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 - Thanos

Pages: 1 2 3 [4] 5 6 7
46
Thanos, to make the grass adjustable, just make a grass mesh yourself.

common sense  :-\

Nah, I actually said that because I (erroneously) thought that the grass was made with some grass generation algorithm.

47
It's great! Plants are a must in all games. I hope you made the grass height adjustable, 'cuz I wanted back then to make a game with a 'Booo I'm hiding in the grass' stage :D

No avatar?! While on such a project? We should make something for you! ...an undead robin, perhaps? :P


EDIT: AAAAH I SEE A BIG GREEN WORM ON THE LEAF!!!

48
Finished Works and Works in Progress / Re: Space thread
« on: October 03, 2012, 02:35:46 pm »
It looks nice textured

49
Finished Works and Works in Progress / Re: Speakers Design
« on: October 03, 2012, 02:32:11 pm »
Fulfil this quest Daeva... and you shall receive a lot of XP as a reward! :P

50
Finished Works and Works in Progress / Re: Speakers Design
« on: October 02, 2012, 08:50:03 am »
you can try doing some subdivision modeling, by leaving the model as it is, and then cut the faces very very close to the front edge of the screen.

EDIT: Uuh now that I think about it it can be a bit tougher than I thought. Good luck on that pal  ::)

51
Finished Works and Works in Progress / Re: Speakers Design
« on: October 01, 2012, 04:38:57 pm »
Model, textures, AO, shadows, reflections, wow, it's filling my eyes with nice stuff.
That might sound weird but the speakers look a tad more realistic than the computer. Is it maybe because of the hard corners on the screen and the tower...?

52
Finished Works and Works in Progress / Re: Difference Vs mode Showcase!
« on: October 01, 2012, 04:22:16 pm »

 :P ;D

53
Finished Works and Works in Progress / Re: Stuart Tank
« on: September 18, 2012, 11:29:23 am »
Is it just me or the tracks are moving way too slower than the ground? :P troll

54
Finished Works and Works in Progress / Re: Bugatti 37 WIP
« on: September 18, 2012, 11:13:08 am »
I remember that they were constantly falling off the track because of the high speeds :)
Oh! Oh! Will you make those bridges too? The ones supporting roads passing over other roads?

55
Finished Works and Works in Progress / Re: Stocking
« on: September 18, 2012, 09:20:36 am »
Hey Arik_the_Red! Where have you been? Your profile says your last post was in April!

56
Finished Works and Works in Progress / Re: Bugatti 37 WIP
« on: September 17, 2012, 04:34:39 am »
We like it we like it!
The air exit holes, are they bumpmaps?

57
Finished Works and Works in Progress / Re: Stocking
« on: September 16, 2012, 02:13:47 pm »
 :o this is my 50th post! I am now a junior member! MWAHAHAHAHAHAHA <-- evil laugh

So, here you go.
I rendered an object with white texture applied, diffuse at 0.9 (I think - didn't save it), attributes applied as of above. (matchk1.jpg)
Then added a big white ball... (ballfromabove.jpg in passmetheball.zip) and rendered (matchk2.jpg).
And then I added two more big white balls, (itsrainingballs.jpg in passmetheball.zip) and rendered (matchk3.jpg).

Play around, ART is fun.

58
Finished Works and Works in Progress / Re: Stocking
« on: September 16, 2012, 01:23:45 pm »
Well if you really need to un-subdivide a mesh like the above, maybe kubajzz's unsubdivision script might help (not always a guarantee, but here it is: http://an8.the-meadow.net/Com/ASLTopic/unsub.zip )

Are you familiar with ART and its attributes? ( http://www.anim8or.com/download/preview/art_raytracer.html)
Maybe after ART rendering with attributes at the eye material like i.e. class glossyreflector, Ks of 0.7 (<--play with this one!), roughness of 20000 or so could make a more realistic effect on the eyes. Also try lowering the diffuse and/or ambient and raising the specular, and making the eye bulbs slightly curved (to make a wet shine effect).

There are a lot of things we can do with rendering, but this is a lot of try-and-error. Although I think it's worth to familiarize with.

[EDIT] Hm, I think I'll try making some tests myself by applying a white texture on something and I'll tell you. I'm also curious :)
[EDIT 2] Whoa, mistake. Keep the diffuse near 0.9-1 :P  I'll do some more tests.

59
Finished Works and Works in Progress / Re: Stocking
« on: September 16, 2012, 08:31:12 am »
It seems you exercised before making the third model, I see constant improvement.

Quote
Could you maybe tell me where I can lower the detail?
Do you want to edit it as a mesh or as a subdivision?
If you want the mesh way, double click on the subdivision. At 'divisions' set 'working' to 0. (not to 1 - my mistake :/) Then convert to mesh.
If however you like subdivision modeling, leave it as a subdivision, go to point edit mode and you'll notice that there are points showing how it would be if it was a mesh. By editing these, the subdivision changes shape.

Let's make her lovely. :)

60
Finished Works and Works in Progress / Re: Halo CE Assault Rifle Attempt...
« on: September 13, 2012, 02:11:56 pm »
Quote
Thought the assault rifle from the first Halo game would be simple to do.
Was it? :)

Pages: 1 2 3 [4] 5 6 7