sprockets The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D New Radiosity render of 2004 animation with PRJ. Will Sutton's TAR knocks some heads!
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Hash, Inc. - Animation:Master

Xtaz

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Everything posted by Xtaz

  1. yep ... this was my way to solve it for while.
  2. ouch... my mistake with decals. Confirmed. it works. Another issue is with darksim textures... it didn't produce bump maps.
  3. In my initials tests I used decals (bump) before to bake surface.
  4. well I'm going deep in this tool and in my tests all bump maps are black .. is there some tip to create it ?
  5. That's it ... thank you friend !!! default is 1024x1024 resolution=10 created maps with 2048x2048
  6. When I bake a surface is there a place to choose its resolution ??
  7. It's time to renew my A:M subscription and how do I must proceed with render nodes ? Are render nodes a year subscription too ?
  8. Nice to see them again !!!! Thx team
  9. I'm a Octane user and the plugins works equally for all apps. For each frame since Octane haven't a timeline: 1- Transforms the scene to OBJ format and save it 2- Opens Octane Render 3- Loads scene 4- Renders Scene 5- Saves it as PNG 6- Closes Octane I believe to write a plugin like this to A:M isn't hard. See, I'm not a programer In this topic I used one of my models to test the render speed.
  10. Welcome Robin, in A:M the learning curve is very fast soon you'll be animating. And here you'll find users always ready to help you.
  11. Robert ... Here it is showing "Remove decals" tool
  12. Hi Simon ... the object render mode is set to HIDDEN ... click little icon ( eye with red X ) to the right of the model name in CHO and choose another mode ( wireframe, shaded mode or shaded wireframe )
  13. Thanks Rodney ... but... until V16 we could select patches / right click and remove them from groups directly in the modeling window. sometimes I need to remove just a part of the group and the way it is now I can just remove the whole group ( if i select it in the PWS )
  14. Hi friends ... I must have missed something in V17(e) then where is the option REMOVE FROM GROUPS ???
  15. If you click my signature you go to a post with many images with this topics.
  16. I never used porcelain material. The secret is to understand how splines works, to minimize its curvature. Modeling is an art as well as sculpture. Sometimes I used detach cps then attach them again or create more cps...may sound crazy but you need to "feel" the way that splines are behaving in the model, a soft model is based on that.
  17. Thank you friends... Thank you very much.
  18. Thank you for your comments, friends... Robert I did some improvements as you suggested.. take4_jump.mov
  19. Krita can handle OpenEXR images in either the Mac or Linux versions (the Windows version doesn't presently). For someone on Windows, you could install a version of Linux on a thumb drive and run it from there. Indeed there is a windows version (alpha, but working really fine here W7-64bit) that can be found in Caligra Suite
  20. the muscles are too flat because the white surface... I drawed a gradient color in the displacement map and the result seems better.
  21. This is a really cool tests Mike. Just a little detail, the abdomen muscles are convex, not concave, as they appear in your test. Can you show us the displacement map ?
  22. both characters jumping togheter... mass test. take3_jump.mov
  23. Hi Lloyd... make sure that between frame 12 and 33, the curve of Y and Z axis ( hips bone ) maintain this aspect. as you can see the Y axis need only 3 cp on it and the Z axis is a straight line. example in this post
  24. Thank you Mike.. fix 1 - he was bending his knees before the feet touch the ground here is the hips curves jump2.mov jump_side.mov
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