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Hash, Inc. - Animation:Master

AMAR

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  1. this could be your video cards compatability with one another or when you docking the palletes sometimes if there still trying to stay attached you can hod down the cntrl key(PC) or Command key (MAC) to force them to undock. and if that does work most of the 64mb - 256mb ati & nvida cards have dual monitor support. Currently i have on a ATI all-in-one wonder 32md card and a 64 mb nvida card with dual monitor support so i can actually uise three monitors with hash and it work just fine but i only use two and would like to get a 256 mb or 512 mb matrox three monitor cad or video editing card those are some of the best cards. ATI has a fire gl with is totally open gl compatible and there a few higher end card but look to pay 1,000 to 4,000 even 15,000 dollars. The other from ati, nvida, and matrox are still affordale 200 - 800 dollars

  2. nice model! aew you going for the old school spiderman or the Todd McFarlane's Spiderman. Because his body looks great but the comic and the movie version has some of his features exaggerated in joint area and for some reason for which i personally don't like the always put extra emphasis on the Head an Eyes distorting on enlarging it a bit. But I think your hash model will be great for animation. Maybe one day soon next year one of my characters can do a team up with yours i go about a good fourty or fifty models maybe 20 completely model and another 100 not modeled..... :blink:

  3. Part 2 setup up your textures 1. i would first analyze my resources and if this is very important to you purchase a mag or go to the library(free) :D and then play around with the filters and my notation of what works and either save it as a state in photoshop or create an action while doing it to record a freak accident that ends up looking the way you would like it to be. 2. next futher analyzation (grulling - ohhhh the humanity) - i at this point now what filters help me it my tasks if your goals aren't achieved by filters in majority alone , which more than likely the would not be. Find some web tutes that come close to what you're trying to achive in HASH. Ingnore the application you're goal is successfull texture creation. 3. Now it time to break out the pen tablet now every digital artists should have one but just in case you don't u can get by by using mosly feathered brushes with a variance of fades set on them. 4. you'll create texured brushes from drawing, scanning or a combination that make include filters. *Hint - when doing sking i generaly create a variance of noise brushes to simulate the randomness skin has regardless of the creature - human or animal. In part create a noise is simple and has many, many uses. 5. To create one u open a new document 100x100 pixels or 200x200 pixels should be fine(note if youre brushes are going to be used for hi-rez tex maps creation u might want to generate larger brushes). Draw out elipical marquee and fill it with black then run any of the filters that add noise - a popular one is the ADD NOISE then run the Gassian blur to soften the edges now if you want harder edges for a harder brush then leave it i generally add a blur or u can run it through other filters to generate some all together new texture. 6. Once done select the brush creation either by loading the transparent layer or making a marquee selection the using photshop go to the define brush option under the edit menu if you're using photoshop 7. Now in this document u can generate all types of brushes for your textures and save them inside this photoshop file. (*Note this document should be grayscale and any dark areas of you're brush are the areas that will show and the gray areas will feather.) 7.Now it is time to generate you're textures - advice take your time don't rush you'll learn more along the way - process of elimination. Another thing as you make some thing you like test it in hash to see what it looks like. and u may even what to create a duplicate file to have backup copies i always save backups just in case of programs errors. Also make one of the files have a choreograpy setup with a nice bulb light setup - probaly just convert the three default lights into bulbs lights and add any other fill or ambient lights (lits with no specular or shadows lights used as fill lights for lits that bounces in multiple direction to hit corner or the scence not seen) 8. Now that all i can give to u for help without providing some sort of online demo via a website ......... Here's one i did get a chance to use it but his approach is pretty standard but very detailed. I take a very similiar approach to a my results. Check out this in depth photoshop layer tutorial ....again ignore the 3d application focus on the photoshop that's the key! Enjoy :D [url="http://www.3dm-mc.com/tutorials/maya/texturing/"]http://www.3dm-mc.com/tutorials/maya/texturing/[/url]

  4. Dear mad is correct in say that u can make a bump map from previously created color layers. but this is my apprach: 1. use really good rotos or generate them myself. 2. use reference materials - stock photos, scanned images, internet, etc. 3. once i know what i'm modeling and how is going to look from reference materails or my own generated references i can create an more accurate model. 4. next generate model - finish it it's entirely 5. then setup your flatten poses by create cp groups and naming them accordingly 6. next aggin a new poses for the flatten items head front, head back, torso front, torso back, waist & legs font, waist & legs back, shoes each side view and repeat this process for the hands, additional items like nails faacial hair or hair plaits 7. once finished i'll organized them in a folder probaly called "Flats" or "Flatten" 8. then i'll go into the "edit relationship mode" and choose the shift + z to zoom the extends of the window and the either "print screen" (PC) or Shift+apple+3(MAC) to make screen copies of your flatten cps' - Repeat individually and as your doinf this make sure your going to Photoshop, Painter, Paint Shop Pro, PhotoPaint or even illustrator and pastin them into their own layer - Crtl(N) (pc) apple +n (mac)(new document) Ctrl+v(pc) apple+v(mac) Paste command- 9. once competed all of your image should be the same size - what i do from here is eliminate all the arbitrary stuff and then save out each screen copy as there associate to what they are head front = headfront.tga and then go back into HASH and apply them and the should appear in with very little adjustment. Once all the decal have been applied then you can go back to your photoshop file and either work with the one fille with everything or do this. 10. I would choose to select the layer in photshop - mainly and created duplicate states and rename the files according head.psd, torso.psd, hair.psd etc.etc. or just save the file(for other programs) as a new file (renaming it). Then delete layers not pertaining to it. 11. Now you Photshop file will work and u can work at your leisure creating your texture maps because you've applied the intially decal and at anytime u make a change or want to upadte it just resave the file as for instance headfront.tga now edited i resave it as headfront.tga thus overiding it and the file will automatically update in the hash document. Part 1 - fininshed now the decaling ohhhh this is the fun part. :lol:

  5. another option is to add density to your model, or have a duplicate model with a denser mesh in the areas neede for exaggeration. Then use the another or same model to then animate the normal actions. :D

  6. thanks Zaryin :D You'd do that with the uveditor in hash by reslecting the points that needs to be stiched and go to your flattened posed and reapply the texture (reposition it if need be). Then right click on that decal in the decal menu and go to edit and you'll get a display that allows to move around the points to fit the model . This process may also require you mapping part of the back of the head on to the front. when i finished with his head i'll create a link with the how later this month on my site or the 1st of the year at the latest.

  7. here's one of my models i've decided to texture i think his textures are coming along fine but i need some insight right now on what some other things to add at this point. I'm about to create the remaining diffuse and bump amp for this face and stich his front and back of his head together sometime tonight or tomorrow.

  8. yes you create your actions for the wheels with their on bones of course. then create a bone chain that should a the base of the wheels sort of like if you were creating a snake if you were being particular about it you can apply smaller helper bones to restrict the level of the cars movement or jaust majusty keyframe any adjustments in your action.

     

    Next the bone chain should have at least one bone per car once that's complete aplly thapplyes to the cars you may want to hade the wheels which probaly already has their own bones. Now either using the "auto assign bones" feature or manually using the Shift+G or G to get the lasso or group lasso tools select the cps for the bone you're assigning to it. I would name the bones maybe "first car....second car...etc, and then once all abones are assinged create an action for you're train car's movement along the track. Place your train maodel into the action then place your track model.

     

    Ok. hide your train model (clicking on the eye icon) then you sholud see just your tracks. Now the easiest waay to inset a spline to use for the movement along the tracks is to copy it from the tracks itself so you should save your file then double on the tracks model. using the rails select one of the rails by click along the lengthwise rail. i would zoom and if the track is going along the x-axis i'd along the x-axis or along the z i'd do the same.

     

    Next click the comma key or your keyboard and the legthwise spline should be selected. now copy it and rename it train path for the path along the track the train will follow. Now in either the side or front view zoom in to see to track height with the new spline you just copied nudge it upward using your arrow key till it's slightly above wood planks. Now select the path and copy it then delete it. Next double click on the objects icon to create a new model and paste the path Save the file. Now close all you're windows except the action window save again.

     

    Finally, place the path model you just create into the window and make sure for all you're models the translate area under the model's properties inside youre action are set to zero. Next hide your tracks and revel you're train model. Select the train model and right click (PC) or control+click (MAC) and select new contraint the to the other or just select path then click on the path in your project workspace area. Next set your frames then just cahnge your ease to determine at what point you what the train to start and stop.

     

    Hope this works but hat should be the ticket. :D

  9. Thanks ZPider I'm very familiar with all these things including your site and various other users sites in reference to the hash to flash plugin to the net renderer and i'm familiar with the costs of programming.

     

    1. every solution i've seen for the hash to flash plugins offer are only for certain versions and they don't alloy full capability to render full environment in order to create dvd, or web interfaces that have a game like environment or where everything is totally interactive. Most solutions seems to be methods individuals create as an individual solution but not as an community solution.

     

    2. the net rendered i familiar also but i'm referring to a separate entity inclusive of the hash package but exclusive the certain users who desire the increase stability and better performance over all the features.

     

    3. I been a user of Animation Master for About Seven years now and plan to continue using hash but since i'm not a programmers i can't solve this issue but if i was i would develop or i would volunteer to co-op or barter my services to ensure that this would happen.

     

    in no way i'm ignorant to the advances i've seen at least seven and i love hash. i work on it on the mac and pc i would infatically love it more with less crashes.

     

    I've vented on this subject long enough and apologize to the adminstrators of the forum if it's out of context just hoping someone out there was hearing my little voice. :)

  10. :P Thanks for those who viewed it earlier and i found the song i need the quality isn't the best ..it will work for now anyway. This repost is because Iwould like for those of whom views if u have anything - or + please comment on the likeness I haven't applied all the maps still and i'm current finishing his smartskin. But for now i'd like to know your opinions about the model

    post-7-1069893941.jpg

  11. :) Hi Katie i'm located in chaicgo and there are local office here that will help for free with setting that up. If you try your local SBA office they should have some literature on locations you can go to for support in the development of you business plan. In some cases, some of your local offices that support the SBA or even the city legal bldgs should also be able to your plan......... and ALL FOR FREE

     

     

    good luck ........... :D:D

     

    Ohh when u guys are finished and are looking for Great modelers I'll be the first looking to help u i you're quest .............Thanks ;)

  12. Hash to Flash continued

    I think since i've been a decide user of the products for approximately seven years now that Hash has mad allot of improvement and allot of users have attempted to created plugins and users tools for hash. Many with some success but i'm not a scripting guru yet i know through either VBasic, Java, Java or maybe some other web based coding method even C++ since it used for most of the plugins. I loved to see this added over some of the dynamic but lovely new features add every year. Also while i'm requesting things for a wish list and maybe a little venting i'd rather have a little more stabilty maybe on one particular platform yet i love the mac i know most porgramming is done on some type PC/Unixbased machines.

  13. most other 3D platforms has allowed for some exported to flash and i know hash has a strong artist community based but since their money don't come from big budget movie studio and filmmaking companies or even big industrial companies using the software. Then through years of usage devolping properatary based plugins that is later distributed to the hash users market at a certain price.

  14. Thanks for the comment :D I do usually do work with the in/out magnitude, and the bias i think it's because i tend to model so fast that spending alot of time on the detail isn't necessary because it usually a pretty good representation of what i'm creating. My cars probaly need more time spent for realism and accuracy.

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