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Messages - Mills

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16
Hi Cori. Great model, but I think I see a specular highlight forming on the transparent part on the yellow feather there. If you apply your transparent texture as the specular texture too, this won't happen.

17
Finished Works and Works in Progress / Re: Steampunk World
« on: November 10, 2010, 03:30:56 pm »
I hate to say it $imon, but I find the inverted bumps on some faces actually adds something to the render, helps the building look a bit more jaded, which is in keeping with the all-but-gone plasterwork (?) you have down the far side.

I've encountered the shadow issue with these sorts of renders, though in scanline not ART;- I found it was caused by insufficient lateral polys in the model, but that clearly isn't your problem here.

18
Finished Works and Works in Progress / Re: My new project
« on: November 06, 2010, 02:54:17 pm »
For inspiration look in the gallery to the left <. In the first image of the building/shack all the grasses are trans maps. They can be very effective.

ADSohr: I certainly don't want to contradict your good advice, but I have to correct you on this. The grass isn't transmapped in this image, every single blade (in the foreground at least) is modelled. The reasoning was to do with shadows (which you don't get with transmaps) though it didn't quite work out, but you can see the models are receiving the blue light source from left of view.

19
General Anim8or Forum / Re: small question
« on: October 02, 2010, 09:15:53 pm »
Hi Cori - the hair script is on the Scripts page, http://www.anim8or.com/scripts/index.html or use the link in the left hand nav.
I haven't used the script myself, but I'd presume it slows down renders a lot.

20
Hi Kain - Good looking work. If merge points doesn't work, it's normally because your trying to merge points on separate meshes. You need to select both halves and choose 'Build' > 'Join Solids' first, then use the merge points. Might not be the problem in this case, but it always used to catch me out.

21
Anim8or Challenges / Re: Challenge #20: Chain reaction
« on: August 21, 2010, 11:34:43 pm »
Another brilliant one! Well done Janro, excellent work, really imaginative and very funny (in the slightly wrong way that laughing at people falling over is funny...). You too johnar, though I have to say I felt really really bad for the guy in yours!
It's really great to see so much excellent animation out for this challenge.

22
Anim8or Challenges / Re: Challenge #20: Chain reaction
« on: August 20, 2010, 11:57:19 pm »
Agreed, absolutely awesome work, Ensoniq5, genuinely outstanding. Loved the ending. Speed it a tiny bit off in places, but given the limitations of a challenge like this, it really is faultless. Reminded me a lot of the 'cog' Honda advert.

23
General Anim8or Forum / Re: could someone fix this?
« on: April 15, 2010, 09:44:18 pm »
Hi ADSohr. Fixed files attached.
Some nice looking models you've got there, but as the documentation advises, you should be extra cautious when using the beta releases. Try and save often, without overwriting the previous file - eg, use a version number in the file name and increment it each time you save. It's a pain at first, but it pays off in situations like this!

24
Hi everyone. Congratulations to floyd! Clearly a last minute entry is the way to do it ;)
Have been without internet for nearly two weeks now, so I missed the voting entirely, but it's fairly obvious it wouldn't have affected the outcome.

cheatsguy: it's a technique i've used a lot, and it's fairly simple to do. Essentially just a semi-transparent object matched to the shape of the window, which doesn't cast or receive shadows. I think it worked slightly better in the stained glass window because the window shape was more complex and so created more variation in the image. I'll see if I can put together a short tutorial if people are interested. It's not disimilar to the 'light cones' outlined in the last issue of DotAN8 e-zine. It was slightly more complex to produce in this image, though, because of the chair.

Looking forward to the next contest!

25
Anim8or Challenges / Re: Challenge #15: ...and then there was light.
« on: April 02, 2010, 11:00:52 pm »
Nice work everyone so far. This is my final entry, my aim was to keep it 'on topic', hence the unfinished clay look is very deliberate. I'd like to do a load of tweaking, but I know I won't have the time before the deadline so figure it's best to just post it now. This is straight out of v.95 scanline, no post work whatsoever. Not sure what you can see from the setup screenshot, but have included it anyway to be compliant.

26
Anim8or Challenges / Re: Challenge #15: ...and then there was light.
« on: April 02, 2010, 10:47:36 pm »
3Dgeek: There are two fairly straightforward techniques you could try get some glow in your ghosts:
1) Create a local light and parent it to the ghost object, ensuring it is at the centre (ie remove the default Y+200 offset). Make the light very local (start: 5, end: 500 - depending on your object size). Then make your ghost object material two sided. Set the front to 0.0 visibility, and the back to a high specular value (1) and somewhat visible (0.4), with a low rough value (around 4). The light will cause bright specular highlighting across the far surfaces of the ghost object, and the edges will be less lit, creating the effect of a glowing centre. This has the great advantage of your ghosts actually casting a glow on any objects they fly near.
2) Create a single flat plane (a 1x1x1 cube and delete four points). Create an image of a gradient white circle on a black background (sample attached), use this as a transmap on a new texture with a strong glow (in whatever colour you require, white or blueish-white). Add this as a child of your ghost, and adjust it to be slightly larger than the ghost object. You may need to push this slightly behind your ghost object to avoid unsightly overlaps between semi-transparent objects. If you set this new object to be facing the camera, it will keep itself aligned in the scene and work even if you move the ghosts around.
Here's a very crude preview using both techniques:

27
$imon, I don't agree with your taste in cars and I especially don't agree with your taste in colour of cars, but that's truely exceptional work as always. Well done, really nice job.
Don't be waiting for an invitation to send this to the gallery as it really doesn't work that way - or consider this an invitation from the community if that helps!

28
Anim8or Challenges / Re: Challenge #15: ...and then there was light.
« on: March 23, 2010, 08:06:10 am »
I appreciate the credit, Navek, but really not necessary! I look forward to seeing how your image turns out.

Floyd's illustration pic reminds me a lot of one of my gallery images, http://www.anim8or.com/gallery/gallery18/image5.html (second image on the page, obviously.)

Will see if I have time to come up with a new one!

29
Anim8or Challenges / Re: [ COMPLETE ] Challenge #14: Sports equipment
« on: March 19, 2010, 09:56:41 pm »
Likewise, didn't realise it was done. Well done Kubajzz, brilliant model! And of course a hearty well done to everyone who managed to get their image finished within the competition deadline.

30
Anim8or Challenges / Re: [ POLL OPEN ] Challenge #14: Sports equipment
« on: March 15, 2010, 07:22:05 am »
Nice work everyone. Unfortunately my final render is *still* grinding away ... Congratualtions to those who finished in time!

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