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Hash, Inc. - Animation:Master

Chrury Sanson

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Everything posted by Chrury Sanson

  1. I noticed that. For some reason, Lights cannot exsist inside of a boolean cutter. Well, I hadn't planned on using radiosity because of the render times. Wait, the bulbs in the ceiling? Those are just for show. I hid the kliegs in the chor because the scene was getting too busy with them. The actual light emitting bulbs should all be well below the ceiling. You could scale the boolian sections up closer to the ceiling to give the kliegs more moving room. Or I could remodel the ceiling. (Do I have to? ) The vent cutters could probably be deleted. I don't think anyone will look close enough to see the ceiling intersecting its insides.
  2. You can't be too careful. I'm going to take a short break so I can work on other projects. (Namely Exercise 11 and my Xfire skin) This will also let you figure out what my next job is. Sound good?
  3. Here we go. It should be noted that anyone may use this file, (or parts thereof) if they give a small hint of credit. (Or hide the name 'Chrury Sanson' somewhere in your animation.) Everything is embedded and the zip file contains the images I used as decals. Baby Mario, Baby Peach, Toad, Peach's Crown, breakable block, and koopa designs property of Nintendo and used without permission. (Please don't sue. I'm a big fan, honest!) Does the handicapped sign belong to anyone? bathroom.prj AMdecals.zip
  4. Unless you want a stepstool beneath every sink (a simple copy-paste job) I'm going to call this finished. Do I upload it here or email it to someone?
  5. Oh my! Is that a "Black_Mage seal of approval? I have about 20 lights that are just for lighting(no shadows) but they are all shortcuts to one light. I change that and POW! Instant mood change. The harder shadows are from a different set of lights than the main ceiling so I could have two types of shadows. Or did I do something else to catch your attention?
  6. The previous render still seemed too dark/grey to me. So I pumped the filler lights intensity up. The result: That was an easy enough change. It's a little hard to see from this angle but I also changed the shadows on the sink to be 'harder' and darker as they are closer to the light than the other stuff in the room Only about 2&1/2 to 3 minutes render time (vr 13) on this pic, BTW.
  7. Here's a shadow test looking in the other direction. It seems to be the reflection that is eating the render time because this pic took only 1.5 minutes.
  8. It dropped to 8 because those geniuses at Hash found some unneeded fluff in the render program kernel and removed it. (Or whatever it was they did.) The bottom line: Version 14 renders faster than version 13. (I can't wait till it's final! ) I found another possibility. This next image was done (In 14 beta) in 6 &1/2 minutes. The only difference was I turned off AO. See any difference? I'll turn the glow back up a bit. Anything else need modeling? EDIT: Just did a test render in Version 13 without AO. Same time as version 14. (6 & 1/2) I guess certain things just can't go any faster. {shrug}
  9. Under the Sink: Rendered in Version 14 beta in about 8 minutes. The booleans for the ceiling didn't transfer.
  10. Gimp has some vector capabilities but it is mainly a Bitmap editor and it cannot export/save into *.ai. HOWEVER! I did a poke through GIMPs User manual, and it pointed me towards Inkscape. Apparently it's not quite as in depth as Illustrator, but it's Open Source, free, and can work with/create *.ai files. It looks like I'm going to have to give this guy a whirl. Perhaps it could help me with the IM UI I'm skinning.
  11. Would you know how a GIMP user might use this neat feature? (Is it possible?)
  12. The step stool took longer than I thought. Bones on the doors, and one for the stool. It rotates in nicely and doesn't intersect anything. Two problems: 1: This render took 10 &1/2 minutes. 2: I have to model under the sink! The modeling isn't a problem, but that render...yuck. Would it have to do with the transparency map I used for the hole? I was going to use a boolean, but the sink cabinet isn't completely enclosed. Also, the lighting was good but a bit dark, so I bumped the Global Ambiance up to 10%. Edit: I took the transparency map out and it took 2 & 1/2 minutes off the time.
  13. I'd say that the jacket needs to be more open at the top with tighter curves on the bottom corners. Check the blue Toad from that image you posted up there. Besides the arm looking a smidge long, it's coming along nicely.
  14. I hadn't even thought about there being Toads in there with Luigi. Should I make a stepstool type thing that pops out from under the sink? We don't even have a toad modeled yet! Whatdya think, Nuns?
  15. The lighting thus far:
  16. {Capitalization would've helped that paragraph.} "Cough" I'll see what I can do for the lighting but there has got to be a better way. That would be around 20 lights! I'll try it but it sounds awfully inefficient. As for the sink: is that better?
  17. Boys (Toads) room. There are very few womens rooms that have urinals. Everything is subject to change. I would be willing to upload the project if you wish to light it yourself. Otherwise, I need some 'lighting enclosed spaces' tips.
  18. Here we go! How's that look? Did I tone down the pink?
  19. Ha! Major spill at the water cooler? Good job. I'd love to see your lighting set up. Lighting a rooms ceiling has got me stumped.
  20. I think the stained glass window here is what he's talking about. Got some things worked out. I'm just not sure how to light it. The Ceiling's too dark. -View 1: -View2:
  21. Thanks for the reminder. All Backed up on my end. BTW, why 3 copies? protection against coincidence?
  22. I've added bulbs to the ceiling. Do we know who's animating this segment? & Do I need to make an extra wall/floor for behind the door? So Luigi doesn't look like he's coming in from nowhere land.
  23. Do you have glow on for the mushroom? Or maybe radiance? It looks too bright.
  24. Something like this? (roughness is easy to fix) And here's the sink area with all the doors:
  25. Still stuck on what to do with the ceiling .
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