Anim8or Community

Please login or register.

Login with username, password and session length
Advanced search  

News:

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 - ADSohr

Pages: 1 ... 9 10 [11] 12 13
151
Anim8or Challenges / Re: Challenge #13: D-D-D-DRAGON!
« on: February 09, 2010, 04:12:06 pm »
Raxx: the image is in perspective view and not entirely from the side, thats why the hind legs look shorter.  :)

keep working on it davdud, it'll get there eventualy


152
Anim8or Challenges / Re: Challenge #13: D-D-D-DRAGON!
« on: February 09, 2010, 08:19:43 am »
i'm in!


a much more conventional mideival dragon type.

153
Finished Works and Works in Progress / Re: me in my room
« on: February 05, 2010, 09:57:29 pm »
hello,

i've been working on this project for about a year now, and to be honest i'm absolutely terrible at lighting. also i cannot render because i have a laptop and it is always moving, i don't have enough time to get in the render before i have to pack up and leave.

could i get someone to help please? mainly what i need is help improving the lighting and getting it rendered. i know it's quite a bit to ask. :-[

154
Anim8or v0.98 Discussion Forum / Re: A List of Ideas for Anim8or- Neirao
« on: February 05, 2010, 09:02:16 am »
so a very rudimentary form of the harmonics implemented here?

http://vimeo.com/1809956

that would be a great thing in Anim8or as well,  since it would be morphs that are directly editable in scene mode without needing to make hundreds of different preset morphs. quite similer to bone influence, only an exoskeleton version using points.  :)

i do understand the workaround that you mentioned. which would give as much control over the points as being able to move them in scene mode, however tedious it might be to make those hudreds of morphs. i guess i'll use that for now.

155
Anim8or v0.98 Discussion Forum / Re: A List of Ideas for Anim8or- Neirao
« on: February 03, 2010, 08:22:16 am »
yes, i've used the graph editor. it's that the morphs overlap and that can sometimes make udesirable results.

but i'm an absolute perfectionist, so it may just be my mindset

156
Anim8or v0.98 Discussion Forum / Re: A List of Ideas for Anim8or- Neirao
« on: February 02, 2010, 08:37:56 am »
i would find it helpful if it was possible to move individual points while in scene mode, rather than making like 30 morphs for each expression of a face. it would take a ton longer to make an animation, but the quality would look alot more organic, than having reused morphs. then it would be possible to add organic imperfections within the scene. or if you are making something that changes around alot like water for example, it could be more flexible than using morphs or bones.

157
General Anim8or Forum / Re: How to make a 3D valentines heart?
« on: January 26, 2010, 04:58:24 pm »
Another option you could use to make a heart that is less blocky is to use a spline to make the shape, then go to build>fill to to make the spline a mesh, select all of the random faces in the middle and press CTRL+M. Doing this will merge all of those random faces together to make one whole face. once you've merged the faces you can extrude in order to make more points that you can work with to make it have depth. Mirror like Pincho said. You will have to press build>join solids after you have mirrored in order to get the two halves to go together. then select all of the points where the two halves meet and press Shift+L and press ok on the dialogue box that pops up. this will merge all of the points together to make it a seamless match, just like you and your valentine  ;). then subdivide until all of the rough edges come off.

a long winded way to make a heart, but the results can look nice. a little experimentation can also go a long way

158
General Anim8or Forum / Re: could someone fix this?
« on: January 09, 2010, 01:04:44 pm »
thanks for fixing the files Kubajzz.

159
General Anim8or Forum / Re: could someone fix this?
« on: January 09, 2010, 11:55:48 am »
ok, thanks for offering Kubajzz. i'll e-mail them to you now. i don't mind if anybody sees them

160
General Anim8or Forum / could someone fix this?
« on: January 09, 2010, 11:25:41 am »
could someone please fix these files for me, i've spent alot of time on them but do not know how to fix them. when i try to open them i get an "error in reading file" message.

if you could fix them i would highly appreciate it

161
General Anim8or Forum / Re: Anim8tor vs other 3d design programs
« on: January 09, 2010, 01:36:38 am »
Anim8or is also very computer friendly.

i can't get into Blender because my computer can't handle it, but the computer can do even the hardest operation in Anim8or with no problems or skipping.


162
Finished Works and Works in Progress / Re: me in my room
« on: January 04, 2010, 03:40:44 pm »
i've made made many minor changes to lighting, hopefully it looks a bit more like my real room.


i also figured out the problem i had earlier with the blacked out walls. the normals were reversed on the black parts.


hopefully i'll be finished soon

163
General Anim8or Forum / Re: invisible window frame
« on: December 30, 2009, 12:20:10 am »
one more question, how would i fix that bright line on the corners of the room? if possible i just want to tone it down though. the line is unintentional but if i could make it less bright that would be great.

164
Finished Works and Works in Progress / Re: Galaxy
« on: December 26, 2009, 12:07:17 pm »
yes. nothing special, just a breakdown of the launch sequence.



for textures. i had made this a while back so my texturing skills were minimal. as i progress they'l look better. but i doubt i'll be going back to this one

165
General Anim8or Forum / Re: invisible window frame
« on: December 26, 2009, 12:37:43 am »
Quote
I'm sorry, but looking in a bright light at brush strokes is not what you have represented in your image. You have represented an entire two tone stipple effect over the whole room, including the laptop.


i need to make the Anti-Aliasing a big higher? it's at 81 now.

also i don't feel like making a specular map.


Quote
The carpet looks like plaster of Paris.


it does doesn't it?  :D i'd never thought of it that way.

thats my wimpy lighting in the real room, the camera couldn't get an even enough picture to use as a hight map. so i made do with what i could. i could UV map the texture smaller but there would be obvious tiling, i figured the big bumps looked better than stripes.


one more question. how would i fix that bright line on the corners of the room? if possible i just want to tone it down. it is unintentional

update
i fixed the floor, it looks more like carpet now.

i'm doing a render at 100 AA that looks a bit better

Pages: 1 ... 9 10 [11] 12 13