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Messages - 5L1D3R

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31
Finished Works and Works in Progress / Re: 3ds max computer wip
« on: June 10, 2008, 07:13:54 pm »
"i made this in less then 30 minutes"
...not to question your talent, but this isn't exactly the best model to use for comparison between Anim8or and 3DS Max...  It's basically just a bunch of boxes.  You could probably build it just as fast with Anim8or.  How about something more complex like a sportscar or the cooling fan from inside the computer.

I use Anim8or and 3DS MAX, and find they both have their pros and cons. I like Anim8or because it is portable, and in some cases more flexible when working with vertices and edges, but I use 3DS Max for the heavy duty modeling, especially if I need some boolean functionality.    I usually create the basic model in Animor, and use Max for refining and final texturing and lighting. 

I do think Anim8or handles background reference images better than Max. ...easier to manipulate and no loss of detail.

32
Finished Works and Works in Progress / Re: Dreamboat
« on: June 09, 2008, 07:26:13 pm »
Spicy, I'll try to get the other version out some time this week. I was originally only going to do low poly models of the tenders, but while I was modelling the drives for the Cigarette, I got carried away, so I decided to do full models of those as well.  For the most part the model will be true to the original. The only liberties I've taken so far are with the propulsion and steering systems as I've been unable to find any shots of the prototype below the waterline.  Also I am swapping the sterndrive units of the Cigarette tender out for a pair of Arneson surface drives.

The radar, and radio gear is fairly recent as she had a different electronics suite when I saw her.  This is definitely an evolving project. The more I work on it, the more I change my original plans.  I haven't decided yet whether to model the interior exactly, or redesign it to fit my tastes, but that's still a ways off...

33
Finished Works and Works in Progress / Re: Dreamboat
« on: June 06, 2008, 04:35:43 pm »
Here's a shot across the stern...

34
Finished Works and Works in Progress / Dreamboat
« on: June 06, 2008, 04:34:44 pm »
This is a WIP model of a 200+ foot megayacht I saw once in Greece.  I dubbed her "Strega Del Mare" the prototype is the "Battrered Bull" built by Royal VanLent Feadship in Holland.  The textures are just quick and dirty to make it easier to see.  I plan on finishing the complete interior in the future.  I actually have a more detailed version on my other PC, but wanted to throw this one out there while I had a chance.

35
Finished Works and Works in Progress / Re: Enterprise Refit (WIP)
« on: May 12, 2008, 06:06:26 pm »
Definitely the best Enterprise render I've seen!  If you need some good source material, this has some of the best closeups I've found.  It's only a replica, not the actual filming model but I think you'll see they didn't miss anything. I half expected to see the footprints left by the crew as they walked out to meet V-Ger!

http://www.ketzer.com/enterprise/index.html   ...really shows the "Aztec" hull detail well.


36
Anim8or v0.98 Discussion Forum / Object creation suggestion
« on: April 23, 2008, 12:46:19 pm »
Just started a new model using a reference image when I was reminded of an enhancement I had thought about before, but never mentioned...

How about a switch to change object creation from "center" to "corner"  That way when modelling, say, a building, I could just create the cube primitive by dragging from one corner of the reference to the other. 
With the current fixed "center" creation method, having to constantly move and resize primitives can get a little tedious...
...even converting to mesh and manipulating the vertices can be a little more involved than needed for a low poly model...

37
Finished Works and Works in Progress / Re: MONSTER CONTEST
« on: April 18, 2008, 05:17:46 pm »
Still sounds fishy to me.
...reminds me of an ATV I saw for sale on the internet once.
...guy never answered my questions, just kept repeating the same vague info... 
He also needed the cash fast as he was "kinda short" yet he offered to pay for insurance and shipping on a 700lbs machine

38
Finished Works and Works in Progress / Re: Flying things
« on: April 09, 2008, 04:34:59 pm »
Nice work, particularly the M-Tek.  It's got a bit of a Lockheed Blackbird, Firefox kinda thing going on, only bigger.  The exhaust effect is very well done.  Perhaps a black-to-white gradient texture in the transparency field, applied to the outer shell of the exhaust "flame", would be a nice touch, fading it out from front to back.  But I am just getting picky, really great model.  Planning to anim8 it?

I'm thinking about making the wings on the M-Tek variable geometry so they change shape depending on flight profile, but am not sure I like the way it looks that way.  I used to be in the navy and am trying to get the look of the GE F110 Turbojet AB flame. I think I have the color and luminosity down, but need to figure out how to give it that "feathered" look

39
Finished Works and Works in Progress / Re: Flying things
« on: April 09, 2008, 04:26:19 pm »
Just one personal opinion.. about the first pic, red-blue combination looks a bit toonish rather than the macho image it should have. And just wondering what is that red thing sticking out on the top.... ???

It is a model of the GodPhoenix craft from the Japanime "Science Ninja Team Gatchaman" known as "Battle of the Planets" in the U.S. so the colors are correct except for a yellow specular tint I used for the red to give it a "flame" look.
The red thing is one of 3 fins at the back.  ...if you look closely you can see it has a red leading edge with white trailing edge. you can just make out the port fin just to the right of it.



40
Finished Works and Works in Progress / Flying things
« on: April 08, 2008, 02:14:31 pm »
Just a few things I've been working on.

The Phoneix from Gatchaman / Battle Of the Planets was actually harder, even though it's a simpler model. ...if you look closely at the Phoenix in the cartoon, there are slight variations in scale, details, etc from different angles and in different scenes. 

The second is an entirely fictional supersonic jet I am working on for Flight Sim X. I have most of the cabin modelled and am working on the undercarriage now.

The last one is my idea of what the NX-01 Enterprise should have looked like, based on the current StarTrek spacecraft evolution.

41
Esc works fine with the other render engines but I get no response when using ART.  Maybe it is just because it's so much more system intensive...

42
Wow. Definitely a rendering improvement.  I can't wait to try the new features on some of my existing models. 

Only thing I woud suggest, is adding a "cancel" feature to the render process. ...I was rendering one of the example files you give when I realized it wasn't the example I had wanted to view... I had to wait for the render to complete before I could close it and open the correct file.

Also, have you ever considered forming a development team like the one for POV-Ray to lighten your development load and to speed up the process?   Just curious...

43
Anim8or v0.98 Discussion Forum / Re: Point editing features
« on: March 14, 2008, 11:46:09 am »
Thanks Claude.
Though I don't usually like to use scripts or add-ons with Anim8or, because I think it's stand-alone, single-file structure is it's best feature, I'll try this as soon as I can.

44
General Anim8or Forum / POV-Anim8toRay
« on: March 13, 2008, 05:38:56 pm »
Steve,
  I started wondering about this a while back, but never got around to asking, until now. 
Have you ever considered opening Anim8or for team development, like POV-Ray?
It seems to me it would take a lot of development weight off you and would allow new features and bug fixes to be implemented a lot quicker.
I don't mean making it open source, just getting together a group of developers who are as enthusiastic about Anim8or as you and supercharging Anim8or's development process.

(I'm not a developer, by the way, so I'm not volunteering - just curious.)

45
Anim8or v0.98 Discussion Forum / Point editing features
« on: March 13, 2008, 05:20:57 pm »
First I want to say that I think Mr. Glanville has done an excellent job creating such a powerful, free, stand alone modeling tool.
Since it is free, I tend to think of asking for features as looking a gift horse in the mouth. Think of these more as suggestions for turning the gift horse into a race horse.  ;D

1. Target weld for vertices - that way, you wouldn't have to reposition multiple points, and then merge them, and you wouldn't have to worry about repositioning the resulting vertex.

2. Elements only editable for the selected mesh subdivision or spline.  ...If you want to use another mesh as a reference, you could select the mesh to edit and modify it's elements, without accidently modifying elements of the reference mesh.

3. Editable viewport background color - sometimes the current color is too dark or the wrong shade to view certain textures well.

4. My last request would have to do with scaling.  I tend to use the scaling tool as a last resort, because of how it scales in reference to the object's axis, instead of scaling in reference to the selection.  For example, after scaling 4 points, I have to move the points back to their original location.  This makes it difficult to scale accurately because I can not scale them in reference to anything, since they move away from any reference points.

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