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Messages - KiwiNM8OR

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Finished Works and Works in Progress / Re: The Burlap Man
« on: October 06, 2008, 10:19:56 am »
How can anyone not want to play a game with the Burlap Man as a character. That is original in the sense it reminds me of being 5 or someage like that and wearing a paper bag with a creature face on it.

Finished Works and Works in Progress / Re: Superheroes and Giant Robots
« on: October 06, 2008, 10:09:41 am »
Cool I was wondering how ya would model the flames. I was going to suggest to "mess" up the flames a bit to give them that flicker but on second thought I think your models have that "toy" value like actual figurines so cool as. Anything else? Umm? How about some villians? Electro? Bizarro?   

Finished Works and Works in Progress / Re: My projects
« on: October 06, 2008, 09:50:17 am »
I like your stuff Boywonda1. Excellent scenery. Sure does give depth and fullness. The bridge that disappears into the where does it go? your scene some mystery. Definitely creative.

Finished Works and Works in Progress / Re: Superheroes and Giant Robots
« on: October 03, 2008, 10:40:22 am »
Wwow the JLA. Many moons since I read them comic books. Was there really that many Green Lanterns? Cool to see The Atom at normal height. Unless I missed him where's Hawkman? And the android Red Tornado? I like it though ... Mandrake, Shazaam, the martian - blast from the past. My fav is Green Arrow. Will ya do Ghost Rider at some stage???

Finished Works and Works in Progress / Re: Eraser Man
« on: October 02, 2008, 06:21:51 am »
Well, I was convinced by the physics but my imagination comes from an alternate reality where rules don't apply. Still, it was very comical and I loved the expressions and the use of the stapler. I was anticipating Eraser Man to catch the butterfly and finally take flight but clearly Eraser Man had enough of wanting to fly (hehe). Cool vid ENSONIQ5.

Finished Works and Works in Progress / Horizon
« on: October 02, 2008, 06:11:52 am »
RnDr FOX requested a how to for the pic below and for any interest here goes.

Object Mode:

Create a box, preferably a tall one as this seems to help with the "projection" of distance.

Then select all the upright faces and apply the Attribute class/glossyreflector with a Kr setting of 0.95. Then select the bottom face and apply a texture of your choice then do the same for the top face.

You could use a modifier to slightly, slightly taper the box from bottom to top but instead I went into Point Editor to select the top face and slightly, slightly Scale the Face. Place an object within the box then go into...

Scene Mode

Place Object then move camera into a horizontal position and place it in a postion so that you can see inside the box. Normally for a wide angle view I set the FOV to 90 and render it at size 500 x 300. This time FOV is set at default(60 degrees) and the size is 900 x 500.

Before rendering set Scene Attribute to RayDepth integer value 48 and Scene Attribute AmbientOccluder with integer value of 1. Then set Lighting Parameters to Global Intensity of 0 and Ambient Intensity of 2. I can't remember the AA setting but I think it was Random AA of 256 samples.

Lastly : render and done.

That was how I done it but settings should be experimented with.

General Anim8or Forum / Re: The end of spicy
« on: October 02, 2008, 05:29:05 am »
RnDr FOX I will repost the 2nd one with a how to in the Finished Works section so as not to go off topic here

General Anim8or Forum / Re: The end of spicy
« on: October 01, 2008, 08:25:44 am »
Wow man you sure have a busy life. Good luck with your diploma too. Let nothing hold ya back...not even Anim8or. But do come back for the occasion of showing off any Anim8ions you have meanwhile done. Best wishes dude. Enjoy life.

Meanwhile here's a couple of examples to show what ya missin out on. Nothin flash or anything but here ya go...

I know these are Finished Works but I'm sure the Administrators will understand why they are here (I hope).

The first pic is a bit grainy as I used AmbientOccluder with only 64 AA and it took at least 24 hrs to render. A smoother look of 256AA would have been better but it is what it is. I also didn't max out the reflections as this definitely would have taken a lot longer to render especially using shadows and dielectric material. But the 2nd pic shows a mass of reflections and took less than an hour to render.

Again (to the Administrators) I apologise for it being posted here.

Finished Works and Works in Progress / Re: I call him doob
« on: September 29, 2008, 12:59:24 am »
I like Doob. I like the lack of facial features so a lot of body language will make up for that: a lazy hunched over walk; stomping feet; thumbs up, thumbs down; arms up in shock or surprise ... the possibilities are endless. Good work Doob is an imaginative little character.

Finished Works and Works in Progress / Re: Makmat 160mm (Mobile Artillery)
« on: September 26, 2008, 08:17:58 am »
And moving too All the pieces and dimensions seem to fit and looks as if it would work.

Finished Works and Works in Progress / Re: Chess: King Piece
« on: September 26, 2008, 07:33:43 am »
Well made but I don't think ART supports fog yet though scanline still does

Finished Works and Works in Progress / Re: Max reflections
« on: September 26, 2008, 06:38:18 am »
The shape that you see 3D Joe Wiltshire is a torus or donut. All I did was use a modifier to twist it and then another modifier to taper it a bit. It was also made with 0.97c so the reflections are set at the default RayDepth of 12. What I am going to do at some stage is anim8 it simply by rotating the torus. My spaghetti bolognaise is ready so I must go have tea.

l8r anim8or and a big cheers for all the interest.

Finished Works and Works in Progress / Re: Steel ball
« on: September 25, 2008, 12:22:20 pm »
That was quick. I would like to see a slower version to observe how the bump map works with the reflection.

Finished Works and Works in Progress / Re: I call him doob
« on: September 25, 2008, 12:17:25 pm »
I like that he has thumbs. The potential for expression there will be fun to see. I'm not too sure what design your going to stick with but considering the new scene I would suggest using the same material for the bump map as well. I find that with the right texture the bump map will give a more vivid impression. But I still like the thumbs.

Finished Works and Works in Progress / Re: Max reflections
« on: September 25, 2008, 12:00:13 pm »
Thanks for the tip VBSmiles as I usually use a high setting for the specular in materials to brighten the objects I want to reflect. This seems to aid in seeing the most distant reflection.

I actually hadn't thought of combining the quoted factors on one material so thanks for that too but what I did have in mind was something like this :

It's only a test render but I'm just doing testing stages so I don't know what structure the final project will have yet

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