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Messages - ADSohr

Pages: 1 2 [3] 4 5 ... 13
31
Finished Works and Works in Progress / Re: Projects and Renders
« on: December 13, 2010, 08:36:00 am »
That works too  ;D. One thing I've learned is that if you take an area lamp and put it behind the object, it will make the object pop out of the background a bit better. I've never really played with it much, but it is common practice to use the 3-point lighting system.

32
Finished Works and Works in Progress / Re: Projects and Renders
« on: December 12, 2010, 03:51:04 pm »
That's a coincidence, I've always wanted to be a helicopter pilot. My dad taught me to think about "how" things work, so I've got a fairly good understanding of "how" aerodynamics works, and why.

One more bit of flying info;


There are a bunch of those videos! It may not teach us the exact statistics of each aircraft, but it does show how to make effective flying scenes. They are too cool.

Superb charachter animation though! It's not every day there's any contact between charachters. Doing a hug in FK and without collisions is quite a task! I also just noticed that you used spotlamps to make what appeared to be shadows and breaks in the clouds. Nice subtle touch there.

33
Finished Works and Works in Progress / Re: Projects and Renders
« on: December 10, 2010, 08:59:23 am »
The animation of the character was excellent!

Just a bit of advice from a amateur pilot though; few aircraft could perform those aerobatics, especially as quickly as you had it portrayed. That plane in the real world is a sluggish transport, and would not be designed for any kinds of advanced manuevering. Also when planes do a simple roll, it takes a masterfull pilot in an overpowered aircraft in order to keep the plane going straight and level. When planes are upside-down, especially big transports like that, their noses tends to fall towards the ground due to the wing's aerodynamic lift pushing downwards. If you get the chance, try watching some videos of similar planes in Microsoft Flight Simulator. It'll show you about what those planes are capable of. I would slow down the animation to a more realistic level. Look for statistics about the turn rates and radii of different aircraft. I know an F-15, a powerful fighter plane, cannot get into a tailspin(where the plane rotates around it's nose and falls like a brick) without the pilot getting very nervous as to whether he can get out of it. A cargo plane has even more to worry about since it will not have the thrust to push out of a tailspin.

Here is a link to a site that shows the basics of flight. It might help you alot with the manuevers and timing.

http://www.flightsimbooks.com/jfs/page13.php


I know it is alot to learn, but all of it will make your flying animation much better.

34
Anim8or Challenges / Re: Challenge suggestions.
« on: December 04, 2010, 07:15:31 pm »
A texturing and lighting challenge is a great idea. It would be important to get a scene that can have any mood though. I don't think it would be good to limit it to just one certain mood(Only a horror scene), but rather allow any mood. A simple hallway can be scary, happy, mystical, mysterious, sad, rustic, old, new, and many others. Then we would have a better showing of submissions, and let people see other creative ways of making the same simple thing look entirely different.

35
General Anim8or Forum / Re: Skyscraper @ night using glossyreflector
« on: November 30, 2010, 05:16:55 pm »
What you can do is make the windows with a different material that is not glossyreflector, since a window with the light on inside will not show the reflection quite as much. Just select the faces of the windows you want lit up and apply the emissive material, and on the rest of the windows use the reflective material.

36
Finished Works and Works in Progress / Re: first scene
« on: November 27, 2010, 04:26:27 pm »
For a first scene that really isn't bad! Your "bad" modelling does not show that much. The one thing I would say that is distracting is the placement of the light coming from the window(out of view). If it is the moon, it is very low to the ground and the shadow runs right across the pictures and stuff on the wall. It clutters up the wall and is slightly distracting from the rest of the image. Other than that minor issue this is a good first render I think.

37
General Anim8or Forum / Re: Texture Help Needed
« on: November 25, 2010, 03:47:24 pm »
In UVmapper, move the points of your mesh around until they fit your texture.

The better way to do it is to fit your mesh in UVmapper so that it is neat, organized, and has the least amount of distortion, then file>export texture map. Then you should have a jpg or something with your object's UV on it. Then take that picture in GIMP and paint in that way. It will fit your texture much better.

38
General Anim8or Forum / Re: Texture Help Needed
« on: November 24, 2010, 09:34:15 pm »
Why do you want your texture to be smaller? Making it smaller reduces its quality.

In GIMP: Image>scale image

Then scale it down.


If you mean that the texture does not fit your model because of how it has been mapped, then I'm afraid I will not be able to help you. I've never really UV mapped anything.

39
General Anim8or Forum / Re: Texture Help Needed
« on: November 24, 2010, 08:19:57 pm »
What photo editing software are you using?

40
Finished Works and Works in Progress / Re: 1963 Chevy Nova SS
« on: November 16, 2010, 08:58:23 am »
Wow, quadrupal posting!  :o

Another small update and a question.

Here's a new render. I've modified the roof alot, lowering and widening it to make it a more proportional. I also have the correct body color of the real car this represents. Some body work and such for shading and authenticity. I have also made an interior that still needs some work.

Lastly, if someone who knows how to make good realism renders could point out about what settings I should use to make the car look it's best, that would be great. It would be nice to get some kind of reflections in there without having to make a complete environment in Anim8or. I'm thinking either a cubemap or a sky globe would work.

I'm planning on compositing this car into a picture, does anyone have tips on getting the perspective right or getting the right shadows under the car? Anything along those lines.

41
Finished Works and Works in Progress / Re: 1963 Chevy Nova SS
« on: November 08, 2010, 01:16:39 pm »
A few small changes.

The whole car(with high res wheels) so far has:
68,430 points
133,333 edges
67,305 faces

Without the wheels it's only:
3590 points
7069 edges
3433 faces

One tire alone has:
16,210 points
31,566 edges
15,968 faces

Since the tires are so massive I made a new tire that has only:
4746 points
9236 edges
4774 faces

I lost all the nice detail, but sometimes it's necessary.  :'(

42
Finished Works and Works in Progress / Re: My new project
« on: November 06, 2010, 04:41:08 pm »
My bad.   :'(

43
Finished Works and Works in Progress / Re: My new project
« on: November 05, 2010, 10:13:53 pm »
Wow, I'm really bad at speed modeling.

Anyways, since my attempts at a a tutorial explanation fell through, I'll just point you to an example.

For inspiration look in the gallery to the left <. In the first image of the building/shack all the grasses are trans maps. They can be very effective.

It's funny, in my college course we are studying shaders and alpha maps!  :D

44
Finished Works and Works in Progress / Re: My new project
« on: November 05, 2010, 06:18:56 pm »
I wasn't trying to start a conversation about Blender.  ::)

For me Blender is a tool that can be used to great effect. I just do not have the computer power to be able use Blender.

If you use Gimp you can make good transmaps for hair, then put those maps on planes that cross eachother in Anim8or. that makes it so that you can see the transmaps from different angles. A couple of planes can be moved around alot quicker than a volumetric tail, and has the added benefit of quicker render times due to the reduction in the number of polies.

Maybe sometime tonight I'll make a quick tutorial of sorts.

45
Finished Works and Works in Progress / Re: My new project
« on: November 05, 2010, 04:27:50 pm »
I personally would use transmaps for all of that as well. If you were using Blender or 3DsMax instead of Anim8or, then you could model the hair and use physics for movement. Since Anim8or does not have that capability then transmaps are the better option.

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