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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  • *A:M User*
Posted

Thanks Holmes. I don't want to be realistic. I want to be somewhere between real and fun

 

Steve

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Posted
Both you and David Simmons are creating some fantastic urban themed sets and models that seem very similar in style.
I'm imagining a short with a break room and a coffee shop as the sets ...
  • *A:M User*
Posted

It has been slow but here is a small update. Starting to texture, decal and add materials to the coffee shop

 

Steve

brick0.jpg

  • *A:M User*
Posted

Just about go the texturing and decalling done on the exterior. this building is almost done

 

Steve

side0.jpg

roof0.jpg

Posted

Something about the brick doesn't look right. The textures on the upper part of the building may look better if scaled down a bit.

  • *A:M User*
Posted

Thanks Mark for looking. I have tweaked the stucco to half the settings. I also changed the color of the trim to match the canopy.

 

Steve

rooftwo0.jpg

  • *A:M User*
Posted

I think you are right. I will check the settings again. I know I decrease the size in half.

 

Steve :(

 

Edit

I was changing the wrong material.

rooftwo0.jpg

Posted

Steve,

You may already know this, but in case you don't, I thought I'd chime in. Changing the scale of a Darktree material works best for me as follows: On the shortcut to "material" for a particular group, click on the white triangle (properties, I think) and open it up, then open up "transform", then "Scale" and adjust your percentages. ( I go up to 500% sometimes) Click on the white box with the plus that is to the left of the shortcut and open up the Simbiont properties and adjust your bump scale there.

  • *A:M User*
Posted

Thanks Myron,

 

I will upload the new version in a few with the scaled dark tree

 

Steve

 

Edit

 

Got the building rigged

rooftwo0.jpg

Posted

The stucco scale looks better, to me anyway. It's hard to tell much of anything else with the small image posted. I still think there is something odd with the brick, but I can't tell from the image.

  • *A:M User*
Posted

Here is a bigger render. Mark you are right on this side the material had group or something all along one row. I will check into that.

 

Steve

sideview0.jpg

  • *A:M User*
Posted

I could not figure out the brick problem, so I decaled it with a washed brick. I like that look better.

  • *A:M User*
Posted

Nancy

 

I finally figured out what I was doing wrong with Baking. I was deleting the materials from the project. I got it to work. However, the all materials model rendered at 2:28 a frame in AO 9 pass. The baked model rendered ao 9 pass at 2:38. :huh:

 

Steve

Posted
However, the all materials model rendered at 2:28 a frame in AO 9 pass. The baked model rendered ao 9 pass at 2:38.

 

I am guessing that you didn't delete the material (darktree) from the baked model (the one with the decal) after baking. You were probably rendering with the decal & the material both on your model. I just tried it again.

 

When I rendered 9 pass with AO - the material only model took 2:25, the decal only model took 1:46. When I had both the decal PLUS material on the model, it took 2:32.

 

Here is a project with 2 chor (1 with material model, 1 with decal model) - try rendering both and tell me what you get. If you still get the decal model taking longer then something else is going on.

comparebakedecaltomaterial.zip

  • *A:M User*
Posted

I thought it was that but I just checked again and it was clean of materials. That was what was happening previously. I only thought I was deleting the materails.

 

I am going out in the field today and will check the project that you sent this evening.

 

Thanks for looking at this and for the help.

 

Steve

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