Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  


Ian Ross has just released a book on Anim8or. It's perect for a beginner and a good reference for experienced users. It contains detailed chapters on every aspect, with many examples. Get your own copy here: "Anim8or Tutorial Book"

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - siragin

Pages: 1 ... 6 7 [8] 9 10 ... 14
General Anim8or Forum / Re: Anim8tor vs other 3d design programs
« on: January 08, 2010, 11:31:38 am »
While anim8or has one of the easiest to understand user interfaces the problem is that it's a hobby program and it's not going to teach you how other programs work.

I have to disagree with you about that last part of that statement. Sure Anim8or doesn't have all the the special bells and wisels that professional 3d programs have like IK, some type of physicis, and special modeling tools such as boolean, shrink wrap, deformers, etc...
But the modeling interface is all too familar with other 3d programs like maya and 3ds max. I use maya now, and when i first opened it up I saw all of these menu options that I had no clue what they did or how to use them. But when I saw the left side tool bar in maya, the first thing that came to mind was, hey that looks just like anim8or.

With that aside, after using anim8or for about a year and a half before I got maya, I already knew the basics of what I wanted to do in maya, which is model a desent character. After the model is done you can move on to special effects and fancy rendering. If you want to talk about programs that looks alien compared to professional 3D programs, take a look at Blender. Blender is a great program as well, and it can do all the things that professional programs can do. But Blender relies to much on key board shortcuts, rather than menu items, and you have to look really hard to find the menu that you are looking for, if it even exist. Like there is no move tool in blender. You have to right mouse click and hold to move what you want to move. Professional 3D packages like maya and 3Ds Max don't do that.

It has been a good minute since I have made any updates on this project. Mainly because of me moving and the new job that I have has been keeping me busy, but I will still try and finish this project. In this update I started working on his boots. Here is a wire frame as well.

General Anim8or Forum / Re: cel shade trick
« on: November 12, 2009, 10:18:10 am »
I will tell you now that using a green man and using chrome key to replace him with your cel shade character will be rough. Only because to lights in anim8or will make different areas on the green man different shades of that color, and that will give you a spotty image in the end. But good luck.

Finished Works and Works in Progress / Re: my 3d anime guy
« on: November 11, 2009, 06:07:02 pm »
To me the side of the head seems flat. I don't know if that was intended or not, but it might make your texture look better. It has some wierd water spotss looking areas. Was that intentional with your texture, or is that just the cel shading effect?

I added his legs and now i am sure that i am going to start over on this part. I like the chest but the middle section is way off. I'll post a wire frame later today.

Finished Works and Works in Progress / Re: my 3d anime guy
« on: November 11, 2009, 09:40:21 am »
can you show a wire frame from the same angle as the third pic?

Maya's geometry sculpt tool as it is called. Isn't like the one in zbrush, I don't think so anyway.I may be wrong since I never used zbrush, but zbrush is more advanced than the sculpt tool in maya is. zbrush adds polys to the model where as the one in maya just push them around. That and I never used displacement maps before and don't know how to use them. I've used bump maps but I think that you make them and they work differently.

also, this is the hi res version. Meaning I sub divided the model after I finished modeling it.

Before I decide to completely start over on the torso I went ahead and went back to the part before I tried to model the muscles on him and just and his arms. I still think I should just sculpt the muscles in when the model is finished, if I decide to do that at all.

I thought that I might as well put in the second image. I tried to lighten up the bumpy abs as hihosilver said. But I still think I should just leave that part alone for now.

Lol. Thanks Gamemaner1234. Doing the arms and upper body isn't really hard, it's just I'm now trying to model characters with muscle definition in them. And that's whats making it a pain for me.

In this update I have added his arms and hands. I also tried to model in his muscles. I really don't like this version so I think I'm going to start over on his chest and just use the sculpt tool in maya to add his muscles after I finish the model.

 Thanks. I tried to avoid having triangles on this model two. And yea I am still working on the chin. For some reason I can't get it right.

Here is an update. I'm now working on the upper body.

General Anim8or Forum / Re: Exporting textures?
« on: November 04, 2009, 02:48:23 pm »
 Also before you export the model from anim8or you might want to change the ambient colors on all the materials. That way when you import to blender you won't just see a grey mesh and you can see which texture goes to which material setting.

General Anim8or Forum / Re: Exporting textures?
« on: November 04, 2009, 11:36:00 am »
When you export a model from anim8or in the .3ds format to blender only the material reference will be exported not the actual texture. So you would have to reassign the texture files to the correct node in blender once you import it. Hopefully you gave the material settings in anim8or good names.

I added his hair and mask.

Ok then. Well here is a new wire frame, I'll start posting the wire frame with every update.

Pages: 1 ... 6 7 [8] 9 10 ... 14