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Messages - ENSONIQ5

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Finished Works and Works in Progress / Re: jellyfish
« on: March 17, 2008, 10:56:50 am »
Thats really high quality stuff, dude.  The subdued chemical lights really give the impression of great depth.  Nicely organic modelling.  If only Kerky could handle animations, I'd be all over it!

Finished Works and Works in Progress / Re: cauldron
« on: March 16, 2008, 12:14:42 am »
I agree with lynn22 and thecolclough.  It's the little details that make a good model excellent.  I would also tone down the range of colour difference in the texture.  It looks a bit too extreme for cast iron.  But it would be excellent for tarmac or ash in an old fireplace, so write down the settings before fiddling with it!

General Anim8or Forum / Re: Texturing a horse model
« on: March 16, 2008, 12:10:26 am »
The "seam" might be due to the normals being reversed on the mirrored side.  Go to wireframe view mode, select Point Edit mode, and select any face.  It should show yellow, not blue.  If any faces are showing blue when selected, select them all and select "flip normals" from the edit menu.  If that's not it, and the model is not actually pointy along the spine, then the only other thing I can think of that could be causing it is the texture itself.  I haven't used Lithunwrap so I am afraid I can't help you there.  Otherwise, I think it is an excellent model and the texture looks really good.  Only criticism would be that the head lacks a truly horsey shape, although I suppose it is a bit like a Shire or draught horse.

General Anim8or Forum / Re: Making a Human Elbow
« on: March 15, 2008, 01:35:36 am »
Hmmm... I would suggest using morphs to bulk up the muscle there.  It might be a bit complex when it comes time to animate, to synchronise the bending bones and the morphing mesh, but if done carefully the results could be superb.  Good luck with that, mate!

General Anim8or Forum / Re: Making a ring help!
« on: March 15, 2008, 01:31:40 am »
Haha! I have been watching this thread with great interest as usually requests for items like this have usually been answered with the stock reply "Read the Manual" so it seems hopefully, times they are a changing.

I tried andrews method and found that one to be pretty quick!

so this might be another bit to go in Dotan8 !!

Heh heh.  I think, at times, these threads stop being about answering the OP's question, and start being more about showing off one's modelling kung fu!  But hey, it's great, everybody learns something new and we are reminded, again, that there are often many approaches to the same result.

Finished Works and Works in Progress / Re: Movie project
« on: March 14, 2008, 10:34:25 pm »
Excellent, has a very "gamey" feel to it.  A couple of points though: The motion of the gun, representing walking, seems too slow relative to the motion through the scene.  It's as if the dude has a fifty foot stride length.  I would suggest slowing down the speed through the maze, which will also give viewers a better look at the environment.  Which brings me to my second point: some nice textures and lighting effects would make this really special.  It's an excellent start, well done.

Finished Works and Works in Progress / Finished stuff
« on: March 14, 2008, 01:49:44 am »
I have been posting this stuff elsewhere for comps, and kinda forgot that this is where it all started for me!  Here are two recently finished movies (or more accurately abandoned due to a burning desire to get on with new projects, something I do an awful lot) done in Anim8or.

Edit: Another one added here:

General Anim8or Forum / Re: Making a ring help!
« on: March 13, 2008, 01:50:02 am »
Hihosilver: Nice, wouldn't have thought of that.  I would create a cross section of the ring, using a stretched n-gon or manually drawn polygon, shift it off the axis of rotation, and lathe it.  Quick and simple.  You could also create an extrusion from the polygon and then use a bend modifier to curl it up perhaps, in much the same way a ring is made in real life.  I dunno, I would have to experiment with that.

General Anim8or Forum / Re: Textures
« on: March 12, 2008, 01:46:00 am »
Try this:  Create the texture you want, in this case red and white stripes and dirty blotches, in whatever graphics software you have.  Now, Illustrator and Corel do this automatically, but you might have to do it manually.  Basically you want to split the image into four corners, and swap them diagonally.  Now the image will wrap neatly, the left side lining up perfectly with the right side, but of course you will have an uneven cross shape through the middle of the image.  Use smudge, blend or clone tools to fix this up and voila, you have an image that can tile indefinitely with no discernable line between tiles.  I can do a bit of a tutorial on this if anyone is interested and this isn't clear enough.

General Anim8or Forum / Re: Lighting Effects
« on: March 12, 2008, 01:35:55 am »
I agree with Kubajzz, but you will have to make sure the plane is always perpendicular to the camera, no matter what the orientation of the sabre.

General Anim8or Forum / Re: movies
« on: March 07, 2008, 02:16:38 am »
Yeah, what 3D Joe said.  But make sure you render using the default camera, because environment backgrounds are not visible on cameras you add yourself, at least in my experience.

General Anim8or Forum / Re: How to make Animations using Anim8or
« on: March 07, 2008, 02:09:16 am »
Basically, the magical thing about Anim8or, and indeed any animation package, is its ability to work out intermediate steps between steps you define.  For instance, you could make a simple animation of your spaceship, making it fly across the field of view, by defining a scene of, say 100 frames.  Select the first frame position on the scale at the bottom of your screen, click the icon with a key on it, so it turns green, and move the ship to the starting point.  Then, with the key button still green, select the last frame on the scale at the bottom, and drag the ship to its final position.  You should notice a white line that traces a path across the screen, from the ships starting point to its end point.  This describes all the positions the ships will be in during the animation.  Click on the key button again, to turn it off, and click on the first frame position again.  Now click the play button.  Your ship should move nice and smoothly across the screen, as the software calculates each actual position of the ship.

Thats the basics.  For such a simple animation there is no need to use figures (bones) at all.  I suggest following the excellent tutorials on this site, designed to teach the sort of knowledge you want.  And experiment.

Excellent work.  I didn't initially realise that the second image was a real one, due to my tendency to look at pictures rather than actually read!  But that demonstrates the accuracy of your model.  I love the chrome effect and the LCD screen is fantastic.  Of course, I have to pick on something, and that is the bump texture applied to the buttons and the control panel rim, which is too chunky.  Try lowering the bumpmap setting in textures, scaling the UV texture so the bumps themselves are finer, and adjusting the colour to more like the grey on the photo.  Great work dubhnight, keep it up.

Finished Works and Works in Progress / Re: [WIP] Theatre
« on: March 04, 2008, 09:28:32 am »
Realism stems from three things in an animation or render, in my opinion.

One, the model itself.  Try to make your wireframes as realistic as possible, computing power and rendering time considerations notwithstanding.  Your model is fine, if a little basic.

Two, materials.  If possible, create materials using textures derived from photographs.  For example, take a photograph of your loungeroom curtains, adjust the colour in an image editor if necessary, and build a material based on this image.  Then you can apply this to the side walls of the theatre (many cinemas I have attended have curtains covering the side walls).  Consider carefully the ambient and diffuse settings.  In a theatre, the shadows in corners and up in the catwalks will be black, so your ambient setting should be very low.

Three, lighting.  Probably the most important consideration, in modelling AND in theatres.  There are the overhead stage lights, the follow spot (for live performances), footlights, house lights (for intermission, etc), little blue lights running along the aisle to help you find your seat in the dark, illuminated seat row numbers at the end of each seat row...

Basically, the level of realism you can achieve is limited only by the time you want to spend on your project and the computing power available to you.  I have yet to build a model that was too complex for my aging Sempron processor, but I have built models too complex to render this side of the Sun going nova.

Finished Works and Works in Progress / Re: Man Walking (Yay :)
« on: March 04, 2008, 09:14:21 am »
Great start, I know how deceptively difficult animating a basic walking sequence can be.  I would suggest a more pronounced bending of the knee on the forward swing of each leg, which will lift the foot from the floor, then straightening the leg at the start of each step.  At present the shoe appears to slide forward and backward, in an almost cross-country skiing action.  Also, the legs are not the only thing that moves when someone is walking.  The hips swing and the spine curves, allowing the foot to describe a more or less flat path rather than an arc, and the whole body moves up between steps and down at the start of each step, etc.  I know this all sounds complicated, but seriously, attention to these details will make a good animation excellent.  You have a great starting point in the figure itself, it is very good, and it is worth spending the time on this.

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