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Messages - floyd86

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946
I think there are ART reflections, look closer at the picture

I know but i had like to see it finished i mean =D.

947
Wow looks sweet, the best car i ever made was the halo warthog. But this one is way better. It would be nice to see it finished, especially with some nice reflections with ART.

948
General Anim8or Forum / Re: Question about making skins for 3d objects
« on: April 06, 2008, 03:36:39 pm »
When you go to point edit mode, you can select faces. When you select faces you can add mutiple textures. Just select the faces you what textured, hit apply at the material of choice and go on with the other faces.

949
Anim8or v0.98 Discussion Forum / Re: UV tool not working
« on: April 06, 2008, 02:04:41 pm »
Grouping your objects will something give this problem too, i believe. So converted to mesh and/or ungroup and if it's still not working, then i think there's a bug.

950
General Anim8or Forum / Help: Indeo 5.10 codec
« on: April 06, 2008, 11:07:43 am »
Hi, i have a problem and would like some help. I'm busy with a project for a long time right now and have rendered about 3/4 on my old computer. Now i have bought a new computer and i'm finding some problems with codecs. The movies I rendered on my old computer where rendered with the Indeo video 5.10 codec. When i want to render a movie on my new computer I don't have the option to render with indeo 5.10. Rendering with another codec isn't really an option because the colors differ to much, which will result to a ugly movie when i put the parts together.
I have tried downloading this codec, but this didn't result that I could render with it. Does someone know how i can somehow import the codec to anim8or so i can render with it.

951
General Anim8or Forum / Re: Movie Transparent Background
« on: April 04, 2008, 06:43:07 am »
yes, greenscreen works, and it saves a bit of hard disk space by only using one video, but you can sometimes get problems with it, e.g. if you do an antialiased render, then your characters (or whatever) can often come out with a slight green halo around them after compositing, depending on how good - or not - the greenscreen function is in your editor.  this happens because the antialiased pixels around the edges will be part model-coloured, and part green-background-coloured - green enough for the eye to notice "hey, there's green there!", but not green enough for the computer to say "oh, look, let's get rid of those pixels, they look green".
- colclough

The good thing about wax 2.0 is that it has a tolerance meter for chroma keying. With that the computer searchs for pixel wich are similar to the chroma key color. So you don't have that nasty green edge along. But it has some other problems, the only ones which don;t got the problems are the ones of hollywood XD

952
General Anim8or Forum / Re: Movie Transparent Background
« on: April 04, 2008, 05:38:58 am »
You could use something called chroma keying, or green screen as the also call it. Use a green or blue color as your background, take a color as far away from the colors of you object (mostly bright green). Render you movie, now you got your object with a green background. Import the movie file in a movie editing program which has chroma keying: I know Wax 2.0 has it, which is free to download.
Chroma keying works by choosing a color you use in you movie a replace all pixels of that color with another movie or picture. By selecting the green in you movie you can replace it with a movie of choice. Now you will see that you object is on the foreground and on the background is your movie of choice.

953
General Anim8or Forum / Re: Futuristic Textures
« on: April 01, 2008, 02:11:12 pm »
All images on that site have copy right, so as long as you use then for yourself i don't see the problem but for commercial purpose you should buy them, i think.

954
General Anim8or Forum / Re: How do I create bump & trans maps?
« on: April 01, 2008, 02:08:05 pm »
You can also use the same texture you used for you diffuse map as a bump map. No need to make it black and white or greyscale. I never use those and it works out fine for me. For a trans map you should make it black and white or greyscale.

955
General Anim8or Forum / Re: Futuristic Textures
« on: April 01, 2008, 01:08:16 pm »
I don't know. Now I check again: i don't think so, looking at the watermarks. So it's up to you to use then: i must admit I used 1 of those textures, but i don't remember a watermark.

956
General Anim8or Forum / Re: Where is Anim8or v0.96?
« on: April 01, 2008, 11:33:48 am »
0.96 and 0.97 are indeed both beta. the next stable version will probably be 0.98 or 0.99 or something.

957
General Anim8or Forum / Re: Futuristic Textures
« on: April 01, 2008, 07:06:33 am »
http://www.art.eonworks.com/gallery/texture/texture_gallery_1.html  not really futuristic, more sci-fi but maybe it's usefull.

958
I would be helpfull yes. Alot of other programs got ctrl-s as a saving short-cut.

959
General Anim8or Forum / Re: Low and High Poly
« on: March 30, 2008, 02:21:10 pm »
High poly models got a large amount of faces, like 10000 or something. There ment to be high detailed and mostly made for movies, pictures etc. Low poly models have a low amount of faces, ie. 100 or something. Those models are ment for background objects or for games where you have the keep the poly count low. When choosing for low poly model you should spent more time making/finding the right textures, so it's still looks decent. For example: you could model a high poly house with windows and doors etc. and then use a simple brick wall texture. Or you could make a low poly house, with four wall and a roof and spent more time in the texture. The texture should give the details to the house then.
There is a everlasting stuggle between those two. A good modeler should have to find the right compromise between high poly models and high detailed textures.

960
Finished Works and Works in Progress / Re: Dead End Road.
« on: March 30, 2008, 07:37:05 am »
Eenvoudig prachtig   :)

Hehe, dankje

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