sprockets frosted donut medals buildings Rubik's Cube Nidaros Cathedral Tongue Sandwich A:M Composite
sprockets
Recent Posts | Unread Content | Previous Banner Topics
Jump to content
Hash, Inc. - Animation:Master

Darkwing

*A:M User*
  • Posts

    2,708
  • Joined

  • Last visited

  • Days Won

    1

Everything posted by Darkwing

  1. meh, hire them with the knowledge they'll be making a bunch of people's mornings more happy and comical. I'm sure someone would be willing to help with Wannabe by now, you've proven that you're loyal and not jus saying you'll make a comic well, because you've been making one for two years! People will work for free. I have people working for free for Earth-Link and I haven't even gotten a fraction as much done as you have
  2. you sir need to hire yourself an assistant!
  3. clay dinosaur and make it like Ray Harryhausan's hand or something (how you could tell I have no idea)
  4. yes, that was the same result with me. Unfortunately using shaded render isn't exactly a good option when making scene with other elements in it. I wonder what's different about the shaded render vs the final render engine for particles? Perhaps it can be adapted into the final renderer? I posted this a while ago on Am Reports, but never got a response
  5. yeah, now humour me and render it in shaded mode as opposed to final
  6. yeah, i'm packaging my project up right now
  7. wow, that's insane. heh, i'll help, me and my little laptop (Joking)
  8. one of the things I found in my travels with regards to the particle rendering problem is that it has been there since some of the oldest versions of AM. Funny thing is that each time a new version is released, the issue changes and renders differently. And to test the alpha channel thing, I'll make a solid square particle and see if it renders the same
  9. And using the cookiecut method Eric described: due note that the transparency issue is fixed when rendered in shaded mode as opposed to final. That unfortunately has some of it's own issues, one being the fact the coordinate thing (forgot its name) shows up in the bottom left. EDIT: One more quick thing to note that I just tried, this only happens to the emitter. I threw in another transparent sphere (not using cookie cut method) and the particles did not effect the sphere. The sphere was completely transparent, the emitter retains that unusual blemish
  10. as the earth pic was from v13, here's what V15's version of the particle issue looks like:
  11. this is what I get when I do particles and apparently many others do to as I've brought it up before a while ago. It's at the bottom of Earth. The first pic was without multi-pass, the second with I do believe. I remember this because I believe it got worse with multi-pass
  12. ah, I gotcha, well, let us know when you have universe on fire as a graphic novel, I may be interested in one once they're ready
  13. it occurs with particles only to my knowledge, hair, streaks, fluid and blobbies to my knowledge all work fine
  14. so you guys actually print and sell full graphic novels/books? Do you have Universe on Fire completed cause you said something about a contest about winning the book, or will you be releasing the book after each segment has been released online?
  15. setting an object to 100% transparent is actually the problem I believe Eric has fixed here. When you set an object to 100%transparent, the particles cause peculiar rendering artifacts, usually black lines that resemble the wireframe (this is in final mode and is a problem with apparently all versions of AM) I will have to try this trick as I've been looking for a fix to this for years
  16. all right, kind of stuck at 34 pages. I know the main plot points for the most part, just needing to find the bridges and get back into a writing groove, been enjoying the sunshine too much
  17. Well, here are my beginnings on the Raider. Haven't had much time to work on it. This ship poses some interesting challenges due to it's organic style shape, but this is AM, organic is the name of the game for this program!
  18. We get colour for this next Greyhalk one?! Cool!!!
  19. Darkwing

    BSG Files

    yeah, probably. I do like how the new BSG incorporates elements of the old, like this Mark II Viper. The Mark VII's are much futuristic. I'm gonna model the Cylon raider first, then the Mark VII
  20. Darkwing

    BSG Files

    gotta remember this thing is capable of planetary flight, so it could be for that. But to be hones,t I don't really know
  21. still a few minor things basically just in the cockpit, but it's essentially done. if i can find some high res images of what some of the decals look like on the ship, then I'll update the decals. In the meantime, I have uploaded the model to the resources section of the forum and can be found at the BSG Files
  22. Darkwing

    BSG Files

    Viper Mark II The Mark II is an older version of the Viper commonly used on the Battlestar Galactica after the attack by the Cylons. These ships are extremely maneuverable and capable of both space and planetary flight. These ships are not equipped with FTL drives, but carry two rapid firing guns and have the ability to load missiles on the undersides of the wings. This model is essentially complete, except for some more work on the cockpit and more decal work, but until then, here is the model. Model has 11,294 patches. ViperMKII.zip
  23. i hope this isn't some April Fools Prank, Rodney goes in and changes David's b'day and claims it's his B'day
  24. Hey, Happy Birthday Mr Higgins!
×
×
  • Create New...