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Author Topic: 'BONGOS' Modeled and rendered using Animation Master  (Read 4342 times)
Dav
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« on: April 01, 2003, 08:00:25 PM »

Here's some computer art I made using Animation Master by Hash. (version 1 for Win31).

I tried to duplicate some Matador Bongos I have on my floor and an old brass latern Hanging on the wall here.  It took a long time to model them and get the materials to look half-way realistic, but It was fun.  

It took over *6 hours* to render this one picture on an old p-100/16mb --- slow, because of the many light sources I stuck all over the place. (12 alone in the flame with various shades of yellow).

Here's a small pic of it...


And here's a link to the 640x480 version (50k)
http://home.carolina.rr.com/davs/bongo.jpg

I tried to stay away from the cartoon look most things made in animation master have (not that I dislike cartoons).  

Anybody else here using Animation Master?
 
- Dav
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Hexadecimal Disaster
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« Reply #1 on: April 02, 2003, 02:37:45 AM »

Quote from: "Dav"
It took over *6 hours* to render this one picture on an old p-100/16mb --- slow, even for that, because of the many light sources I stuck all over the place. (12 alone in the flame with various shades of yellow).


Every second of that time was well invested, IMHO. Beautiful rendering.
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relsoft
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« Reply #2 on: April 02, 2003, 03:54:49 AM »

Kewl!!!!
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ak00ma
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« Reply #3 on: April 02, 2003, 09:16:30 AM »

Yeah, it looks awesome
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na_th_an
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« Reply #4 on: April 02, 2003, 10:24:32 AM »

Really - Really nice! The reflections in the brass sections are really beautiful Tongue I'm gonna try that software right now! Smiley
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Dav
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« Reply #5 on: April 03, 2003, 11:27:39 AM »

Thanks for the kind remarks everyone.  Tongue
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wizardlife
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« Reply #6 on: April 05, 2003, 10:59:56 PM »

Quote from: "Dav"
Anybody else here using Animation Master?


No, I'm a Max person... I was thinking of trying Maya at some point though.

Apparently HashSplines are really nice to work with, but I never understood quite what they are... is it simply a mesh of splines rather than continuous ones?

Anyhow, nice work. All the lights give it a very ambient look, almost like there's some radiosity happening there.

I don't tend to go for as much detail -- more in the 'experimental' phase of 3d graphics. There's some stuff on my page (below).
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Dav
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« Reply #7 on: April 06, 2003, 10:16:40 PM »

Nice Max stuff.  Max is cool.  I have a version of max and maya around here, but I haven't done anything with them yet except install - play a while - uninstall.  (So little time these days.)

Yep about hash's splines.  They're web-like, gooey spline meshes you can shape something easy with.

- Dav
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wizardlife
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« Reply #8 on: April 06, 2003, 10:41:40 PM »

Quote from: "Dav"
Yep about hash's splines.  They're web-like, gooey spline meshes you can shape something easy with.


I think Nurbs do sort of the same thing in Max, but they're very awkward to work with... I've been doing some basic facial/body models recently with MeshSmooth -- just upping the geometry and adding detail as you go. It's not great, but it seems to work. You can create a patch surface out of Max's splines, but it's very finnicky.
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