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

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Messages - Dosser

Pages: 1 ... 5 6 [7]
91
Finished Works and Works in Progress / Re: Half Life 2 Funny Movie
« on: March 23, 2008, 06:07:11 am »
Maybe go to a modding forum instead. I'm sure someone out there has already hacked Half Life 2 and extracted those EXACT models in some format or another. You should be able to get them and use them (import into an8 format first).

I agree, it comes off as rude to start a thread and say 'do this for me' :S

92
G'day,

I guess this is a minor one in the scheme of things, but would make things a lot easier. When experimenting with materials (in the dialog), it would be useful to see an example of the 'shiny ball' of this material in realtime. It would make it easier to gain an idea of what the material looks like (rather than guessing, then having to close the box to look at it).

93
General Anim8or Forum / Re: couple Q's
« on: March 21, 2008, 01:35:02 am »
whoa! I was disappointed when my latest 'lowpoly' rapier model had 120 triangles.

I think the best example of lowpoly I've seen is Warcraft III graphics. They look amazing, and are exactly as detailed as they need to be (from your godlike 100 metres above the ground position). But when you zoom in, you can see exactly how few polys they use. I would be curious to know if anyone has managed to extract the models and check how many it is, I would say most of them are less than 100-200 polys.

So the best definition of low poly would be to use as few as you can, be willing to accept a bit of jaggedness, and to use textures to compensate. It's all relative what is and isn't lowpoly.

94
Finished Works and Works in Progress / rapier
« on: March 21, 2008, 01:20:49 am »
g'day all,
just tried a simple, elegant rapier model. To experiment a little with meetallic materials, and to do some basic, clean looking shapes (my previous modelling attempts have been a mess). I think i mostly succeeded. I also saved an extra copy of the hilt section (while still WIP), because I realised I had accidentally created a perfect mushroom shape. I know my rendering still needs a lot of work (maybe a fancy background / scene around it?), but I'm mainly concentrating on getting my modelling right. So please, I am vey open to criticism :D


95
General Anim8or Forum / Re: Lists of example materials
« on: March 20, 2008, 11:55:14 pm »
that one's pretty good. I have since put 'anim8or materials' into google and found a pretty good description of materials in the anim8or manual (including a few obscure examples, such as copper and pearl).

However, if anyone else has suggestions, I'm still open to them.

96
General Anim8or Forum / Re: Anim8or Meshes
« on: March 20, 2008, 11:49:30 pm »
You simply won't find models in the an8 format.

Luckily, anim8or can import from the 2 most common formats: .3ds (3d studio) and .obj. Just go to object -> import and load the file like that.

Though perhaps it would be more intuitive if you could load / save for all formats in the same load / save command, rather than treating .an8 as a 'special case' with its own save command. I know I've also had trouble finding the command to import.

97
General Anim8or Forum / Lists of example materials
« on: March 19, 2008, 11:21:10 am »
Hello all,
This is a kind of embarassing one: it seems my google-fu is weak, since I'm sure I've seen these lists before (in a graphics programming course at uni, before I got into actual modelling) but the best i can find now is http://www.free3dtutorials.com/texturing/3d-max/creating-a-stainless-steel-material.php (kind of vague, and using environment mapping and such rather than 'pure' materials). I'm searching for some guides on making my materials: trial and error are getting me nowhere fast, and I think I need some 'basis' materials to begin.

The lists I'm talking about show the values of diffuse, ambient and specular (and shininess), and the colours associated with each one, perhaps along with a 'ball' of the material to show what it looks like.

Thanks for any help. It's driving me nuts trying to simulate things like gold and steel just by tinkering (mostly randomly, though with some knowledge of the theory) with the material values / colours.

98
General Anim8or Forum / Re: Texturing a horse model
« on: March 15, 2008, 10:40:53 pm »
never done rendering before. i did turn down the specular (from .2 to .08): I thought it looked good shiny: since horses do often have that shine to them, but realised it basically looked like plastic.

However, my attempts to render failed. I clicked on Render -> Render image, and it mostly worked, except the textures wouldn't show.

Anyway, do you know why that 'seam' is there? the wireframe doesn't show that area as being any pointier than the other curves. I don't know why the texture it darker on one side.

99
General Anim8or Forum / Loading anim8or models into a C program
« on: March 15, 2008, 07:13:36 am »
G'day,

I'm sure this is a simple one: what is the best way to load models created with anim8or into a 3D game? Is there a package out there to do it easily, or will I have to write one myself?

Thanks

100
General Anim8or Forum / Re: Texturing a horse model
« on: March 15, 2008, 07:11:49 am »
got it: found lithunwrap and found that yes, it is superior to uvmapper. It was simple to split the map into bits, then map each one separately.

It's far from perfect, but I'm sick of this horse anyway. I learnt quite a bit, as it is my first proper model (of something organic, rather than simple metallic weapons / boxes etc.). I know I missed a few faces with the texturing. I'm not sure why there is a 'seam' running through the middle of my model though (I made half of it, then mirrored after applying textures).

Not sure how to upload a textured model, so here's a screenshot. The model seems to be too large anyway :S


101
General Anim8or Forum / Re: Texturing a horse model
« on: March 11, 2008, 12:21:56 am »
I think you're right about lithunwrap. It would be trivial to texture if the 'bits' were separate (which is why i was worried earlier about joining the legs to the body), but I can't see any options in UVmapper to split the model.

I've tried downloading Lithunwrap, but keep getting weird javascript errors. will search for a mirror or something later.

102
General Anim8or Forum / Re: Texturing a horse model
« on: March 10, 2008, 02:32:07 am »
I finished the modelling and am now up to the texturing. As I predicted, most of the unwrapping options (in UVMapper classic) just look like a mess. Perhaps the best one is planar, which isn't ideal since it would stretch the flatter areas on the head and rump (correct me if i'm wrong). Could someone please have a look and tell me how to unwrap properly?

103
General Anim8or Forum / Re: cutting out part of a circle help
« on: March 01, 2008, 02:03:21 am »
it looks like you have the shape you want from the wireframes, but the shaded ortho view is wrong. You have an extra face 'covering' the hold you want (the dish).

so go to point editing (the 3 dots near the top), face select mode (it's a small triangle, near the x,y,z select boxes), pick the 'pointer' tool, click on the face and delete.

as vobla said, the 'dish' and 'circle' might be separate objects, so if simple deleting the face doesn't work you might need to merge the objects and / or reverse some normals.

104
General Anim8or Forum / Texturing a horse model
« on: February 17, 2008, 08:41:37 am »
G'day all,
first post here in the Anim8or community (well, at least on this board). I keep trying to get into 3d modelling, for about a year now. I keep reading books and tutorials, but can't really think of a full project to do, so lack practise (I like developing games, but haven't really come up with an idea that can be easily implemented in 3d yet). So I decided to make a horse, since that can be used for heaps of projects, and should be simpler than a person, but challenging enough.

I've made a basic model from 3 cylinders (torso, 2 for legs), then realigned the points to follow the reference image. Then I paused before adding a head or tail. I remember some weird stuff when texturing: I may have seen it in tutorials. How would I texture a model which clearly wouldn't fit into the normal UVMapper shapes (cylinder, sphere, box etc.). Should I join the legs to the body now, or wait? Should I mirror the legs now or later? I guess I'm just confused as to what needs to be done next, to make it as simple as possible to finish.

I've attached a pic of the model. The back leg looks weird because I still haven't decided how low poly it should be. It's amazing how much less smooth a hexagonal cylinder is than an octagonal cylinder (front leg) :S

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