Jump to content
Hash, Inc. - Animation:Master

C-grid

*A:M User*
  • Posts

    463
  • Joined

  • Last visited

Everything posted by C-grid

  1. I don't know if you like the following method but it should work: Install v12 on both computers(the newer CD should start the older one), and do at least all modelling in v12. I guess, when using a model from disk that is v12 in a v13 chor/project it won't rewrite the .MDL to v13, try-out before assuming. Niels
  2. Latest overnight-render. Niels ps. Paul, I also changed the 'ears' of the middle-top-window. The viewer-left window is open
  3. Elias, I hope one of the programmers will give a more exact answer. When modelling, the realtime-view after the realtime-view is created depends greatly on the gpu and vga-ram. When modelling, almost everything is CPU based, meaning large objects will need a large amount of RAM to hold the CP, where the 5-point-patches are, etc. In order to further modelling the model and wanting the program still to be responsive in workable times at modeling-tasks, you need a faster CPU. Niels ps. It's unclear to me if e.g. the box object null-coordinate is a 64-bit integer and the rest of the cp are relative to the box, these things matter in order to determine how much RAM would really be advisable at a certain number of CPs.
  4. I started the day before yesterday, so I haven't spend all six days yet... Niels ps. It's a misassumption GOD stopped building after the sixth day, He did notify what He did on the first six, keep in mind, that a day(1 cyclus) can be put to 10.000 year if it's needed, and moving the sun around while working isn't what you call 'a (human-)day' either
  5. Tido, My vision of animating is craftmanship and manual labour, not doing a sequence of glued predefined actions... This being said, chor-animating the bones and use actions where its convient to use is my way togo. Of course the type and quality for the final animation decides when 'convenient' will apply. Niels.
  6. Thank you. GOD created the earth, it was just the basic thing, no humans lived there yet. Then GOD created (basic) light, then the second(moon) and third lights(stars) then made the movements needed to make the difference for day and night. What I am trying to say..., I will build the garden first before continueing with further lighting, alot of light is added after that. Niels ps. I do have 13.
  7. Thanks, the reason to build the house is not the contest, but the reason to build it now before other objects I need is indeed the contest. Niels
  8. Thanks Paul, I see what you mean, I also noticed something else, look at the white-window frame, there shouldn't be any shadow on the leftside. Niels
  9. I ment something else with 'point 4'... Although the artefacts don't appear in the corner, I strongly suspect "perfect-square mesh techinque" is causing the trouble. I think the creation of patches through weird broken splines make the renderengine mix-up and not returning the calculated square. Niels ps. Of course in combination with camera and light-angle (and maybe the actual bumpmap-pixel-color).
  10. Thanks Dhar. Niels ps. Last week, there was a post from someone with a link to a page that sell a device that make a reallife object from a 3D-model, shall I order two?
  11. I am working on a House inspired by a photo in a magazine. Niels ps. I tend to colour a little while modelling, so only a solid-color is assigned.
  12. Tralfaz, - Did you check normals - Did you try changing the order of decals(if applicable) - Is something like decalling the spot with a transparant.tga a work-around? - Did you try a different format(extension) for the decals used? - Would changing the resolution of the decals used get rid of the problem? - If you used old-style bump, did you try new-style bump or vice-verca, changing bump-approach to displacement may be a workaround. - Did you try to use a real low magnitude percentage instead of peak? - A work-around can be adding a spline if the plancks are separate meshes. It would probably help to tell something about the model and texturing. Even when you do get rid of it, send in a report anyway. Niels ps. The time I dealt with it, is some time ago, and I had 'perfect' black-squares... ps2. When time is a problem use photoshop
  13. I guess its work-method and implementation per specific 3D-program-developer. It seems unlogic it being prevented by patent-law, however there are countries that claim the moon and sell people pieces of moon, those people have yet to find out their being ridicilous, both buyers and sellers and those that approve. Niels.
  14. You should probably complain about dislikes of the average-polygon-program on an other forum for results but the work-method mentioned is a reason among many others not to think of polygons at all (anymore). [EDIT]
  15. Another asset, a rather clean and plain digital-piano. Niels
  16. Reflectivity sounds logic due the flashing appearence. Rendered this movie about 7 months ago, the handles are iron-ish, I did get rid of the 'black-square-reflectivity' without disabling reflectivity. Niels tora.mov
  17. I had similar problems, if I remember it right: I believe a description is, using too many maps and map-types on the same part of the model. It could also have been a particular map like displacement set too high and mapped on a fine a detailed and sharp-edge of the model. Hope this helps... Niels [EDIT] I also remembered alot of multipasses didn't 'make it go away'
  18. I can I said it after a message he sent and asked me. Niels ps. I also saw the pieces he placed on youtube(yourtube?).com
  19. Of course my general conclusion is that I like it. There's a difference of judgement speaking as football-trainer or fellow-player. Niels
  20. You mean the microphone screen [EDIT] Yes, transparency mapping.
  21. Good music, coffee and looking at a microphone(I don't measure and don't rotoscope) Caroline, did you mean a particular piece of the model? Niels
×
×
  • Create New...