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Messages - adamsbullock

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Mainly all Dr Who-related animations.  Check out the walk cycle on my latest cyberman render.

Yay!  I see Daleks here! Good taste, Audrey2!


Sweet bejesus!  That is Excellent!  Truly Excellent!  It just shows that with enough talent you don't need expensive software...  The attention to detail, looks like it has quite a high poly count!  You've raised the bar for all of us - in terms of modelling, texturing, rigging and rendering.


Finished Works and Works in Progress / Head modelling in anim8or
« on: May 02, 2008, 07:50:12 pm »
Well I was a bit bored this evening, so I thought I'd have a go at a decent head model - a few hours' work so far, and a decent UV texture hides a multitude of sins.  Mostly "drawn" in point editing mode, with some use of the extrusion tool too.  It's based on William Hartnell, the first actor to play Dr. Who (that show's something of a recurring theme in my stuff...)

I think the nose is terrible at the moment - I've completely re-done it once already.

I started from one eyelid, bilding a spline, filling it, then drawing outwards in point edit mode, filling in facets, building down towards the mouth, then mirrorred this mesh, joined the two sides, moved points in the Z direction to give depth, kept on slicing and moving points, used a bit of extrusion around the nostrils.  The ears were modelled seperately, still need a bit of jiggery-pokery.  UV mapped on some textures.  The hair is a modified sphere shape - a bit basic but looks the part.

The textures are all photoshop jobs - the skin is taken from an actual photo, the eyes and hair are painted with various PS tricks & filters.  The hair has two layers - the outer has a transparency map to give the hair some depth.

by way of a comparison, here's some photos:


They're really good - liking the way you've done it with economical poly count, and the texturing looks subtle but still quite solid.


Finished Works and Works in Progress / Re: Dr Who Cybermen
« on: April 25, 2008, 04:32:51 pm »
They're cybermats - little robot rodent things the Cybermen used in the 1960s serials. (

Rendering, is, sadly, always a tradeoff between time and quality.  By rendering at higher res, you can hide jaggies, and indeed hide low samples in anti-alias.  Anti-alias is, though, a necessity if you want soft shadows...

I'm also in the habbit of rendering big as I've done a few images of late that were for panning across in 2d animations.

The green-ness is a simple local light, behind them, hidden by fog.  It's amazing what you can achieve with a simple lighting trick that all the photoshop in the world wouldn't be able to do!


Finished Works and Works in Progress / Dr Who Cybermen
« on: April 25, 2008, 10:21:34 am »
I put this together using a classic series Cyberman model, to really test Art Raytracer in v0.97 - I wanted to get some subtle reflections going.  The render was an overnight job: ~10 hours.

(warning - full size version is 1Mb)

I must say I'm impressed with the new rayrtracer - even if it is only a beta yet!


Finished Works and Works in Progress / Re: Dead End Road.
« on: April 25, 2008, 10:17:36 am »
That is very atmospheric - very good texturing, just needs less ambient.


Anim8or v0.98 Discussion Forum / Re: texture messed up
« on: March 30, 2008, 11:15:47 am »
Hi, first off 0.97 looks brill.  Second, here's another example of some texture probs:  on this render of some Daleks, I've used an alpha channel to create a "chicken wire" type mesh around the mid-section - worked fine in scanline but is all fudged up in ART - and indeed doesn't show at all without anti-aliasing (as in the video)[/youtube]]http://www.

by way of a comparison, here's a scanline render

It does look like ART is having some wee troubles in interpreting texture co-ordinates.  Other than that absolutely fantastic.


General Anim8or Forum / Re: How to create a wavy wireframe?
« on: March 28, 2008, 01:08:07 pm »
You could add a reference image of a circle as a guide to selecting points - use a lower resolution grid & convert it to a subdivision, too.

Perhaps Terranim8or's facility to create a terrain from a height map might do the trick.

If it just has to look like a wireframe, you could always just lathe the shape then UV map a grid texture over it..


General Anim8or Forum / Re: Hi everyone
« on: March 28, 2008, 12:55:08 pm »
Hi. Yeah anim8or is a really good program! I looked at your website, pritty good renders there!

I have always been a fan of Doctor Who Series. Plus you can download the prievew of v0.97 on this site if yo u did not know

I know, I've had a very shiny Dalek rendering since midday now  ;D


General Anim8or Forum / Re: Types of modeling?
« on: March 28, 2008, 12:52:53 pm »
Why what does Metaball mean?

I've had a go on it with an antiquated version of truespace - everything looks like the insides of a lava lamp though  ;D

I am about to make a model and I was wondering what the best type of modeling would be. I have heard of box modeling, edge extruding, metaballs, and more. I was wondering how to do edge extrusion and metaballs but mainly edge also which would be the best?

It depends what you're modelling.  use a bit of whatever makes the shapes look right - extrude, distort, spline, lathe away - then use point mode to get the finer proportions right.  For Organic shapes convert to subdivision.

My Philosophy:  Point mode solves most of life's problems.  For everything else there's throwing the computer out of the window and going to the pub.


General Anim8or Forum / Hi everyone
« on: March 28, 2008, 12:47:06 pm »
Just popping in to say Hi, I've been using anim8or for a few years now, so figured it was about time i poked my nose in on this forum.  If there are any Dr Who fans (or sci-fi in general) about, my site may be of interest - - loads of renders, and a fair few meshes onlne too (Don't know but they may be of use to others trying to work out how to model this or that...)  I occasionally get e-mails from people about them, so I guess others must be enjoying them!  Well hopefully I can chip in with modelling hints and tips, and ask for a few too!

Oh and a big thanks to R. Steven Glanville for all his years of work on anim8or, and for sharing his labour of love.  V. 0.97 looks especially exciting, with proper ray-tracing implemented (I'm working on some renders at the moment, thankfully I've just added more RAM to my computer to cope  :o )

Ad :D

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