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Animation:Master

zandoriastudios

Hash Fellow
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Everything posted by zandoriastudios

  1. I once lived in New Albany!
  2. Sprite particles added!
  3. That sounds like a good time for a get together!
  4. We have tried to do this a few times in the past... Colin Freeman, Bill Gaylord, James Poulakos, J Griffin, a few others in the Atlanta area. Is anyone still interested in organizing anything locally?
  5. Bravo!!! Great stuff!
  6. Added an orange colored bulb light in his mouth. shadows are off for that light, so it puts some orange light on the body, which should look good in combination with some fire sprites
  7. still working on the right combination of color and ambience maps.
  8. Great job! great model!
  9. I start with 50%gray and dodge and burn. I also use the blur tool. Sometimes I will start with the colormap or photographic textures, it all depends on the model nothing is set in stone
  10. I'm thinking that you might apply a material to a model and export maps during export as .obj. I seem to remember that A:M will create maps of the material. It would be like that tiled image that Ken showed. If you could do that and paint to those coordinates in a 3d paint package and then import them back in, you could avoid the whole process of decaling... It seems like a process for painting directly onto your models is an ideal situation. But I don't think I will spend the money for z brush just for that... must be an easier,cheaper solution....
  11. the maps are hand painted, using the trusty Wacom tablet. I tried some displacement, but the bumpmap seemed sufficient.
  12. More bump mapping. Here is the before and after and a look at the map:
  13. Can you post a screen capture of the mapping from z-brush? If I can see what that looks like, I think that I can help you. You don't have to lineup the decal with the patches, you just have to stamp it ANYWHERE on them. then you will go into the UV editor and manually realign those missing patches with the rest of the UV coordinates.
  14. That looks awsome! Could you use the patchselect tool to select the 5point patches, and then hide everything else and stamp them with the decal. You could then open the UV editor and manually align each of those 5 pointers with the other coordinates.
  15. Nice modeling--you have really come far this year, I'm impressed!
  16. After a the brief time-out to write the UV tutorial, and another look at the extended edition DVD of "Fellowship of the Ring", I started painting the bump map.
  17. New Tutorial!! OK, I updated my UV Tutorial to explain the new UV Editor in V11. I used the Balrog as my example, so I hope that as you read it, you will see the answer to your questions. http://www.zandoria.com/uv.htm I modeled the Balrog last year, and I'm just now getting back to it with some free time
  18. took some screen captures along the way, so that I can update my UV tutorial. stay tuned
  19. Finally have a chance to come back to this model. I started laying out my decals yesterday using the new UV editor.
  20. One of the bizarre requests from my client... The car is modified from the "carcuda" from the free models page.
  21. I use the Hash2001 rig as described in the Art of Animation Master book that comes with the software. I use pose sliders for the face, maybe someone else can offer you suggestions...
  22. Feather duster
  23. I sent it in to Support, but I went in and took the transparency and brightness keyframes out of the emitter, and just use the alpha channel of the hair image to control tranparency and that worked... Now I have another issue where I have this character riding in a car that has a reflective surface on the body. I crash every time I try to render to file. I can turn either the FuFu or the car inactive and either will render to file. but if both objects are active it crashes... I sent that project into support as well. hopefully my client will be understanding of why I can't finish his project... I stayed up till 4:00am trying everything I could think of.
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