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.
3D characters, AWA, and AMV's
- Infinity Squared
- Mr. Poopy Pants
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You mean this below? http://www.animemusicvideos.org/members ... php?v=5699
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?
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 

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?


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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.
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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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.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
Pixar has come up with some neat ideas for speeding up ray tracing, though. I'm interested to see what will come of that.
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.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.