3D characters, AWA, and AMV's

General discussion of Anime Music Videos
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guy07
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Post by guy07 » Fri Nov 17, 2006 12:58 am

Just do you guys know, there HAVE been fully original 3D modled amvs.
i saw one to eva and some intstrumental song, it looked better then the anime cuz it was in 3D (HD). Looked like a professional job ...wish i could remember where i saw it so i could post the link, it wasn't on the org.

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Infinity Squared
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Post by Infinity Squared » Fri Nov 17, 2006 7:30 am

You mean this below? http://www.animemusicvideos.org/members ... php?v=5699

:roll:

Progress, ey? Well, been researching more into Blender and how I can minimize the time it'll take to render in it. Does that count? :lol: My plan for full scale modelling will be in the next month or so, in time for a February release, maybe... I need to make an AMV I'm attending interstate :P
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Post by HoshiNoKaze » Fri Nov 17, 2006 2:15 pm

Hmm...I'll have to check out that vid when I get home from work today :)

I'm still working on the thing for Koop, and with his permission I might post a render of it...I'm quite pleased with it, but the true test will be how it deforms for animation. I also need to re-texture it after finishing some modeling tweaks and such, so I'll keep you guys posted.

And minimizing time = NO RAYTRACING :D

I know how to streamline raytracing in max and "cheat" with my shaders and lighting, and it still takes quite a while, but is actually better looking than with fullout raytrace, and is still faster. (I map a gradient ramp to falloff, which kinda "fakes" reflection, don't ask me how it works, I discovered it by accident)

But anyway, should have something new for you guys soon.

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guy07
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Post by guy07 » Fri Nov 17, 2006 3:10 pm

Cool, this got me thinking so i went and downloaded a free 3D modeling program last night. God this shit's complicated : / But it could add whole new dimensions to amvs.

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Post by trythil » Sat Nov 18, 2006 10:22 pm

HoshiNoKaze wrote:Hmm...I'll have to check out that vid when I get home from work today :)

I'm still working on the thing for Koop, and with his permission I might post a render of it...I'm quite pleased with it, but the true test will be how it deforms for animation. I also need to re-texture it after finishing some modeling tweaks and such, so I'll keep you guys posted.

And minimizing time = NO RAYTRACING :D
Yeah -- if you're looking for speed, the effects you can get by ray tracing, radiosity, and other global illumination methods usually need to be faked.

Pixar has come up with some neat ideas for speeding up ray tracing, though. I'm interested to see what will come of that.
Infinity Squared wrote:Progress, ey? Well, been researching more into Blender and how I can minimize the time it'll take to render in it.
When using Blender's built-in scanline renderer, I've noticed that the big speed hit sometimes isn't so much the renderer but rather preparation of scene data. I'm referring mostly to Blender's simulation stuff -- particle systems and really complex IK chains come to mind. Complexity of geometry may also be a problem if your scene has millions of polygons in it.

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