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Messages - Suppastar

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46
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: December 28, 2008, 09:09:04 pm »
Soooo........ are Normal maps finally down on the list? *Fingers cross*


There are so many programs out now for Normal maps, but Height maps are just in the dark, I haven't found 1 tutorial on how to make them properly. Having real Normal maps could generally improve the render speed's and Bump map(If allow the use of both at the same time of course) quality. Not only that, it will also improve Anim8or in terms of Game development.


47
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: December 07, 2008, 02:51:48 pm »
I still say the next thing that needs to be implemented is the ability to use animated texture in anim8or.

(I.E animated .gif files.)

Also, increase the depth of bump/normal maps, even set on 100% it's not very deep. I used a bump map a friend used in MAX in anim8or and it barley showed up, but his was very deep set in on 100%.

48
Anim8or v0.98 Discussion Forum / Re: PNG
« on: October 01, 2008, 01:09:16 am »
I second this, making trans. maps would be a lot easier and it would give a better result.

49
General Anim8or Forum / Re: flip / mirror
« on: September 28, 2008, 03:08:55 pm »
Follow along with the Image:

Before you follow this tutorial, you need the have the mesh you want mirrored selected and not grouped, you can only mirror a single mesh.

First: go to "Build"

Second: Find "Mirror"

Third: Select Mirror, then pick which Axis you want to mirror across.

For what you are wanting X would be you best bet, if not choose one of the others. There is only three to choose from so it doesnt hurt to try them all just to learn what and how they do on your mesh.

50
Anim8or v0.98 Discussion Forum / Re: A Note About the GUI and New Features
« on: September 26, 2008, 03:04:35 am »
I my self don't find any problem with using the GUI that that way.


 The only thing i wish it had was the Attributes already In the system to be used by.....Ehh.....i don't know,  from like a drop down menu or something. But that's just me, i really don't find anything wrong with the whole how attribute are accessed thing, anim8or is is till easier to use then any other program in terms of work flow/simplicity


Unlike, ...Blender *Shudders*, just looks an alien space ship with their GUI. *Shudders* Bleh, to complicated to even "want" to learn.

51
General Anim8or Forum / Re: Bump mapping nightmare (56k Warning)
« on: September 25, 2008, 02:46:08 pm »
Thank you, Steve!


That fixed my problem, now my only question is there any tutorials on how to make bump maps the effective way, as learning from messing around with Paint.net effects and stuff doesn't work like you all that well.


Is there any programs that can generate Bump maps from a texture? If not could someone just show me how to do it properly.



BTW: The image is the same lighting as before but with a properly done bump map it, show the Bumps through out. :)

52
General Anim8or Forum / Bump mapping nightmare (56k Warning)
« on: September 24, 2008, 08:45:17 pm »
Ok......


Well, I'm messing around with normal mapping (Bump mapping) and no matter how much I try it never wants to bump map on the X axis?

Here is an example:



As you can see the Y Axis renders just fine, while the X axis acts like it wants to, but it wont. Also why are there circles in the Bump map edge?


http://i60.photobucket.com/albums/h30/komodo33/help2.jpg
Here is the same model as above but the lighting was changed in the other direction, as I thought: "Maybe the light was making it render funny", nope. Even without a light in the scene it still does it as well.

http://i60.photobucket.com/albums/h30/komodo33/helpfull.jpg
Here is the same render as above but with the diffuse map on it, it shows even better that it just stops when it tries to render on the X axis.


Here is the bump map

http://i60.photobucket.com/albums/h30/komodo33/4351-bump.jpg

Also the Scene view showing the Bump in all it's glory.
*WARNING* image below is a 1024 X 768 desktop Print screen.

http://i60.photobucket.com/albums/h30/komodo33/544.jpg


EDIT: Here is new Bump map I was just thinking maybe the bump map was messed up, nope this is even worse.

http://i60.photobucket.com/albums/h30/komodo33/notnormal44.jpg

53
Anim8or v0.98 Discussion Forum / Re: Sculpting
« on: September 13, 2008, 07:46:48 pm »
&feature=related

This is an example of sculpting in Z Brush, of course Z Brush is a more highly advanced tool, yes. But Most models after sculpting are at least 100,000 Polygons. Anim8or on Some PC's would run very slow.

Basically you start with a block or Sphere and extrude the crap out of it. I myself never got a hold of Z brush or any other Sculpting Tools, Mainly because just opening Z Brush Pushes my Little 2.6 Ghz Celeron to 100% CPU usage.


But nothing is as simple to use as Anim8or. Great job on that by the way, Steve. If anyone could make Sculpting Easy and Less taxing on the CPU , Steve probably could.

54
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: September 11, 2008, 01:43:16 am »
I only meant for "Rendering" Normal maps, to make Normals you would have to have a external program, I know that. But, Rendering Normal maps in the rendering process would be easier then re-writing AN8 to make it accept a slew of external .bats and such just for one thing. 


Full Normal map integration should only be implemented if and ONLY if you Re-write Anim8or, Steve.  ;)


55
Hello,

Thank you for the fast comments, but as this is third person shooter model 3000+ Polygons is a little extreme, isn't it? I know I haven't played PC games for a few years now, but I don't think it's gone that far? I think you were thinking of FPS weapon models, for those, yes 3000+ polygons is fine.

For the WIP Section part.
Yeah, I just realized that, it's been a while since I've been here, this is a new account as I just cant remember what my old one was. Can a Mod please move it to the right section?

56
Finished Works and Works in Progress / Glock (Lowpoly model/500x400 render)
« on: September 11, 2008, 12:17:57 am »
Model: Glock 17

Polygons: 398 (Triangulated)

UV Mapped: Yes

Textured: No (Still have to learn how to do this)

Model Purpose: Game (TPS/Third Person Shooter)

Standard Render- 2 lights



UV MAP- ART Render




UV Map-  Fully UV mapped        LithUnwrap 1.3.0.0




               
EXTRA:  To save loading a ton of pictures

http://i60.photobucket.com/albums/h30/komodo33/Glock-ClayRender03.jpg

http://i60.photobucket.com/albums/h30/komodo33/Glock-ClayRender02.jpg

http://i60.photobucket.com/albums/h30/komodo33/Glock-ClayRenderWire.jpg

Sorry, No texture

I unfortunately can't complete the model, as i have no texture skill and I have tried to learn many, many times before.

Maybe I will try again at a later time, until then Vast in the low poly goodness. Go ahead, I SAID VAST!








57
Anim8or v0.98 Discussion Forum / Re: A list of ideas for anim8or
« on: September 10, 2008, 11:40:35 pm »
...I don't see too much of a use for paralax mapping yet since it's not really a game-oriented 3d tool in those ways...

I hope one day we get those tools, because right now making game models in anim8or sucks. Trust me.


Anyway, Actual Normal Mapping or Virtual Displacement Mapping would be useful for everything, Height maps don't have the same effect as Normal maps/VDM. Real Normal maps/VDM would help create better models for gaming/mod's and rendering. Normals make something look bumped up instead of barely making it rise off the mesh

Example: http://www.driverheaven.net/reviews/X800XTdhreview/ATIHTMLPAGES/mapping.jpg

58
I didn't know where to post this?

Any new's on a new update (0.97c), Haven't heard anything for a long time?

59
General Anim8or Forum / Re: Having problems drawing a simple line!!!
« on: August 13, 2008, 01:39:34 pm »
Are you using Vista?  Often vista users experience artifacts like those when using Anim8or.  One of the ways to work around that is putting anim8or in Windows XP compatability mode.


I'm running XP and that happens to me too? It's not as bad as the one Tanzim posted but close. I think maybe it is a driver issue. I'm running an Nvidia card. anyone else? problem could be related.

60
General Anim8or Forum / Re: Quaternion->Euler Angle -> Quaternion?
« on: July 06, 2008, 08:47:46 pm »
Ouch, After reading that Wiki page my brain hurts :P

What are these Euler Angle's used for? Precise 3D to real-life measurement?

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