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Author Topic: Modeling in Anim8or  (Read 21168 times)

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Offline dRaCX

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Re: Modeling in Anim8or
« Reply #60 on: April 19, 2014, 12:40:36 PM »
I make all my base meshes in Anim8or. I used 3ds max 9 for a while but can make them faster in Anim8or. I finish them in ZBrush. If I create anything for Poser and Daz models I do so directly in ZBrush.

I absolutely can not stand Hexagon; it's too limited and acts too Spaz-ish even though Spaz didn't write it, they just bought the source code and added the ability to import/export their formats.



Offline sidherose

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Re: Modeling in Anim8or
« Reply #61 on: April 20, 2014, 11:32:23 PM »
Ummm...well, I *was* wondering if you were going to include that part  :evil:

 Once again  :ty:   :pole:

Online thelufias

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Re: Modeling in Anim8or
« Reply #62 on: April 21, 2014, 08:28:41 AM »


I’m just a tad surprised that no one has remarked about the fact that using “Extrude” triangulates the surface of the caps and not the whole mesh. It is better to work with quads in the early stages of the mesh because it allows for smoother point manipulation and joining. So….I shall show you how to revert the triangulated surfaces back to quads in Anim8or. There are other ways, but I like my method better because for me it’s faster.
 
Step1. In our “Point Edit” mode we will want to make sure that both front and back buttons are ticked and also that our “Point” button above front is ticked as well. Now we will want to choose our “Slice” tool and begin cutting the triangulated splines. Once the cut is made you’ll notice a point made in the middle of the spine; now just go up to the little scissors button and click it to delete the spline. Repeat this until you have all of the triangulated splines removed. 

I was going to mention it...but I wouldn't have known what the hell I was talking about :java:

Offline dRaCX

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Re: Modeling in Anim8or
« Reply #63 on: April 21, 2014, 09:35:28 AM »
It's ok my friend....For you I would have explained it in a more manly way. You get to fill a lot of holes.

 :pervy: :tearlaugh: :tearlaugh:

Online Jherrith

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Re: Modeling in Anim8or
« Reply #64 on: April 21, 2014, 12:03:22 PM »
Hmm :pervy: indeed we like that concept


"But who is stronger, truly, I asked myself, he who continues to wound and bleed himself to please others, or he who refuses any longer to do so?"


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Offline dRaCX

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Re: Modeling in Anim8or
« Reply #65 on: April 21, 2014, 12:45:06 PM »
Hmm :pervy: indeed we like that concept

I figured you would...After all, the shortcut for it is "J."

 :iminnocent:

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Offline FrahHawk

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Re: Modeling in Anim8or
« Reply #66 on: April 21, 2014, 02:01:49 PM »
:funny:
When life gives you lemons, freeze them and throw them back at the bastards. :hawk:
9/11/01 never forget...

Online Jherrith

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Re: Modeling in Anim8or
« Reply #67 on: April 21, 2014, 03:19:38 PM »
I figured you would...After all, the shortcut for it is "J."

 :iminnocent:

How appropriate :tearlaugh: :thud:


"But who is stronger, truly, I asked myself, he who continues to wound and bleed himself to please others, or he who refuses any longer to do so?"


Fighting Slave of Gor by John Norman

Offline dRaCX

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Re: Modeling in Anim8or
« Reply #68 on: April 21, 2014, 04:29:08 PM »
oh lovely tuts !

Is it possible to model a braid in Anim8or ?

Thank You! You can braid, weave, etc..etc... in Anim8or. I'll add tuts for those a bit later on as I move up to the advance techniques. You can model "anything" in Anim8or just as you do with other packages. It wasn't designed though for importing Poser and Daz models for topology work; that would have to be done in ZBrush.

Online thelufias

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Re: Modeling in Anim8or
« Reply #69 on: April 21, 2014, 04:38:28 PM »
It's ok my friend....For you I would have explained it in a more manly way. You get to fill a lot of holes.

 :pervy: :tearlaugh: :tearlaugh:

As few and far between as that concept is....it would be a welcome change  :tearlaugh:

 

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