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Messages - dwsel

Pages: 1 ... 4 5 [6] 7 8 ... 19
76
Finished Works and Works in Progress / Moon surface
« on: January 27, 2012, 07:14:37 pm »
I had some spare time today and I got inspired by Modeler_in_the_Myst's 'Lil' Spaceman Model' thread http://www.anim8or.com/smf/index.php?topic=4106.0

I've found a while ago 'World Machine' http://world-machine.com/download.php and decided to gave it a try today. This application's main purpose is to generate procedural heightmaps and textures for terrain. I wanted to know how can I easily make realistic Moon surface. I used this tutorial: http://www.world-machine.com/tutorials/craters/craters.html and example files and tweaked them to my liking. Then I exported (just like that http://world-machine.com/learn.php?page=workflow&workflow=wf3drender ) a mesh with 512x512 divisions and a heightmap that after my tweaks I used for giving a model slight bump texture (quite low resolution - definitely map in higher resolution or lower scale would give much better result).

I imported *.obj mesh to Anim8or, rotated it and uvmapped, then I set up a scene and rendered image and depth map. For composition I used only http://upload.wikimedia.org/wikipedia/commons/a/a1/Milky_Way_1e_md.jpg for a background.


77
I liked happy, smiling molecules :) In your video voice commentary is very important part, because when I first watched it without turning sound on I didn't understand your video's meaning.

This forum needs gender symbols under our avatars or something.

Nahh.... not necessary IMHO + it's pretty funny when you see people are tricked by themselves you're male, because stereotype is that "females are not interested in 3d graphics", and finally find out you're female instead :D

78
Finished Works and Works in Progress / Re: audi 500
« on: January 17, 2012, 03:55:45 pm »
Hello there! Is this your own concept or you do you follow some references like http://carblueprints.info/blueprints/audi/audi-r8-2008.gif , http://www.the-blueprints.com/blueprints-depot/cars/audi/audi-r8-02.gif ? For exact r8 its front window looks too 'angular', imho. Anyway, I'll enjoy following your WIP :)

79
General Anim8or Forum / Re: Question about raytracers...
« on: January 15, 2012, 04:31:27 pm »
I knew that ;D but I was asking if the rays would do the exact same thing as in reality ^^

That depends... Classic raytracers like ART can't do caustics and GI so for example you won't be able to do prism or to see focal point of curved mirror or transparent lens as a bright spot on a plane (mind that any other renderer will require a lot of tweaking and long time of computation to be able to reproduce these effects with precision), but this specific experiment you mentioned can be easily reproduced.

Here's my version. Distortion comes from fact that I didn't use true parabolic mirror but only two 1/4 parts of sphere.

Articles I took a look at while making this image:
http://www.optigone.com/3D_hologram.htm
http://en.wikipedia.org/wiki/Parabolic_reflector
http://en.wikipedia.org/wiki/Curved_mirror
http://dev.physicslab.org/Document.aspx?doctype=3&filename=GeometricOptics_RealImages.xml

80
General Anim8or Forum / Re: Speed up Scene editor?
« on: December 26, 2011, 06:41:18 am »
One more idea came to my mind. It may save you from buying new hardware and OS reinstall.

You mentioned early that you had 'over 8000 problems' with your computer. There are forums like http://www.bleepingcomputer.com/ or http://www.geekstogo.com/ where volunteers trained in looking for viruses, mess left after these and other possible problems may tell you the source of your problems (software/hardware) help you to clean up/optimize your computer and eventually help to decide on OS reinstall/buying new hardware.

Try following this guide: http://www.geekstogo.com/forum/topic/2852-malware-and-spyware-cleaning-guide/ to post a topic on this forum: http://www.geekstogo.com/forum/forum/37-virus-spyware-malware-removal/ Try to be as much general as you can, and describe all problems you're facing recently. I believe it's worth to try asking for help there, as they're able to save your system and let it function well for several months more (before you buy a new computer) if you follow their advices.

Anim8or forum I believe is not an appropriate place to give further detailed suggestions on that subject.

81
General Anim8or Forum / Re: Speed up Scene editor?
« on: December 25, 2011, 06:19:27 pm »
I believe that computer you have is able to handle scenes/objects of complexity you work with. I have even slower machine in terms of CPU speed and RAM and the maiin problem is still speed of rendering. I encounter slow viewport (on all machines) only when working with lots of instances i.e. grass. Subdivision should not be problem as well, because as somebody mentioned you can lower preview value. You may have problems with importing high poly objects with hires textures from various sources or from sculpting software (Sculptris, Zbrush) without prior retopology of the models.

For your problem I'd possibly blame either GPU or system clogged with old drivers, unused software, well hidden viruses (you don't know they're in your system, so you can't hunt them down).

uCould you post problematic scene so we could see if the scene is so heavy that it should slow your system that much?

If it's not case, then full reinstall sounds reasonable.

82
General Anim8or Forum / Re: Raxx's 3D Printer Project
« on: December 24, 2011, 11:11:44 am »
I'm wondering how it is fed with the data? Does it have any application that will serve as converter from 3d data to raw driver instructions, or you have to program it on your own?

83
Finished Works and Works in Progress / Re: Breakfast Drink
« on: December 24, 2011, 11:05:11 am »
Now I remember the thing! I mean, I remember drinking it like 10 years ago. But it was modern incarnation - in plastic bag rather than jar.

Btw, was it necessary to model inner and outer part separately? I thought that the project is going to be rendered in other renderer anyway? (so material is node based and can have multiple maps in it) That's why I wasn't working more on textures for can - deciding 'they can be better done with procedurals'.

84
Merry Christmas and Happy New Year for you too :)

85
Finished Works and Works in Progress / Re: Trans-Neptune - the Web Series
« on: December 21, 2011, 04:26:36 pm »
Nice cans, by the way... have you ever tried to sell them on turbosquid or somesuch?

I haven't got a lot of models around, so I've never thought of selling anything. I consider myself quite weak modeller.


Heh heh... 'Nice cans'!  That's a phrase I never thought I'd read on this forum!  Sorry, dumb sense of humour.

You're welcome :D

Excellent work dwsel, I will certainly incorporate these into the scene.

Just a slight tweak of key location, after more looks on the reference - just before it'll be too late to switch models. Textures the same as in the *.zip pack.

The overhead lights are casting soft shadows in the scene, the hard shadows on the floor are actually being cast by the sun through the triangular windows to the camera's right.  This external light is a remnant of the external scene; the internal scene was originally a copy of the external scene to ensure everything lined up correctly.  At this stage I don't know whether final shots will be daytime or nightime, when that is finalised the entire lighting setup will be adjusted accordingly.

For visualization works I still give sunlight slightly soft shadows. It's a bit slower but it's not that disturbing. Possibly regular person watching a movie wouldn't noticed difference either, but eye sharpens with experience and people working with 3d would spot it easily and express it into comments questioning quality of whole work...

86
Finished Works and Works in Progress / Re: Trans-Neptune - the Web Series
« on: December 21, 2011, 01:56:57 pm »
Colours look better indeed, but more contrast caused hard shadows to be more visible. I believe that in final rendering lamps should cast soft shadows.

As for model - have a food can ;)
It CAN be nice prop for the kitchen. So far label does not contain any text and it's lazily wrapped around, but I imagine it can have text like: 'Protein mix NO.7' in 'Stencil' font and space company name. I added other textures, but I believe you can solve it much better with procedurals. Can has a ridge in the middle of the label that may be easily removed. For distance view subdivision level of 1 is fine, for closeups i suggest 2 instead.

87
Finished Works and Works in Progress / Re: Jellyfish
« on: December 17, 2011, 09:33:51 am »
Maybe a bump map might help give some of the striations seen in the image attached to the original post. Other than that, my lack of experience leaves me with few suggestions.

Thank you for looking at! Bump and transparency maps will be added at the next stage, after I finish model and UVmap it. Then your response on map qualities will be very helpful. Now I still try to focus on mesh itself.



I like the jellyfish you've chosen to make - should look awesome :)
The concept looks really good too,  but the start on the model might need some refinement. I think the tentacle-bases are sticking out too harshly pronounced. The whole surface I think could be a lot smoother ( see http://www.ecardmedia.eu/data/media/863/jelly%20fish%20sting%201.jpg )
I'm looking forward to seeing what you'll come up with.. I'm sure itll look awesome.

First of all, thanks for adding me on FB ;D Now, back on topic - your feedback is always very valuable.

What you mention here is because of 2 causes:
1. hard crease at the edge of tentacle bump (I'll move it towards the rounded parts so it will blend more nicely)
2. parts extruded too much - especially at the top

What concerns me more than that is that I tried to reduce number of polys while moving up the bowl, so I collapsed vertices hapilly till I saw how introduced triangles interferes with the subdivided version. And what can happen while animating, Can you suggest different divisions that would minimize number of triangles (other than 36 sided * subd level - edgec verticle at the top)?


Still- I hope that the daunting task of animating it doesn't scare you off :D

Yes, it does badly! :o
I'm very weak in animation area, and that will be animation of such a fragile and smoothly moving creature...

88
Finished Works and Works in Progress / Re: Jellyfish
« on: December 15, 2011, 01:09:52 pm »
A small update from me. I'm working very slow.

Mesh has no tentacles yet, I think if it's better to paint dark brown lines on the texture and have single mesh or immerse them inside the transparency mapped main part, so that they show through it (second method more accurate). Proportions suffered from not looking at the sketched reference. From the top jellyfish looks quite good, but from the side it looks squashed when compared. Also I think I may need an additional loop at the bottom, where the crease is located - for better control and for tweaking harsh edge.

Also I've learned new trick - to check if the surface is smooth after subdivision put quite regular (default checker will do the job) spherical environment map on your subdivided object. Check how it looks from different angles. If the object is not smooth enough, wobbling lines will be seen.

89
Wow!
Quite impressive showcase of what can be done in Anim8or. I watched it without prior reading description, and during it I wondered how much of the work was done in Anim8or.

My crits for future works are:

- I liked the idea of basing plot on the song lyrics.

- Grass could be blended better in the forest scenes. I can say that adding more emissive instead of diffuse, transparency like 0.5-0.7 helps blending a lot. Grass planes didn't look good viewed from the top. You might have spent 4-8 times more polys to make grass clumps like these (that would look good from any direction)):
http://0.s3.envato.com/files/3202732/preview.jpg
http://www.game-stuff.com/collection/grass_collection_2/13.jpg
http://www.game-stuff.com/collection/grass_collection_2/23.jpg
http://img147.echo.cx/img147/8067/fernwire0wb.jpg
http://opengameart.org/sites/default/files/plants_preview1.png

- Camera movements and turns in canyon were too rapid in some moments, but I liked a lot smooth zoom on the mountain.

- When she's running to meet with the dragon walk cycle seems to be a bit too stiff for such a fast run.

90
Finished Works and Works in Progress / Re: Some Typo-Design with Anim8or
« on: December 15, 2011, 07:42:13 am »
I like bold colours and graffiti style in your images. From composition point of view I like the orange one - 'beyond your imagination' the most, but I like more how the main shape in 'makesound' looks (beveled edges, more details and shading is pleasing to eye). Third one is more dynamic but I don't see distinct direction of movement (lines crossing at different angles).

What does the text read in each of these (besides English captions?), what's that white shape in top right corner on the first one?
Cheers! :)

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