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Messages - hihosilver

Pages: 1 2 3 [4] 5 6 ... 84
46
General Anim8or Forum / Re: speedy effect
« on: June 16, 2010, 09:50:07 pm »
Another way to do this is through texturing.  for example, for your spinning fan you create a texture (and transparency map) that mimicks what a frame of the fan looks like with the motion blur on it.  You can then spin that object and get something a bit more realistic (though it wont have depth.)

47
General Anim8or Forum / Re: Two things for this forum...
« on: June 15, 2010, 06:05:53 pm »
Addressing your first question, signatures were being used constantly by spammers, and Steve didn't have time to stick around the forums and ban them all, so this was one easy way to root them out.

48
Finished Works and Works in Progress / Re: sculptris
« on: June 14, 2010, 12:55:49 pm »
It's true triangles are often frowned upon, but in truth it depends on the situation.  Most times quads are smiled upon because of subdivision objects which require good edge loops.  This is also very important in animation and the way muscles and joints deform.  To be honest, with still objects, the topology doesn't matter at all as long as something looks good.  The end product is always what matters, it doesn't really matter how you get there (as long as you don't steal others work!)  The interesting thing is, games for example use only triangles because they're what game engines process.  3DS Max actually works with triangles, but it hides this often and often treats the two triangles as quads.
In other words, triangles are perfectly fine in particular situations.  The thing is, being an organic modeler I wish it had some kind of a retopologize tool.  Perhaps a free one can be found somewhere to add to the program.  Still, it's an awesome looking program and I'll certainly be playing with it!

49
General Anim8or Forum / Re: Skill/Award System Idea
« on: June 10, 2010, 07:20:58 pm »
I agree, and that's one thing I miss about the old anim8or.org, it was nice having awards (simply for competitions as well, as it encouraged participation.)  I would say that at this point what kreator said is entirely correct.  Perhaps at some point though we can improve the forum system here for that.

50
Finished Works and Works in Progress / Re: sculptris
« on: June 10, 2010, 07:15:50 pm »
Often times sculpting programs like zbrush or mudbox are used to create normal maps or bump maps for lower poly objects (this is even true with higher poly models, because the details are so small.)  Do you know if the program is capable of exporting a normal map or bumpmap?

51
Your modeling's going great Kyle.  Sorry I haven't responded on CG-Nation, I've been out of town.  The small userbase currently is sad, and I love both forums, but I can't show my non-anim8or work here (which is what I'm doing now!)  I do agree with you on some features such as thumbnails though.  The functionality of the site is amazing.

As for the site, I hope you can get the spring plugin working that would most likely be best.  Get it the length and thickness you want then simply go to a top view and edit the points of the spring and drag them around the hat to get it around the brim!

52
Anim8or Challenges / Re: Challenge #18: Bloop, bloop bloop?
« on: June 10, 2010, 03:39:00 am »
No worries mate!  That's the difficult part about these shorter time-lined competitions.  Perhaps I'll think about running a slightly longer challenge later for animation!

53
Great stuff and good progress.  I like how you're keeping the models nice and simple, that will definitely help your project stay fresh and move along quickly!

54
Anim8or Challenges / Re: Challenge #18: Bloop, bloop bloop?
« on: June 10, 2010, 12:11:09 am »
I don't see the big controversy over animation challenges.  In fact, my last challenge explicitly said you could enter an animation!  Sadly none of you fella's entered.  Many times we do simply stick to still renders, and that's simply because the time constraint makes animation a difficult art to perfect in that time period.  Perhaps if you asked nicely though you'd see more animation challenges!

benzjie that's an amazing jellyfish, I seem to remember you making a similar one before?  Or is that the same one?
Great stuff by everyone that's entered so far though, I hope for a nice turnout!

55
General Anim8or Forum / Re: My Life: College/Internship!
« on: June 02, 2010, 08:10:59 pm »
Bobg!  Great to see you around again.  Thanks for the good wishes as well, it means a lot.  I'm very excited for what the future holds, and it should be an enjoyable journey as long as I work hard.

56
ASL Scripts / Re: Boolean operation problem!
« on: June 02, 2010, 08:06:39 pm »
Hm, that's an interesting problem.  One thing that I would make sure of is that both figures are fully closed, otherwise it wont work.

57
Finished Works and Works in Progress / Re: my hero
« on: June 02, 2010, 07:53:31 pm »
Noir simply comes from the word black.  It refers mostly to film noir or noir comics.  Basically they're black and white or grayscale, but there are a lot of blacks with the white's acting as highlights, etc.  The lighting is usually strongly from one direction, giving deep shadows on the other side, and not a ton of light.  You can google images to help out, but basically I would do it in your light setup, with one main light coming from a particular side that gives the face a dramatic feel.

58
I would advise the skinnier pant legs.  I think the toes of the boots could also use some alteration, they come together at too much of a point in my opinion

59
Anim8or v0.98 Discussion Forum / Re: Anim8or and Windows 7
« on: May 28, 2010, 09:24:53 pm »
"View>Preferences" and make sure the "textures" box is ticked on.

60
Finished Works and Works in Progress / Re: I have a new JeeP !!!~
« on: May 27, 2010, 05:11:47 pm »
My only major criticism is that the bump on the black parts of the car is too strong, I would turn it down a lot and make it much more subtle.
Otherwise it's looking great though! You always do a fantastic job with your renders.

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