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Messages - marshallh

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General Anim8or Forum / Re: Future of Anim8or
« on: May 09, 2011, 08:59:04 am »
I'd just like to chime in, I've been using Anim8or since about 2003. I still have the 0.6 version around here somewhere.

I still use it on a semi-daily basis! For people like me who work with older 3d pipelines from the mid 90s, it's more than sufficient. It has its niche which it fills nicely.

I still remember Raxx from the oooooold days, it's incredible to see some of the old veterans still here. I'd post more but most of the stuff I do is pretty mundane lately.

General Anim8or Forum / Re: WWI Trenches
« on: November 08, 2010, 04:28:21 am »
I wish Anim8or can use transparent images. You can take a cylinder and shape it, then have a twirl of wire texture to put around it.

Just use an alpha map, that's what it's for

Finished Works and Works in Progress / Panorama mapping with anim8or
« on: November 08, 2010, 02:18:39 am »
Big version

that is 60 pictures merged together with a stitching program called Hugin.

Once all the images are merged, I load the final image into anim8or where it is mapped onto a sphere. Then in perspective view, look down from the top of the sphere and increase viewing angle. The render from anim8or is 4096x4096. Postprocessing is done, then the image cropped and web prepped

Finished Works and Works in Progress / Re: 2011 Subaru WRX STi low poly
« on: November 04, 2010, 09:01:24 pm »
Wow, this looks awesome. :o

Is this going to be a real game?
If so, and if you need any help, (as you said in your youtube video) I'm pretty good IMO at low-poly modeling. So I could help out. :)

The rest of your stuff on YouTube is great, too. Love the Supertendo!

got any samples of your work?

Finished Works and Works in Progress / 2011 Subaru WRX STi low poly
« on: November 04, 2010, 03:53:59 am »

2294 triangles

This is going into my n64 racing engine. I am redoing it from the ground up (this time with real rigid body physics) but you can see the last incarnation here

all my stuff is made with anim8or.

edit: just realized I'm missing rearview mirrors. D'OH


Gonna try out the ART renderer tomorrow.

I wish I could get it a bit more less cel-shaded looking but I can't seem to get it.

Here's the car material:


Old model before subdivision

Finished Works and Works in Progress / Mitsubishi model 2.0 (big pics)
« on: March 01, 2009, 05:53:38 pm »
Just an update on the model I made some time ago

hi-res here (2 hour render)

8085 polies (unsubdivided, hehe)

Tweaked just a bit.

my favorite...

Click link for a quick burgundy render

Finished Works and Works in Progress / Re: Mitsubishi 3000GT
« on: December 07, 2008, 07:24:31 am »
I don't mind the critique and comments, however I won't be going back and changing the model. Originally it was going to be an unsub'd medium-poly model but I decided to throw subdivision on just for a few renders.

I'm aware of a few spots where the edge loops are broken - since these weren't noticable on the original unsmoothed model, I'm not concerned about them. The only one I might fix is around the corner lights. The topology is a bit hairy there.

hiho: second-gen 3000GTs by nature don't have many sharp edges on them at all. It's certainly different than the styling of cars today. If you want to go ahead and highlight them, that's fine, but as I said this won't be seeing much revision.

Thanks for the comments. It's all modeled and rendered in Anim8or 0.85 (Yeah, I'm old-school. Been using it since 0.6)

Finished Works and Works in Progress / Mitsubishi 3000GT - new pics added
« on: December 06, 2008, 11:32:58 pm »
Modeled after a 1994 non-turbo.. cause it's what I have :P

EDIT: see newer post for pictures

toon render  ;)

Unsubdivided model is about 5100 polies.

 :D :D :D :D ;D ;D ;D

edit: wire -

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