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 - Bobert

Pages: 1 ... 3 4 [5] 6 7 8
61
Finished Works and Works in Progress / Re: Robot - 1st work
« on: May 26, 2009, 10:01:57 am »
Nice job!

62
Finished Works and Works in Progress / Re: Muse:Invincible
« on: May 16, 2009, 09:27:44 pm »
Interesting....I'd like to see how your project turns out. :)

63
Finished Works and Works in Progress / Re: Artillery Mech WIP
« on: May 12, 2009, 09:44:16 am »
GREAT JOB!! Wow...this image really shows anim8or's full potential. Did you use a UV mapping program to texture the mech or did you just use anim8or's built in UV modifier? I'd really like to know  :)

64
General Anim8or Forum / Re: Texturing a Subdivided Mesh
« on: April 08, 2009, 10:42:46 am »
Ok thank you very much for the tip $imon.  ;D

65
General Anim8or Forum / Texturing a Subdivided Mesh
« on: April 06, 2009, 03:19:09 pm »
I know that there are two ways to subdivide an object by either permanantly subdividing or converting the mesh to a subdivision object. I noticed that when ever I imported a subdivision object into UV mapper, it would convert the object back to its low poly form.

So here are my two questions....

Is it ok to texture the low poly mesh and then convert it back to a subdivision object in anim8or? I'm worried that if I do this, the texture will become warped.

OR....

Should I permenantly subdivide the mesh and then texture it?     :-[                                                   

66
General Anim8or Forum / Re: Problem with scaling
« on: March 02, 2009, 09:24:09 pm »
Thank you very much! :)

67
General Anim8or Forum / Problem with scaling
« on: March 01, 2009, 04:09:24 pm »
I'm having a problem with the non uniform scale tool in anim8or.

For instance, lets say i have two verticies across from each other on the x axis and I want to scale them further apart on the x- axis. Sometimes, when I use the non uniform scale on the two vertices, they either scale to one side (instead of apart) or they scale apart but at unequal rates, making the model look non symetrical.

Am I doing something wrong or is this some kind of bug? ???

68
Finished Works and Works in Progress / Re: Hamaan computer
« on: January 21, 2009, 07:24:40 pm »
Not bad for a first try, I like your concepts. The texture on the keyboard is a little streched though. To prevent this, you should use a UV mapping program (such as UV Mapper) to unwrap your mesh and apply the texture in a program like MS paint or photoshop.

69
Finished Works and Works in Progress / Re: Mars Mining Droid
« on: January 20, 2009, 09:59:58 am »
really cool nice retro look.

just wondering how you did the purple light line on the crafts uper hull

beuattiful textures realy great work

@lizeal93: After I unwrapped the body in UV mapper I imported the texture map into gimp. I then painted a straight blue line on the droid body and then painted succesively lighter blue lines that were thinner than the first (this gave it a glowing look). I then imported the texture into anim8or in the emmissive slot (i also set the emmisive to 1 and gave it a blue color) so when the render is complete, the line appears to be glowing. ;)

Well done.  The improvements in the final composited render are definitely noticed.  I like your texturing job, as I seem to find that not many brave out very far in texturing on these forums.  My only criticism's are that the mesh is pretty lowpoly and you lose any smoothness you would want on the body of the droid.  The ground bumpmap is a bit low quality and could perhaps be ramped up a bit.  Lastly, the flames, if hitting the ground would normally flare out and come back up a bit, though that's not very noticeable.
As I said, that's a nice render and well composited :)

@hihiosilver: Thank you very much. Yeah I agree the droid could be smoother and the ground does need I higher resolution texture but I'm glad you like it. I had fun texturing this one :)

70
Finished Works and Works in Progress / Re: Mars Mining Droid
« on: January 19, 2009, 07:52:39 pm »
Here's the final image. I composited the ambient occlusion and color render to give the picture more realistic shadows and added a space background. I also sharpened the image up a bit and did some color correction.

So what do you guys think  :)

71
General Anim8or Forum / Re: Weird black and white objects
« on: January 18, 2009, 11:51:38 pm »
Maybe restarting your computer will help  ???

72
Finished Works and Works in Progress / Re: Mars Mining Droid
« on: January 18, 2009, 11:47:33 pm »
Here's the normal render and the ambient occlusion render. I plan to composite the two in Gimp and do some post production work. Can't wait to finish!  :)

73
Finished Works and Works in Progress / Re: Ford Fiesta
« on: January 18, 2009, 04:06:50 pm »
Wow looks great. How did you get the headlights to reflect light like that?

74
Finished Works and Works in Progress / Re: Mars Mining Droid
« on: January 18, 2009, 03:56:56 pm »
Well I have to say things are comming along.  :D
Here are some updates on the model. As you can see I've done some texturing  ;). I decided to give the droid a used, old, gritty look.
 The third picture is the model with just the bump map applied.

75
Finished Works and Works in Progress / Re: Mars Mining Droid
« on: January 18, 2009, 01:14:31 pm »
I decided that I'm not going to do a full scene for the sake of time right now (I have midterms to worry about) so I had an idea to do a render of the droid mining on some martian land. I'm just going to model the land on a platform like thing

Constructive critism is always welcome.

Pages: 1 ... 3 4 [5] 6 7 8