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Messages - Suppastar

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Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: March 25, 2009, 11:06:22 pm »
Not sure if this has been explained or if there is way around this?   

The ability to zoom in on objects with a reference image in workspace. For some reason if i have a reference image in-place and do the normal "Frame Selected" it wont allow to "zoom" in.

Does anim8or have an magnifying glass BTW?

ASL Scripts / Re: Script Request: Flatten line?
« on: February 13, 2009, 05:59:17 pm »
Thanks everyone


Thanks for that script, but that was for snapping points together, not straightening out the lines.

Basically as I said, we just need a script that acts like the original Flatten command in anim8or, but works with lines and points also. I can't tell you after hours and hours of point modeling, some of the lines are at a slight angle.  Which on some models can ruin the look, if we had script that could make sure the lines are straight it would make modeling a lot easier.

This is script that I think everyone would use, maybe Steve could implement a version of it with command prompt like the original flatten command, or even work it into the original some how?

ASL Scripts / Re: Script Request: Flatten line?
« on: February 13, 2009, 06:47:34 am »
Sorry, that's not what I'm talking about, I'm talking about this...

Selecting the Messed up/Crooked Lines, and using "Flatten Lines", flattens them into image #2.

The same effect as the original "Flatten" does , but that only works on faces, not lines.

ASL Scripts / Script Request: Flatten line?
« on: February 13, 2009, 05:46:59 am »
Can anyone make a script that acts like "flatten" command, but works with just lines?

I have a hard time fixing all the lines that were made crooked or wrong, just wondering if anyone could make a script that could do this for me?

Finished Works and Works in Progress / Re: Modern Chair
« on: February 12, 2009, 11:03:49 pm »
@ Indian8or

Nice job! And thank you, that's exactly why I made this model/render, it was just an exercise. Not only making a realistic looking chair but also trying new lighting effects.


A top light always makes a nice effect, but it can only be used in certain scenes. (Indoors)

Finished Works and Works in Progress / Re: Picture Frame
« on: February 03, 2009, 09:32:03 pm »
*reads thread*
*is speechless*

this has got to be some of the best anim8or output ever.

Agreed it's inspirational that such a magnificent render can be achieved with just purely Anim8or :) Nice Job!

EDIT: Spelling Error.... ;)

Finished Works and Works in Progress / Re: Modern Chair
« on: February 03, 2009, 08:55:13 pm »
Well basically to get those shadows itís the whole scene, not just the shadow settings that got that effect.

*Look at image below the post, then return*

Well, as you can see the background is very bright in the view port, but when rendered it becomes the dark and mysterious lighting you see in the render. As I said earlier it takes the whole scene to make the shadows, lighting and shading like in the render. The colors needed for background will be explained in #5.

I will only post the settings I changed, the rest are original unless noted otherwise.

#1 (Light/Casting)


Color settings:  34, 34, 34

Percent Dark: 40%

Ray Trace/Soft (Size: 15)/Monte Carlo/ Samples (Min:10 Max:76)

#2 (Light/Casting)


Color settings:  255, 255, 255

Percent Dark: 38%

Ray Trace/Soft (Size: 13)/Monte Carlo/ Samples (Min:3 Max:12)

#3 (Light)


Color settings:  4, 4, 4

#4 (Light/Casting)


Color settings:  255, 255, 255

Percent Dark: 100%

Ray Trace/Soft (Size: 45)/Monte Carlo/ Samples (Min:3 Max:12)


You can change the color for any color you like, it work's for all colors.

Making the material very bright means that any shading done is from the lights NOT the materiel meaning you get a softer, more realistic scene overall. There are no attributes, just plain old color.

*This is how I make all my renders, it may not be perfect but it gives a nice effect overall*

Finished Works and Works in Progress / Re: Modern Chair
« on: February 03, 2009, 02:15:18 am »
Thanks for Crits & Tips all!

Here is what I have so far...

Drastic change huh? Anyway, the original render did have reflections but it was set up wrong and they didn't show up and I didn't notice until you guys said something. I'm still working on the Reflections and the shadows though.

Rendered in: Anim8or (Roughly about 19 Minutes... or if you care it equals to 19.106 minutes to be exact.)


 Forgot to mention I remodeled the the arcs used to support the seat (human weight) to be more like the arcs seen in the reference image.

1. Improved Render with better lighting and shadows added

2. First render had Error ( :-[) I forgot to put the metal material on the cylinders "used" to hold the seat and backrest to the frame.  :-[

Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: February 02, 2009, 08:14:51 pm »
Hey Steve, I found a site that has images of the what the code does and the source codes for OPENGL. It even has some DX 8.1 code that you might be able to use or scavenge from.

Finished Works and Works in Progress / Modern Chair
« on: February 02, 2009, 07:06:04 pm »

Well, this is my first model that I'm posting here as "Finished", While it may be posted here it is in no way finished. The Model is complete, but the render is lacking.

As you can tell the First render is just a simple crappy render, I didn't even look at what I was doing. I just punched in some random numbers and hit render.  :-\

The second image is what I was following. It is *NOT* My Render!
This will the be model that I will develop my rendering skills with, as right now I *can* make good renders but it takes way to long. Does anybody know some rendering secrets?

NOTE: As I said the render is NOT Final, just a quick render to show off the chair.

General Anim8or Forum / Re: HELLO (INTRODUCTION )
« on: January 31, 2009, 10:26:54 pm »
Dear Susan,

Hello and welcome to the group! We are very happy to get new members and love seeing their work for critiques or to be simply amazed with the quality and originality. Never be afraid to ask questions or seek help in a difficult task. We are all here to help and remember even the so called "experts" need help from time to time. Anyway, we are pleased to meet you and hope you have a fun filled time learning the program and 3D in general.

PS. Don't ever be afraid to post something as you think it's too "girlish", we all are artists,  race and gender has nothing to with art. Remember that. :)

General Anim8or Forum / Re: is zbrush cheating?
« on: January 30, 2009, 04:52:03 am »
In a way, I mean I like building from scratch but if I was making a 20+ million polygon model to use for a normal map I sure as hell would use Z-Brush. A lot of video game designers are using Z-Brush now, it just makes their lives a lot easier.

Take Uncharted: Drakes Fortune, they used Z-brush for that game, the final model count for the High-poly was 20 Million, the low poly in-game version was a little over 30,000 polygons with hand painted textures made in Z-Brush. They got more detail (model and texture wise) for their models then they would have the traditional way.

More detail and less time = good business.

General Anim8or Forum / Re: Smoothing groups! (And other questions)
« on: January 03, 2009, 01:15:38 am »
Thank you!

That is what I was looking for. Yeah, sorry for posting the model in here, I just figured I would save space by putting it all into one post.

Finished Works and Works in Progress / Re: Thing
« on: January 02, 2009, 07:19:08 am »
Chocobo cousin? lol

Anyway, very nice model. Wish I could organics :(.

Oh,  "...moderating you guys is a snap, thanks for behaving..." Well, if you want I can make things interesting? lol J/k

General Anim8or Forum / Smoothing groups! (And other questions)
« on: January 02, 2009, 07:10:41 am »
Quick questions, Does Anim8or have smoothing groups? I'm not seeing anywhere, just making sure I didn't miss it. I finished my new model, but without a proper smoothing group it looks ...."Less-than-stellar".

Here is my model as you can see it's nice and detailed, but to keep the polygons low I had cut a few corners. Itís somewhat "lowpoly" at 716 polygon's un-triangulated, and about 1338 triangulated. Iím using it as a model in game, not sure yet if it will be just a mod for some game or use in one of my own games I'm planning.

Also, looking at the wire do you see anything wrong or something I can do better, after 10 days of modeling this freaking thing my eyes are blending the lines together. I'm also not the best at making game models; I know a few of you have experience in game models, thought at ask the masters.

 If you need more wire angles let me know.

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