ files from AM: to .3DS leads to the half outcome of the model. This needs some clarification. When exporting models from AM: like this OBJ one:2680v /5563t. Importing it in MeshLab and exportin it to 3ds I get a file with 1007v / 2045 tris. And that's precise the limit I needed. Still a bit confused why this works that way. Then I could import it to Quake and give it the right texture. ๐Ÿ˜ calendrius.mp4
  2. I was surprised they made a remake in 2000. All characters were changed into video personalities. The movies were exciting and well tight on script. That's what I tried to explain in my insight about the tv serie and the new movie. For some reason the original is so inhibited in my imagination I was realy stunned by the video's. They go much faster and are more placed into this time SF experience. I was impressed by a BBC print thay made in that time I chose to make a look_a_like.
  3. Yeh, you're right. My mistake. I assumed that his name was James. As a kid I had two models, two and three. I was anxious to have the first one too but they were sold out. It had a little motor in it so it could ride on batteries. Yes, I'm still fond of them, although I don't have them anymore. Reason why I can't resist to this "guilty pleasure". What do you think of the modern version of the Thunderbirds video?
  4. Some new models I made lately. For some reason this fidling with game options keep me facinating.
  5. I'm not realy sure. I once made a "sprite" for the game Quake. I searched on internet for a good looking skyligntning. Once I had it I spend houres on redrawing the UV's and alpha's and it had become a good looking result. Later when this AI question came to order I saw some results with exact that skyligtning. The impression was quiet a shock to me, as it cried : "No, that's mine skylightning!" Then the rare awareness that it was the photographer's source and not my property. From then I have a strange unballancing feeling when it comes to ownership, or licenses. ๐Ÿคจ
  6. Yeh.., that sure looks good!!! Scares the universe out of me! ..,but I tend my ambition to the old animated results. Not that I have a bad relation with AI, but it comes to me as , well..., there is no soul in sparkel on a worldwide spooking on peoples contribution. ๐Ÿฅฒ Not sure what happened. I can't find my entry on the site page anywhere. It has vanished from the board. If I hadn't made a screenshot I would be on the run for ever. Let's say: participating is more convienent than winning! ๐Ÿ™ƒ
  7. You might not be so familiar with his first name James Parker. I can imagine. There are five Tracey's for each Thunderbird. While working on these I can't escape to the somehow "vintage retro" I get, because of the new video's there are nowadays about the subject. They go really fast and extensive, much more than the animations of the 60's. Of course it are computer assigned cartoons that take grip of once attention immediatly. If I search at my consious of attention it reminds me of screenshots of early movies it seems to me everything is much faster. Normally it takes thirty seconds to interprent what is going on in a scene, while in cartoons it takes just four or five seconds. It must have something to do with my age, and knowledge of the TV2000 scene.
  8. Oh... well here is the file. ๐Ÿ™ƒ AM_TB6_Jamez.zip
  9. I have been modelling some more on the Thunderbirds theme. I had most of them so I decided to make the Thunderbird 6 model automobile. And what is the mobile without its driver Jamez. The car design turned out a bit high : 32627 patches 59323 CP's.Mostly spend on the extra detailed wheels.
  10. I got the download with two zip files. I'm very surprised it has a topografical landscape explorer, which creates realistic environements. Also the way it creates plant guestures and ways to influence them. I'm a long time user of the vue4 program. The way it makes atmospheres so clear. It takes a long time to use the manual, and import and export are very restricted. I can import obj forms, but the way it uses textures (*.vob, *.mat) is not clear to me. Remarkable program! Feels like an Eastern Egg. ๐Ÿ™‚
  11. Not Sure to mention it here, but it looks as if Eon Software decided to give the PlantFactory for free download! ๐Ÿซ  https://gamefromscratch.com/e-on-vue-plantfactory-and-plantcatalog-now-free/
  12. Thanks for your declaration, Robcat! It seems like I need some more patch knowledge. It works fine now. ๐Ÿ˜Š
  13. I have made a model, a recomposed Thom model. After giving it the right relationships and decals, I came up to a rare fallout. One of the splines in the base model won't attach to eachother. Every time I save them and reload I get an error. The model apears in the model studio, but one spline falls to the buttom. I tried several times to save the model with "that spline" attached to the nose sector again, but for some reason it keeps slipping. When I tried to make a netrender job, the model slips again. The only way seems to be to correct the model again and render the avi in AM studio. ๐Ÿค” brainz06.mdl
  14. Ah! It becomes clear to me. I had the assumption that it ment all actions of the model in one model.obj . And I was working in the action editor. So it is impossible to have several *.obj in one obj.file. Thanks for explaining the reason.
  15. Thanks for your answer, Robcat. Not sure if I understand. I gave screens I receive on the commen way to export obj files. None of them have the possibility to choose the obj export you show me. Version v16 v18 v19, all show a screen without this export ocasion.
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