sprockets Learn to keyframe animate chains of bones. Gerald's 2024 Advent Calendar! The Snowman is coming! Realistic head model by Dan Skelton Vintage character and mo-cap animation by Joe Williamsen Character animation exercise by Steve Shelton an Animated Puppet Parody by Mark R. Largent Sprite Explosion Effect with PRJ included from johnL3D
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Hash, Inc. - Animation:Master

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Posted

A quick tree test built in half an hour with Sweeper textured in 2 minutes with BitMapStyle and rendered in 4 minutes with SkyCast.[attachmentid=9740]

TREE0.jpg

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Posted

Wow John

 

That's a beauty. I would love to see a tutorial too. I dont have sweeper yet but looks like I must get it. I hope I can make something that good.

 

What is the patch count on that?

 

You are an awesome talent. :)

Posted

Thanks for the comments. I've posted a screen capture of the process here.

Tree Capture

I don't have time to clean it up or annotate it at the moment, but it should be reasonably easy to follow.

Patch Count....Lots but I'm not sure exactly how many.

I started with a base tree trunk and a very simple branch model. The tree trunk was stripped back from one of the trees I donated to the hashcd and I think both the images are on the hashcd as well.

Posted

Wow the plug-in is nicelly done the only problem is that i dont think i would like to pay 15.00 dollars for just a plug-in!

 

JuLy ;-)

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Posted
Wow the plug-in is nicelly done the only problem is that i dont think i would like to pay 15.00 dollars for just a plug-in!

 

Some plugin cost a lot more than $15. That sounds quite reasonable.

 

It usually boils down to how much you need what it can produce.

An added benefit of supporting A:M Plugin creators is that it will help to support their continuing development of other cool products.

 

Rodney

Posted

Wow the plug-in is nicelly done the only problem is that i dont think i would like to pay 15.00 dollars for just a plug-in!

 

LOL! I'm glad you're using AM as your 3D software.

 

Thanks for the tut John! I often wonder if the poly modifier could be used dynamically to make background trees (in this case) less detailed. Then as you get closer to them, they become high poly/patch.

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