Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  


An update to Anim8or, v1.00b, is available with a few bug fixes. Get your copy HERE. See the "ReadMe" file for details.

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - davdud101

Pages: 1 2 3 [4] 5 6 ... 65
Anim8or Challenges / Re: Challange #34: Anim8or 1.0 splash screen
« on: April 20, 2017, 11:05:01 pm »
No intention to double post! (I gueess technically there was, since I didn't stop myself.)
I've been putting some time into this today, have spent probably around 4 hours working on modeling and fixing materials. The mirror is pretty sweet, it's actually a dielectric layer over a reflective layer, like a real mirror.
Amazing job on the ART renderer, Steve, I'm seriously impressed by how well it performs with such ease (not to mention that's its gotten much faster to render with later releases, it seems).

Still a small, low-quality, non-AA'd version of my image. I've got a couple more days of modelling to go on this, but I'm looking forward to each step of the process. Obviously I'm going for photo-realism. But in this case, I **think** I'll have to do a little bit of pass-compositing in GIMP afterwards... is that really allowed?

At that point, it's no longer a creation solely built in Anim8or, eh? Even though all the passes ARE rendered in Anim8or and everything is modelled using the software? I'd hate to suggest that such constraints should be added, but when you think about it, the splash screen really has to focus on what the software in itself alone can do, right?

Anim8or Challenges / Re: Challange #34: Anim8or 1.0 splash screen
« on: April 20, 2017, 07:42:38 pm »
Okay, here's a first look at what I'm working on. I may've thieved a little inspiration from the Anim8or gallery :3 but scenes like this are good for me because I have a rather easy time "realistically" modelling inorganic objects. plus they look cool and use loads of render-intensive materials and stuff.

There's a lot that's not there yet (e.g. bristles on the brushes, the entire sink and countertop is just a placeholder until I model the real one, gotta add a drawer under that, I'm gonna make a towel (maybe monogrammed with my or Steve's initials on it :D :D)

Rendering this scene in ART w/o AA at half the size of the final (which will be scaled down to half afterwards) took 45s.
AMD FX-8300 8-core and 8gb RAM, for those who wondered.

Hey guys, I know the Anim8or forum doesn't really have a random-chat area, and I guess this isn't meant to necessarily be random chat, but moreso, thoughtful discussion and nostalgic vibes.
So, anyone remember the Anim8or Movie Project? Must've been a good 10 years ago.... I was on that forum, I wanna say $imon was on there, possibly Ensoniq as well. Great times! Is there a archive of the stuff from that time?

General Anim8or Forum / Re: Pixie3D
« on: April 19, 2017, 06:53:46 pm »
Hehe, fair amount of polarization here...
Any more reviews though?

General Anim8or Forum / Re: Pixie3D
« on: April 18, 2017, 10:27:57 pm »
As for the fact you are advertising competition software (and not using it as a feature request demo) I do not see any advantage over an8 here.

This is a good idea, though. Perhaps making the software open-source so people who know how to program can implement ideas for feature requests.
I am curious, P3D - where do you wanna go with this?

General Anim8or Forum / Re: Pixie3D
« on: April 17, 2017, 11:18:43 pm »
Skal prÝve den ik.... whoops, wrong language.
I'll give it a shot tonight. Looks pretty nice

General Anim8or Forum / Re: Why do we love anim8or?
« on: April 15, 2017, 03:36:17 pm »
1) It's INCREDIBLY easy-to-use. I'll admit, I didn't quite get it back in 2004 when I was an 8-year old, and so I messed around more with a kids' app called "Cosmic Blobs", but after coming back aged 11 or 12 and reading in the manual just a *bit*, I learned a LOT. Super easy software.

2) With a little pushin' and a little shovin', the software can, in many areas, do just what higher-end software can do, just as good as they can. Huge plus for someone looking to get into animation while skipping a HUGE learning curve. Sure, that comes at the expense of a few "super-special' features, but generally everything that needs to be done can, in some way or another, be done!

3) It's admittedly got a charm about it. It might not be as flashy as MAYA or Blender, but then Steve is making it for fun in his retirement and isn't necessarily trying to sell it as the 'next best alternative to professional modelling and animation packages', for example. Then he can also cater more directly to the specific needs of his small community.

Here's to building a bigger, active community for the future, and many, many years of Anim8or to come! Huzzah! :)

Anim8or Challenges / Re: Challange #34: Anim8or 1.0 splash screen
« on: April 15, 2017, 03:08:59 pm »
Haha, so excited! It's been a month or two since I sat down and had a serious modeling session in Anim8or. I need to go through my previous stuff and find my strengths so I can play them up....

Btw, Steve, will this include a new logo design?
And are we allowed to do any amount of post processing in GIMP/PS as far as text, lighting effects, lens effects etc.?

Anim8or Challenges / Re: Challenge suggestions.
« on: April 13, 2017, 04:29:52 am »
I'm sooooo in!!
Or maybe it can be that everyone makes something and then three get selected - the three best renders, perhaps, or three coolest-looking images (e.g. screenshots count, etc) which then get stitched together into a cool, professional-looking splash screen.


General Anim8or Forum / Re: Feature request
« on: April 07, 2017, 06:25:20 pm »
Actually it'd cool to have a config file where we can set all our own preferences for each time the software is run. Stuff like default renderer, render size, toggle grid, grid size, snap on/off etc. etc. The list could go on. Either way, that'd be awesome, and seemingly rather simple to implement since it's just changing/saving numerical values.

General Anim8or Forum / Re: "An8-Chan" side project
« on: April 06, 2017, 05:28:34 am »
Aww thanks, V! But what I can do now is just the result of analyzing Nintendo's 3D models and practicing.

I'd do offer personal lessons for 3D modeling and game making if you are interested in my techniques. My student's seem to appreciate my lessons enough to refer to me as "Sayuri-sensei", which is something they came up with, not me.

As mentioned earlier in the topic though, I do have plans to make a Patreon powered animated show which doubles as some solid lessons on making models with anim8or. So if you have any ideas for topics you might want to be covered in that show, feel free to shoot ideas.

Have you ever looked at the PS2 game Dark Cloud, FSS? Your style reminds me a LOT of the style used in that game.

General Anim8or Forum / Re: Anim8or v1.0 Beta is available
« on: April 03, 2017, 04:32:55 am »
And...any chance of Ctrl+S being to save, Ctrl+O to open, and Ctrl+Shift+S to save as? Whenever I come back to this program from, say, any other program in existence, I keep accidentally toggling Smooth shaded mode and god knows what else pressing the other hot keys :P

Hey Raxx, long time no see!! :)

Awesome, Steve! I'm looking forward to getting back into modeling once I get my new computer built. Congratulations on hitting that first milestone - Anim8or is truly remarkable for a one-man free-time project!

General Anim8or Forum / Re: "An8-Chan" side project
« on: March 30, 2017, 12:29:28 am »
SOoOoOo kawaii!!! This is hands-down te cutest character I've seen from your work, fss. Really nice!!
Only thing I can imagine editing is making her feet a bit bigger and spacing the toes a bit more. Up to you though :)

And hopefully, that'll assist in getting this community up and moving again! It's been awfully quiet around here lately :'(

Finished Works and Works in Progress / Re: Red Man
« on: March 07, 2017, 06:11:05 am »
Quite good for a first one!

If you're looking for any tips.... The main thing many (dare I say, most) Anim8or users seems to struggle with is timing. Your animation feels a little bit slooooow like molasses. One thing I've done to try to remedy this is to use a stop watch - time how fast you want the motion to be using objects in real space as dummies - then use that to set up your timing for keyframes and stuff.

Again - Nice for a start!

Pages: 1 2 3 [4] 5 6 ... 65