
detbear
Craftsman/Mentor-
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Everything posted by detbear
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Wow .... Thats all great info. Thanks everyone. Matt....the normal AO still lags way behind the Jenpy and SBAO methods in render time. I like the Normal AO best, but the time per frame was wayyyyy too long on my current project. 20 seconds per frame versus like 7 minutes per frame. And the difference was not extreme. In fact, the SBAO had the same visual result. It just wasn't working well with the DOF effect. What I decided was to render in layers and composite in AE. That way I could just blur the layers as needed to give things a depth of field look. Turned out OK although the steps are a pain in the neck.
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I seem to have run into son banding when mixing the Screen Based Ambient Occlusion and Depth Of Field. Is this a biproduct of the two being used or is there a setting in the SBAO that will decrease the dark "halo" like banding on things. Thanks for any suggestions, Kevin
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I was always a big fan of the first(original) game. Remember my Sculptris to Hash project where I modeled Dirk? : https://www.hash.com/forums/index.php?showtopic=45294&hl=dirk I think there will always be an audience for Dragon's Lair. Hopefully they will be able to get the project done.
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The Alembic file format was developed by Sony and ILM as a pipeline tool to carry their models and data from one stage to the next. It was open source at one time. Not sure if that is so now. It is very powerful exporter and has been adopted by many rendering apps in order to allow numerous 3D apps to export into them. Whereas EXR is a texture format that separated channels..........Alembic is an advanced model transfer with separated elements. Octane allows for its own PBT(Physically based textures)......So in applying those....it is optimal to use a format such as alembic. I think Alembic also has the ability to tranfer motion like mdd....... XTAZ....am I wrong about that??
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:) Yes....I'm definately familiar with The Exodus Narrative. I Love that story. I doubt the industry is going to "come to it's senses and stop sinning" though Hee Hee They're having too much fun parting the red sea with there tools. Making Blockbuster Feature films like Star Wars and AAA Next Gen games like Black Ops. That doesn't mean I don't like A:M though. I'm still getting my yearly subscription
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It's really very nice for artists like Colcord to mention A:M. Unfortunately its now much easier for other softwares to surpass A:M than it is for A:M to catch up with other softwares. Although we all wish that was not true. I like A:M's workflow.
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Hey Everyone... Thanks so much. We are very well and things seem to be settling down. OVNI1....Hee Hee....Yes, an Ark seemed to be a good place to be when the water began to get noticably high.. My location was never flooded, but the town and county right down the street was under some serious water. Flood water rushing over and under roads can erode them really quickly. That busted out big sections of highways and roads. You guys are all great!!! Thanks so much. Kevin
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Hey... We are OK. Right in the middle of it. But incredibly we are on a high elevation in the town where power/ water remained operational. Over 20 inches of rain can do some serious flooding. The roads eroded in many areas cutting towns off. We are OK. And the waters have now receded a bunch. Kevin
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Matt, That's a really cool look. Does the Matcap make those darker places or did you do some painting also? Looks great. Kevin
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That's a really nice modelling job Cronos... Thanks for posting.
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Hey Rodney, Just noticed that you posted here again. Thanks so much man. I wish I had the time and resources to make more of these faster. I'm working on 2 other projects. One is pending on some collaboration with Holmen. He is very busy though. The other is a never before seen project by the public or forums. Exciting Game project that may never get finished......or really started either Heee Hee But I'm really glad you enjoyed this Flash Gordon film I did. Thanks again Kevin
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Ooops .....had two additional questions... 1. Is there a "Best" version of A:M to install the rig in?? 2. Is it able to run Motion captures(BVH's)??? Thanks so much.
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Hey Mack, If I want to add fan bones and other things such as weights and possibly smart skin......When is the right stage to do this. I'm guessing it would be done during the initial bone placement and assignment stage, but I just thought I'd ask first Thanks, Kevin
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ON THE OTHER HAND, The new 'Jungle Book' movie appears quite innovative and stunning visually. I love the "Jungle environment work in the trailor. Fascinating!! Trailer Link: https://www.youtube.com/watch?v=HcgJRQWxKnw
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I'm very skeptical based on the previous 2-3 productions from there. I miss Pixar's innovative years. I would love for 'The Good Dinosaur' to wipe away my doubts by being awesome though.
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Matt, Yes, I have V 5 of Lumion. It has moved to all Physically based materials. Which is nice. Basically a game engine really. But very fast.
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Without a heavy working knowledge of the "widget", it requires much time and trials. I think I experienced the noise Yves describes in an animated setting. Without having his expertise in the subject, it is a long road to haul. BTW.....Yves...Thanks for your efforts over the years in providing the ability to implement these types of things in A:M. I'm certainly not knocking it. As artists we always tend to complain about things we don't fully understand. If you have a massive amount of time and the eagerness to just get it to work, I'm quite sure you can get the desired result. But In my case, I have neither luxury.
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Matt, I tried to play around with it about a year ago, but the results for me were horrific. I guess if I had written the code for it, it would make sense, but it was ghastly. The render times for me were never-ending only to see a great mess at the end. It seems to me like a stone age tool compared to things like Element, IRAY, Lumion, Unity, Marmoset, etc.....
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In both Cases..... with either tool, it results in a real jumble of a mess. Better off doing it by hand which is a really miserable task. Well maybe if I were working with some low patch model like Tom or a square box it may work.
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Insect Image Contest Results Announced!
detbear replied to robcat2075's topic in Contests/Challenges
Congrats!!!! Fuchur!!!!! The Lady bug looks great. Nice textures on it too. Awesome work everyone. I am very pleased to have gotten Third Place. Thanks for all the votes. Robert....Great reveal. Lots of work in that. Fae Alba and myself request that our HUGE lottery winnings be delivered all in pennies...... Clean crisp pennies.. -
Insect Image Contest Vote Closed! Stand by...
detbear replied to robcat2075's topic in Contests/Challenges
Any updates on the reveal...... -
Do you mean the "Correct Normals" function. If so, that crashes A:M everytime for me. Especially since it is a more complex model I guess.
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Matt, I'm not familiar with the nuts and bolts of the programing, but it could be you are correct. I think the hardest thing is fishing through all the little yellow lines. It's so hard to see in many cases. BUT if you had an option like "Show normals as color patches", one could easily pick out the ones that had the odd color. The speckles or groups of speckles.... If the software can have patches one way or the other(And it obviously does)....I figured there may be some way to color the patches according to the direction they're facing. Who knows?
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RobCat..... I know it looks different than a normal, but as crazy as it appears....that's actually what it is. David..... I looked at my version of 18 and in fact I am on 18L. So this could indeed be the issue. Thanks for you guys input. I need to upgrade, but that's tough in the middle of a project. I may port it back into V17 to flip things. Is there a better solution to fixing normals. I find that while Steffen's plug-in does help some places, it creates other undesireble "flips" than were correct originally. Thanks, Kevin
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I don't know about you guys, but I'm really struggling to repair normals when they appear like this on the screen. V 18 is what I'm in. ALSO....A great feature request would be to have an option to color the patches "red" or "blue" depending on what direction. Then have an option to "flip all red" or "Flip all blue" THAT WOULD BE GOLDEN