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Messages - ADSohr

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16
Finished Works and Works in Progress / Re: 1963 Chevy Nova SS
« on: March 09, 2011, 04:27:08 pm »
I wasn't quite able to get a background, but I did make a render.  I'm terrible at lighting.


Modeled entirely in Anim8or, rendered in Mental Ray (That's right, I got Maya now!)  I've only had it a few weeks.


17
It looked to me like it was supposed to be an artwork, so I was attempting to help you improve it towards that goal.  Since that was not the goal, then proceed as you were.  :)

18
As a casual observer trying to help you out, I will note that I never would have looked at the "tower" as the focus.  My eyes were naturally drawn to the only thing that was different in the scene; the character.

The way I look at this is, if you have to explain your joke, then it wasn't told very well (I have told many poor jokes :P).  So far at least two people haven't understood what you were trying to accomplish with this picture.  That should tell you something.

If you refuse to go back and improve stuff that is finished, then at least take our comments into consideration for the next project you work on.  ;)

Don't take this as bashing you or your work.  You have skill, and I want to see that skill improve.  Keep up the good work.

19
Also, try to vary the buildings some, they are all the same shape, same height, and the same color.  You could also clutter up the background with some more buildings to make it look more like a city, rather than strange uniformed pillars out in the middle of some cloud. 

I might also suggest making the buildings bigger (not taller), they look too small to be of any practical utility.  You can barely fit one room per floor, and half of it needs to be some way of getting from the ground to the top (like a ladder).  I'm guessing where the texture repeats is where each floor level is supposed to be, if so, then those are incredibly tiny occupants.

How did she get way up there?  There are no steps and no doors to an elevator.

As far as composition, you could also zoom in on the character and put her in the right 1/3rd of the scene (look up the rule of thirds). The twist in the camera is slightly disorienting, I would try making the horizon level.  Where is the light coming from? There are no shadows anywhere, and the lack of shading makes the scene look very flat. (I'm guessing the light is directly behind the camera.)  I suggest adding  4 lights around the scene that are heavily tinted blue (no shadows) and reduce the main "sun" light intensity.

As a test render it's great, but I don't think it's a desktop yet.  Keep working on it, it'll improve.

20
General Anim8or Forum / Re: My bumpmap is upside down! ):
« on: February 08, 2011, 06:18:05 pm »
That might be an artifact from using more than 5 edges to a vertex.  It looks like you have one single vertex in the middle with about 25-30 edges radiating from it to the edge.  That's known to cause all sorts of pinching and shading issues. 

Maybe show us a wire-frame, so we can see the mesh structure better.  I may be wrong; it's hard to guess topology on a flat plane.

21
General Anim8or Forum / Re: Future of Anim8or - Time To Move On
« on: January 31, 2011, 12:11:28 am »
Everyone can move over to my forum as well.  It's brand new and isn't too set in it's ways yet.  I highly encourage newer animators to join, since it's geared towards beginners.  I would be glad to have some expierienced users help too.  It's not specifically for any program though, just whatever I find easiest to teach a concept with.

CGForStarters.

22
General Anim8or Forum / CGForStarters - Animation Club
« on: January 26, 2011, 04:19:06 am »
Hello Anim8ors!

Because I've found it so hard to find good resources, training, tutorials, and help on non-traditional animation topics, I've decided to go through all the hassle of setting up a complete training series to get new people interested in animation.  The basis of this series is NOT to teach any one program, modeling, texturing, or animation.  These topics will be covered, but not emphasized.  The primary focus of the course is to give guidelines for storytelling, planning, and executing the animation process.  From concept to credits, the entire movie making process given as a set of tutorials.  Storyboards, character design, setting, mood, plot... I've never seen a tutorial for any of these even after two years of looking.  I plan to give beginner animators these tutorials through "CGForStarters".


To begin with, I will be teaching the fundamentals of animation: Planning, Story, Modeling, Texturing, Lighting, Animation, Effects, and Rendering.  To do this I will create an entire short animation from scratch and show the entire process, how I do things and why.  This will give these new animators a base knowledge that can then be applied to anything.  If they follow along then they should have a complete short animation to show off to their friends.  After that we'll see where it goes, but for now that first complete animation and tutorial set is going to take an ESTIMATED 40+ hours of work to complete.


If you wish to contribute to this incredibly difficult task in the form of tutorials, teaching, or technical support (I've had a fun time trying to learn website design by myself  :P)  Please send me an e-mail at "adsohr@yahoo.com"


Please help me create higher-quality animators for the future by going on the site and telling me how to improve.  I'm a relatively new animator, web designer, tutorial maker, and teacher; any suggestions will be appreciated.

23
Finished Works and Works in Progress / Re: advice well recieved!
« on: January 24, 2011, 02:55:51 am »
Edge-by-edge modeling is where you start from a single edge, and add edges, to get the faces and form the shape.  The main benefit of this is that you can better control your topology.  It makes cleaner, more-detailed, meshes with potentially fewer polygons.




This is a similar video series to the one I gave megapheesh on the previous thread:

http://www.blendercookie.com/2009/03/02/bundle-complete-head-modeling-series/

Different model, but same modeling concepts.

24
Finished Works and Works in Progress / Re: advice well recieved!
« on: January 21, 2011, 03:41:17 am »
That looks awesome!  And it only took you about 11 days to make it too!  It's taken me months to replicate an existing car, and you come up with your own design and model it in about 2 weeks?  :o  Great job!  Can we see a wireframe?

Yeah, edge-by-edge modeling is awesome. I've tried modeling from a cube, or cylinder, and it just gets messy.

25
@megapheesh     The design you have there is interesting, but I can tell you made a hundred cubes and slapped them together, only slightly modifying the cubes in order to get the general form down. May I suggest a new method of modeling that produces much more harmony in the design? Right now you have the fender intersecting with the hood, and the hood is sticking out much farther than the front bumper(or it at least appears too). Nothing seems really connected, like these parts belong together. The hood of a Mustang, the front end of an Audi, the back end of an Enzo Ferrari, all mix and matched together.

Here is a long series of videos that show how to model a car so it looks like it is separate pieces (most cars have separate panels) and yet it is connected and clean. It's made for Blender 2.5, but he rarely uses a tool you can't find in Anim8or. I suggest everyone watch it all the way through. It's long and tedious, but he shows lots of good tips and tricks. http://www.blendercookie.com/2009/12/05/modeling-a-porsche-911-gt3-rs-part-01/

I suggest you make several paper drawings of your car designs before you model them. It'll help out lots. And check out Simon's Audi TT here on the forum: http://www.anim8or.com/smf/index.php?topic=3290.0

If it sounds like I'm criticizing lots, it's because I feel you have enough talent to improve. Not everyone can box model a car like that. Bravo!

It might help if I actually gave the link.

26
General Anim8or Forum / Modeling and topology
« on: January 04, 2011, 05:24:43 am »
This is an awesome video presentation. It goes over topology, modeling tips, and quite a bit more while making what is the most complex part to model of the human body. It is not Anim8or based, but it is an excellent resource. This video is about an hour long.

http://vimeo.com/16738348

27
ASL Scripts / Re: Braid script request
« on: January 02, 2011, 02:24:05 am »
You are welcome. Yours actually looks better than mine!  :D

28
ASL Scripts / Re: Braid script request
« on: January 01, 2011, 10:02:49 pm »
Hey Lynn,

I can't write scripts, but here is a way you could model your braids.


1. Make a simple cube object, give it 12 divisions X and Y. Rotate it 45 degrees.

2. Delete all unnecessary vertices, leaving a structure like what is shown in "Type2_Step2". Fill in all the gaps that are left by deleting vertices.

3. Take the rows of vertices shown in yellow and merge them together. Move the merged vertices to line up straight in the X direction like shown in green.

4. Now shape the braids by selecting the edges that surround the braids and pulling them back along the Y direction. Go to Edit>Edge Properties, and make the edges creased. Double click the object in "Object" mode, make the crease angle 91*. This should make it nice and smooth with creases where the hair is folded under another braid of hair. Give it a material and show us what you come up with!

You can delete the edges on top and bottom, copy the object and move it along Y direction and join it to the original, then merge vertices. This mesh is seamlesly tilable, so you can make your braid as long as you wish.

29
General Anim8or Forum / Re: Recently removed all videos from Youtube...
« on: December 22, 2010, 03:58:53 am »
I'll give my two cents. I personally find anim8or to be a great tool. Comparing Anim8or and Blender is like comparing a pen and paper with a scientific calculator. Anim8or is simple and easy to use, just like the pen. pen and paper are usefull for many things, but you can't do calculations as quickly as the calculator. Each has thier own advantages; I wouldn't use a scientific calculator to add 2+2, I would use my head. However, I wouldn't want to calculate any country's national spending record with pen and paper, I could, but it would take forever.

And just like a scientific calculator, if you understand complex math, those calculators come fairly natural. It doesn't take long to get a math scholar to use one.

I got Blender a little more than a week ago, and already I can pump out helicopter models in 1/2 a day. Did I learn Blender? No. Have I learned Anim8or? No. Have I learned how to make an effective model? Yes. If you understand the concepts behind 3D animation, then doing them in another program is easy. You may learn every button on a scientific calculator, but if you don't know algebra, you will never be able to use the calculator. Don't study your calculator, study math. Then you will be able to do all the functions of that grand scientific calculator, on a piece of paper. Don't study Blender, Maya, 3DSMax, or Anim8or. Study animation. Then you can be great no matter what program you use.

Ok, that's a bit more than 2 cents. ::)

30
Finished Works and Works in Progress / Re: Attention VeggieTales fans!
« on: December 14, 2010, 09:44:34 pm »
I think all of veggietales is unnatural, even if it is organic. You have to wonder why the sheep wern't cauliflower  :P



I think if you rotated the sheep around the middle of it's body rather than the bottom of it's legs and have the body fall more than flop it won't be quite so drastic. Right now he flops over the way a tree would, simply falling. I think if it was more like a building flopping over it would work better. Have his knees collapse under him so he falls sideways a little bit and lands closer to the area where he was originally standing. It might help a bit.

It's kinda hard to explain. ::)

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