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Messages - ADSohr

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121
Finished Works and Works in Progress / Re: me in my room
« on: March 22, 2010, 09:24:31 pm »
Oh, now I see what you are asking.


Yes, on the desk there are several games, one of which is SC: Societies, and if you look closely you can see that there are several CD cases on the rack beside it, one of them being Sim City 3000. The two other large boxed games are; Falcon 4.0: Allied Force, and Rollercoaster Tycoon 2.

I like minute details, which is why it has taken me so long to make this. I've put in some very small details that are really part of my life: SC3K(Sim City 3000) was one of the first PC games I ever had, and I learned alot about management and finances, things that can roll over ito the rest of life; in my room are all of the aircraft models i've made, each one has the same amount of detail in real life that I put into this representation of my room; The laptop; the boxes of LEGOs(not shown in this picture); and even the disney movie Bolt, which has been a major inspiration for my 3D and animation work, is shown in my room.

122
Finished Works and Works in Progress / Re: me in my room
« on: March 22, 2010, 04:53:36 pm »
No, this is not from Sim City.

This is my room, built from scratch in anim8or.

123
Finished Works and Works in Progress / Re: me in my room
« on: March 22, 2010, 10:51:34 am »
Were you asking if this came from SC: Societies?

124
Finished Works and Works in Progress / Re: me in my room
« on: March 22, 2010, 09:05:39 am »
that is off-topic, and yes, there is a PC game called Sim City Societies

125
Finished Works and Works in Progress / Re: cat skeleton
« on: March 20, 2010, 05:49:42 pm »
Will-co

126
Finished Works and Works in Progress / Re: cat skeleton
« on: March 20, 2010, 03:48:57 pm »
$240 for that? I should sell mine for $120, might make a profit!

Yeah, 3Dgeek11, would you want share info? Maybe we could both end up with usable cat skeletons, maybe co-op on an animation?


127
Finished Works and Works in Progress / Re: cat skeleton
« on: March 19, 2010, 11:14:48 pm »
Clever  :D  



Here are some of the bones i've picked with this cat.

Did these today.

128
Finished Works and Works in Progress / Re: cat skeleton
« on: March 19, 2010, 06:18:52 pm »
You are probably right on that point, if I can't find it, no one else would either. However, it would be very nice to get images that show what is behind other things. In the skull, for example, there are two parts that jut out and loop around to eachother, making it impossible to see the inside of the opic cavity from both the side view and the top view. The large amount of detail hidden behind these parts makes it very difficult to even know what the basic shape is like.

I do understand that they won't match up perfectly, i've expierienced that before. I guess i'll have push down my perfectionism and use some creativity.

Still, if anyone happens to have a cat skeleton...  :P



Here's a little bit of what I have done so far

129
Finished Works and Works in Progress / Re: cat skeleton
« on: March 19, 2010, 04:14:56 pm »
I've seen that one several times  :D thanks for the try though rellik

I've been Googling for about 3 or 4 days looking up individual bones and everything, just today going through 900+ photos to no avail  :P.

here is one of the better sites i've found

http://biology.kenyon.edu/heithausp/cat-tutorial

130
Finished Works and Works in Progress / cat skeleton
« on: March 19, 2010, 03:51:02 pm »
Hey all,

I've started on a rather ambitious project to make a fully articulated feline skeleton. I've done tones of research on cats the past few days, but Google doesn't have very much in the way of good reference images. I did find a rather good site with many pictures of the cat's bones, but that is not enough. The site has pictures showing only two, maybe three, sides of each vertebrae, which really is not enough to get all of the details. I was wondering if anyone happened to have a random skeleton laying around for reference photos or knew of any really good websites that have that information.

I know it's a long shot, but I figured i'd try. Thanks in advance.

131
General Anim8or Forum / Re: could someone fix this?
« on: March 14, 2010, 02:04:25 pm »
sorry for bumping, but the same file has become corrupted again.

i was trying to clean up the structure of the faces and such, but i had to save and quit while i still had some rather questionable faces left (some faces having 6 sides), so when i tried to open the file it got the usuall "error reading file" message that i got last time, so i went in the .3ds file with wordpad and deleted the messed up faces.

now, however, i get a new error along the lines of "missing matierials supplied for object", then it says that the "file contains unnamed matierials, generating default names". after that "Anim8tor expieriences a problem and needs to close."

i have not seen anything like this so far, and i have no clue where to begin to fix it.

here is the file if anyone cares to look at it; the first one[RAH-66 (remodel)] being the the latest error with matierials and the second [RAH-66 (remodel with face issues)]being the one that only has face issues.

132
Finished Works and Works in Progress / Re: RAH-66 Comanche
« on: March 03, 2010, 11:12:43 pm »
thanks for the assistance all.

with several hours of experimentation i've found that a multiple layered approach looks the best.

for when the rotor is stopped or moving slowly use just the original modelled blades. as the rotor gets faster add in the blurred transmap that still retainst some definition. as it speeds up stretch out the lenght of the blurred area to make it more transparent. increase layers to make the blur more gradual, however this results in many different objects with different transmaps, and the maps take time to make. depends on the quality desired.

here is what i've made so far, if any one of you ever have a 5 bladed rotor and need a motion blur you can use these transmaps. short video to show a low speed rotor, i didn't have the chance to add in the high speed one yet.

133
Finished Works and Works in Progress / Re: RAH-66 Comanche
« on: March 01, 2010, 08:41:57 am »
i've been making the blur but run into a problem in scene mode, is there any way to make things fade in? if i use the visibility options there is only on or off, no in-between, so i can't have a smooth fade in as the rotor speeds up.

134
Finished Works and Works in Progress / Re: RAH-66 Comanche
« on: February 28, 2010, 04:53:42 pm »
Kreator: thanks for the link, i had thought that it would be possible to use transmaps and visibility to slowly blur the rotors as it gets up to speed. looking at this particular chopper in flight shows that the rotor makes less blur when at speed than say a 2 bladed prop, which has less visible lines due to the much higher RPMs than a rotor with more blades. in order to make a more defined blur i could render an image of the modeled rotor, and make a few slightly rotated transmaps and then layer them together to make a blur. this could give a bit of depth to the blur when viewed from the edge as well, and a few morphs can give the effects seen by increasing the cyclic(rotating the rotors to give more lift).

Floyd89: i have not seen any tutorials on making a helicopter but maybe i should look for it. might offer a little assistance

135
Finished Works and Works in Progress / Re: RAH-66 Comanche
« on: February 24, 2010, 08:13:08 am »
thanks for the tips.

floyd: no, this is an entirely original model based on a real world helicopter. used alot of reference images to get the shape right.

here is a picture of the interior

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