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Messages - ENSONIQ5

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901
That's really cool.  Being rubbish at solving rubik's cubes, I would have cheated and started with the completed cube, and rotated faces randomly until the cube was all messed up, then reversed the AVI!  The modelling is excellent, showing the slightly rounded edges of each cube, just like the real thing.  It would have been easy to ignore this and make them proper cubes, but that would have resulted in a poorer model.  Well done.

My only suggestion:  Occasionally it is possible to see right down between banks of cubes, and it is clear that there is no internal mechanism.  Rather than fully modelling this complicated set of axles, I would simply place a black sphere central to the cube, large enough to bridge the small gap between banks of cubes, so the cubes don't look free-floating in space.  But that's a minor observation.  Very well done.

902
Finished Works and Works in Progress / Re: In the beginning
« on: February 12, 2008, 02:36:18 am »
Very, very nice, lovely texture on the planet.  Only one irrelevant crit: the illuminated portion of the planet should probably be considerably thinner if the sun is where the image places it, more like a fingernail crescent, to be totally accurate.  However, to have the sun visible in the frame, and enough of Earth visible to allow people to see what it is, I think a fair bit of creative licence can be taken, especially in an image such as this, so I agree with your composition completely. 

903
Finished Works and Works in Progress / Re: Finished work.
« on: February 05, 2008, 08:08:18 am »
Thats extremely good floyd86.  The textures, lighting effects, short depth of field focus and artistic camera placement are excellent, not to mention the construction of the scene itself.  Very nice!

904
Finished Works and Works in Progress / Re: The River Movie
« on: January 28, 2008, 05:16:38 am »
That's good thinking, and it works well, except for one small problem.  When the boat disappears up the right river fork the "reflected" boat is hidden behind the curve of the river bank.  A true reflection would still be visible for a bit, being reflected from the water's surface.  It is certainly a nice technique though, and if the camera angles or river course were adjusted so that issue could not be seen, it would be perfect.

905
Nice idea colclough.  Mine is here: http://youtube.com/user/ensoniq5

906
Finished Works and Works in Progress / Re: Space machine render
« on: January 22, 2008, 09:51:46 am »
I like the ring system.  Nicely conveys a sense of scale and depth.  Looking forward to the vid.

907
General Anim8or Forum / Re: Newbie problem
« on: January 19, 2008, 03:03:57 am »
It seems, though I have not thoroughly checked this, that if you select an object, and group it with itself three times, for example, you must ungroup it three times before it is actually ungrouped.  In other words, it seems the heirarchy structure of grouped objects remains true even if an object is grouped only with itself.  My best guess is that somehow you have grouped an object more than once.

908
General Anim8or Forum / Re: Texture list mirror, gold, silver, etc....
« on: January 17, 2008, 11:30:45 am »
The Anim8or renderer does not support ray-traced reflective surfaces, but using the Env. Map feature in Textures, with an appropriate cube map or longitude/latitude image, gives a good result.  To create a mirror surface the Env. Map setting should be set to 100.  The ambient/diffuse colour should be black, Rough should be set to 100.

Obtaining the reflected image can be a bit of a pain.  In the past I have constructed them from renders of the project itself.  In other words, leave the actual environment map till last, when you can use renders of your project from different angles to construct it.

909
General Anim8or Forum / Re: Newbie problem
« on: January 17, 2008, 12:14:10 am »
Actually you can use this effect in a helpful way.  If you have a lot of objects on the screen and are trying to select a particular point, while avoiding points behind it, grouping the objects you don't want to edit, either together or to themselves, is an excellent way to lock them out of the editing process.

910
General Anim8or Forum / Re: Hole in Cube
« on: January 15, 2008, 10:33:13 pm »
Thanks for the pics Jene, that is exactly what I had in mind.

911
General Anim8or Forum / Re: Hole in Cube
« on: January 15, 2008, 05:53:51 am »
How about draw a square, place a N-gon with 32 sides in the centre of it, select them both and select Join Splines, then extrude the spline in the Z dimension.  Voila!

912
Finished Works and Works in Progress / Re: help with car
« on: January 12, 2008, 05:15:57 am »
The link to the larger image doesn't seem to work (might be my end though) so its a bit hard for me to see how you have constructed your model.  Personally, if I was building a car, I would construct it similarly to how a real car is built, from separately moulded and fabricated panels and parts.  For example, I would construct a door by extruding its cross section, then tweaking the nodes as necessary.  Sure, this is a difficult way to build something, but the finished model would be excellent.
Alternatively, you could consider building separate internal panels, shaped to fit perfectly inside the car and giving the doors and panels thickness.  It would help if you could post a larger image of your car showing the wireframe.

913
General Anim8or Forum / Re: Light and Shadows
« on: January 11, 2008, 05:13:57 am »
Personally, I would use Photoshop or Corel to add a lens flare over the lamp.  If this is one frame from an animation, this can be tedious, but the effect is quite good.  Alternatively, check out some of the tutorials on this site.  At least one of them deals with lighting effects, like halos around flames and simulated lens effects.  In my experience image realism stems primarily from well built models, thoughtful camera placement, photo-realistic textures (materials), and lighting.  The way materials deal with light is of tantamount importance.  For example, at first glance it appears that the material used to render the ground, or street, is more affected by the lamp than the walls.  Since both materials are basically the same (simulated stone or brick) they should probably be more similar in this respect.  I would fiddle a bit with the ambient & diffuse setting on these materials, and ensure they match each other.

914
Finished Works and Works in Progress / Re: penguin short
« on: January 11, 2008, 12:47:04 am »
Penguin looks great, very charismmatic.  Only crit involves the snow material being a bit grey looking rather than stark, shiny white.  Might be a lighting issue but I suggest fiddling with the ambient/diffuse settings on this material (also on the penguin's white bits.)

915
Very nice!  Especially like the modelling of the USS Americana.  Weapons effects (photon torpedoes and phasers) are brilliant.  Only crit involves the camera work, just a bit sudden in places rather than smoothly tracking.  Probably more a taste thing than an actual critisicm though.  Really well done.

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