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Re: 3D Animation Q/A
I always use editable poly. i think there are certain editing features and options that differ between the mesh and poly, but i don't really know off the top of my head. try it out sometime.
to smooth the corners, you can chamfer the edges or start the model with a chamfered box (in the extended primitives section of the objects rollout). in photoshop you can edit the corners of the bitmaps to fit the rounded edges that you add to the box. make sure the edges are not TOO round, or it will look kinda dorky. |
Re: 3D Animation Q/A
im no good with aimation but our team uses 3d max and it seems pretty user-friendly..
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Re: 3D Animation Q/A
Try puting a mesh-smooth on it and ading a uvw modifier, try using the shrink wrap setting.
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Re: 3D Animation Q/A
Been trying for a couple hours now to get all the pics to wrap around the box so it looks like an xbox 360, but when I try to fit one bitmap on one side of the box the other sides that I have modified get messed up, anyway to fix this. I tried appyling multiple uvw maps to the object and taht doesnt work.
edit* Nevermind, I figured it now I wish I had a straight on picture of the sides and top of the xbox 360. |
Re: 3D Animation Q/A
try using the UVW unwrap feature. there are tutorials in the book and online.
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Re: 3D Animation Q/A
that looks fine, man. one last suggestion: take the same picutures you used for the textures and convert them to grayscale. then use them as bump maps. it will add a little more realistic that way. Other than that, it looks good.
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Re: 3D Animation Q/A
our animation is going to take a while to render this year, and i want to network some computers together to share the job. can anybody tell me how i would go about doing this?
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Re: 3D Animation Q/A
We have not yet been able to do a real "net render." theoretically, you have 1 computer run the autodesk backburner manager program, another runs the server program, and the rest run the client or node or whatever they call it program. the manager sends the scene data to the server, which splits up the data into bits, then send it off to the nodes to be rendered.
however, that is a bit tricky, and our school's network will not allow us to run the server program, or something. the easy/ghetto way of doing this is to simply share the max scene file over your network. open it in each of your computers seperately. now you have 5 computers running independant of each other, all with the same scene loaded. then tell each computer to render a set of frames. Computer 1- frames 1-50 Computer 2- 51-100 computer 3- 101-150 and so on... now you have 20 little mini animations, which, when put together in a media program, form your final product. inefficient and boring as you can get, but this is the most reliable way i can think of to render your stuff quickly. |
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i guess if you wanted it to fit the bed better, you can use a box with one side deleted, and is a *tiny* bit bigger than the bed itself. make sure your poly count is relatively high, then reactor it as a cloth so it drapes itself over the bed. then just take the hanging vertecies and tuck them under the "mattress." i think that's kinda what you wanted, lemme know if it is the right solution. If you could make "hospital corners" that would be awesome! @ rowe, yeah, that's another, better way of doing it, only it is more work and is more complicated. I actually intend on doing it that way, but use the method i described if i run out of time. |
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