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Messages - $imon

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General Anim8or Forum / Re: edgelooping
« on: February 20, 2009, 01:20:30 pm »
The lines you have drawn so far are 'splines'. In anim8or splines are no more than helper lines.
To make a model you will want to make edges instead in the point edit mode (have a look in the manual for all that.)

Once you have made the lines as edges in the edit mode, you can create edges in between those and fill them to make the shape of the face.

Good luck!

Finished Works and Works in Progress / Re: Picture Frame
« on: February 13, 2009, 03:30:09 pm »
Haha thankxz headwax! quite an honor!

I would like to start with thanking my mother for all her support.. my lovely girlfriend of course.. And all the fans out there that have always supported me!

Finished Works and Works in Progress / Re: Picture Frame
« on: February 08, 2009, 09:39:26 am »
Wow thanks people!

RnDr FOX; no the water is just a reflective plane with a 100% bumpmap of some dirt or something haha.. quite easy but i liked the result.

Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: February 07, 2009, 12:33:49 pm »
- being able to bridge edges, not just faces.. I use this option SO much in 3ds max while modeling, it greatly improves the speed.
- the bevel tool now bevels according to the size of the attached poly.. whereas in Most of the occasions you want to bevel an edge evenly on both sides.. so it would be nice if beveling would make a angle half the angle of the original polies, instead of the way it is now.

Finished Works and Works in Progress / Re: Cloth
« on: February 06, 2009, 12:07:11 pm »
It's a shame anim8or doesn't support fresnel materials, they wouldve come in handy quite well with cloth materials.. None the less the red cloth looks very nice.. can you maybe share the material settings?

Anim8or v0.98 Discussion Forum / Re: v0.97d Preview Ready
« on: February 03, 2009, 09:52:15 pm »
Not really sure where I would post this.. just wanted to say that it appears to me that the 'radius' settings for a spotlight in the advanced settings, dont seem to make any difference. I would expect that if i set this to a low figure, the light would only travel so far, but no matter what i fill out the results are always the same. Maybe its supposed to be like that? But it seems to me that what goes for a local light would also go for a spotlight..

I dont think there is another way to limit the distance in which a spotlight lights a surface eh?

Just thought I would point it out, as it might be an error.

Finished Works and Works in Progress / Re: Picture Frame
« on: February 03, 2009, 12:07:09 am »
Wow thanks guys,

lizeal; Not sure why I'd move to new zealand.. would be nice! but.. maybe later haha!

ensoniq; Thanks for the advice, I know the shadow doesnt resemble the reflections there, that is mainly because the original render (at the top) was meant to be light from a spot, shining down on the painting.. I then just photoshopped the reflection pass over it, so the same shadows are shown.. sorry for that!

I had a little more fun with reflections in anim8or haha.. i call it 'adrift' ;) I hope it is bright enough to see the silhouette well.

Finished Works and Works in Progress / Re: Modern Chair
« on: February 02, 2009, 08:16:52 pm »
I'll give some advice here on how I would go about making a studio render like that in anim8or.

It seems like that render you are trying to recreate was made with a studio setup, which means a cubemap as a surrounding would have reflections that are too distracting. The white reflections you are seeing in the metal are studio lights (, which can be recreated in anim8or by adding big square boxes behind/above the camera and have them with a white emissive of about 2.

As Floyd said, to get a good render you will want to start using some Art materials. For the black leather, I would advise using a Very slight glossy reflection (maybe a value of 0,05), with just a black material.
For metal, Of course you will have to use a specular>reflection attribute, with an almost full value of reflection (about 0,8)

Something you cannot recreate in anim8or are the shadows in the reference image you showed. They were made with large area lights, whereas anim8or only works with point lights. To get a soft feel like that though, you might want to try adding a few very soft lights in different positions above the object, to keep the shadows this soft.

Ok, last tip haha; the floor, as you can see in your image, no matter how big you make your floor, it will always give a horizon. The trick they used in the reference picture you have up is they created a sortof 'bowl' in which the models were placed, so the floor actually gradually goes up in the back, all the way to a horizontal wall. This gives a smooth gradient in the back, try it out!

Of course these are just tips, try them out to see the different effects! I like the models youve made, it could become a very nice render! Good luck!

Floyd, I saw that the materials in your file all had a emissive value, I would advise to anyone not to use this option on anything else than materials that glow. the emissive value actually causes a lack of shadow & works more as a 'color overlay' in anim8or.

Finished Works and Works in Progress / Re: French suburbia
« on: February 01, 2009, 12:18:40 am »
I agree with the comments above, the proportions need some work definately!

But very nice start so far! Do you use any reference images? Cause I dont remember seeing this style of houses much in france.. Maybe i just havent been in the rich suburbs, as this seems to be in ;)

I'm sorry I cant help with tree models.. the best way is to make them yourself of course ;)

Finished Works and Works in Progress / Re: Picture Frame
« on: January 31, 2009, 10:05:48 am »
Thanks Rudy, maxie and lynn! I guess it's to each his own which one you prefer.. so ill just keep them all in the thread ;)
Lynn, the painting actually does have  a little 'sheen', i guess its not too noticable sorry.

Hiho; Heh, I'm not skilled enough in zbrush to produce anything good ;) I dont like it asmuch as regular modeling anyway..
Youre right about the reflection pass; i placed two blocks behind the camera with a white emissive of '2', so they show up white when there are no light sources. The other objects have materials with an ambient of 1, the rest on 0, so they show up black in a render without lights. Only the frame had a 0.4 specular/reflection setting, so that is the only thing that is visible when rendered.

Finished Works and Works in Progress / Re: Picture Frame
« on: January 30, 2009, 05:45:42 pm »
Thanks maxie! Glad you like it...

I decided it could use a bit more reflections.. so i rendered out only the reflections and added them in photoshop once again.. Here the result & the map

Let me know which one you like more! I thought this one shows a bit more depth.. but not sure!

edit: ugh I'm hard to get satisfied haha.. I thought the reflection was a bit too much, so heres another version with something in between haha

thats really the last one :P

Finished Works and Works in Progress / Re: Picture Frame
« on: January 30, 2009, 05:24:03 pm »
Hey thanks floyd, yea I saw those aspects too.. I changed the white border for you :) it was actually a reflection from the wall on the wood, but i got rid of it.

I agree that it looks a bit flat, which is probably because the actual model is a bit flat, i worked more on getting the shapes right than having the right relief, so it might be a bit flatter than it shouldve been in real life. Also it is only one poly thick, couldnt be bothered to make it go 'around the corner', if you catch my drift.

And yea it was a hell of a job haha but fun :D

Finished Works and Works in Progress / Picture Frame
« on: January 30, 2009, 03:36:18 pm »
Hey all!

As you might know, I usually work in 3d studio max.. But over the past year ive been working on some things in anim8or as well.. Here is something I just finished today .. worked on it like 1 hour a month over the past year haha.

Its all rendered in anim8or too. I made a plain render with three area lights and a AO pass, I combined this in photoshop to create the final composition.

There is:
- Final Composition
- Plain Render
- AO Pass
- Clay Render
- Clay Wireframe
- Detail Wireframe

The painting is by Jamie Williams Grossman (

Finished Works and Works in Progress / Re: Siesta
« on: January 21, 2009, 09:21:23 pm »
Hey lynn, that looks a lot better already! I personally would rotate the light backwards a bit farther even, so that the left side really is all in the shadow, which would give a good contrast to the scene, with the fountain as the center piece.

As for the shadows, in the advanced light parameters you can put the 'size' to 10 and it will give a slight area light effect (watch out to put the samples a bit lower, like 3,4 or youll get longer render times)

Finished Works and Works in Progress / Re: Siesta
« on: January 21, 2009, 10:59:15 am »
Hey thats looking good so far! like the texturing too. something things that i feel would improve the lighting in this picture;

- move the sun a bit backwards, so that the whole side of the building is in the shadows
- put the shadow darkness to 100%
- the suns shadows are never all sharp, maybe try it with a 10% area shadow or something, just so they are not completely sharp.
- render out an occlusion pass, and try to composite over the rendered image in a 2d software. If done correct this will make it a lot darker inside the doors, and in dark corners like where the fountain hits the floor, under the balcony and where the walls come together.

If it looks good, maybe you could add reflections on the marble instead of just a specular, though not perfect reflections but a tiiiiny bit glossy. ( maybe the same on the paintwork)
A final note is that the sky looks out of perspective with the rest of the image.. have a look if you can move it a slight bit.

The fact I have so many things to note is a good sign ;) haha i like where this is going and would love to see it improve!

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