urbanlamb - all messages by user

2013/11/23 22:27:18
Polygons a "study" :) and here is the tutorial I used that was easy enough that even I could figure it out lol on youtube for xnormal

2013/11/23 22:26:33
Polygons a "study" :) okay here is a shall we say another example of how I can apply that stuff in muvizu.

I created some "hair" kind of muvizu style since we dont have the ability to create hair that moves I did a hair sculpt for a project I am working on for muvizu I then created a low poly copy and generated a normal map using the detail of the hair sculpt and applied it to the smooth horrible detail shape this is the result inside muvizu. I didnt really make a texture its just I turned on the lighting and so all that detail is normal map with a flat square texture on top.

I gavexnormal a test run for this but normally I would use crazybump because well i like it better

edited by urbanlamb on 23/11/2013
2013/11/23 18:46:01
Lugofilm Ltd Presents create for yourself first and then worry about others unless your trying to create an A rated movie to appeal to a certain demographic worry about what you like first. Some of us tend to be a bit fussy around certain issues but at the end of the day the name of the game is to enjoy what your doing. You will find users who inspire you or people outside the muvizu community who inspire you then you will be motivated to try new things and improve.

So if you like it to heck with what the rest of the world thinks Big Grin
edited by urbanlamb on 23/11/2013
2013/11/23 18:03:42
Lugofilm Ltd Presents lol these are actually pretty cute keep it up and you will become a famous muvizer one day
2013/11/23 18:00:15
Polygons a "study" :) I found these on youtube and watched them and they actually made sense so I thought I would add them here as basically I used these methods to create this stuff above (apparently some people are finding my wierd posts useful if anyone wants to move it to the wiki feel free I simply am not a wiki person I dont like the format ... )

How to sculpt a human head (more or less) in blender easy to follow tutorial

Basic method of retopology

Some extra stuff I discovered as a result of watching this video on retopology as blender has improved its topology tools when I was not looking .. a bit hard to follow for the new user but it gives an idea anyhow

2013/11/23 17:51:25
The Day of The Doctor trailer in Muvizu haha very good mr dr

(sorry you said to use something else but i tend to use Mr a lot with people mr hamster, mr stuff I have a lot of people who i put mr in front of a portion of their username)

Some interesting stuff in that perspective wise. Thanks for sharing !
2013/11/23 17:47:58
Muvizu tryout cute good first try muvizu can be very fun if you use it for what it can do and not what it can't do although some of us are known to do some pretty crazy things in muvizu but its a lot more versatile then many give it credit for.
2013/11/22 17:49:14
Advice on Large Scale City Building This is how I do it but I also have a powerful Pc.

I put in the roads and main buildings that I want to have detail first (the ones I might need them to go into the front entrance or something where I would do a close up shot) and I do that in medium to low polygon and then as I move out towards the edges where I just want the buildings to be a backdrop I change to simple cubes and cylindars and use photos on those or drawings (whatever depends on your needs) I then create low polygon landscape and trees all the 'no collision' type (well my version of no collision is a cube or something in such a way as I can superimpose the stuff). I dont use 2d backdrops I hate them I just use cubes etc (primitive shapes) that might have an extra face or two (very low polygon stuff) and this looks better you can fill up the entire set that way I make massive sets using this method although I think if your pc is a bit on the low end it might have issues. I also do this with landscape in the distance and trees in the distance i might change the scale to make it seem far off if your using the right camera views. For roads leading off the set and whatnot I tend to like to make tunnels at the end with a photo at the very end have them taper to give the optical illussion of distance and use a photo of the same road with identical lighting taken from elsehwere in the set as I built it half way. I also do this with buildings I will make the roads taper down in size at an angle and angle the buildings inwards and taper it off to the distance etc.

Dunno if that helps but it works for me quite well. Anything you absolutely need detail on make it medium res and then i build the inside versions of things in a second set but I create enough detail to make it as seamless as possible.

Its kind of like making a 3d painting but this is how games are built as you get farther away from the perspecitive point of the player you drop the LOD of the objects down there are usually 3 levels. Of course in a set you have to plan your cameras etc as you build it sort of decide how your going to shoot the scenes to decide what has to be higher detail and what can basically be a cube or triangle or cylindar
edited by urbanlamb on 22/11/2013
2013/11/21 20:23:12
How do u put together a tga sequence most video editors will do it. I use corel video ultimate often. You just select all the photos in the folder and add them all to the timeline. Hard to explain and the way its done changes from software to software but most video editors will allow you to assemble image sequences.
2013/11/21 20:05:10
Language files did you try that question mark in the top right corner lots of things are hidden there

this is just a guess on my part i am knowhere near muvizu right now
2013/11/21 6:43:59
Polygons a "study" :) Dunno where to put this but spent the evening on this wierdness. I felt like re-remembering scultping and how to do retopology so I thought I would post the result for any of the curious on how one uses sculpting and how it relates to animation and such. So I did a quick not so great sculpt of some dudes head.. He is a cross between a chinaman and an alien I think. Its from inside my pea brain .. Then I did retopology and then from that low poly retopology I created a medium resolution head. I would probably fart with the polygon count on the medium resolution head if I were to use it on a body because its a bit on the high end.. Anyhow so here is the results for what its worth. I did this for fun.. yes i am wierd :P

2013/11/21 6:37:56
I tried to tell a story. aye sci fi geeks unite. Good first movie and um nice clip there fazz
2013/11/20 18:10:59
Youtube Content ID policy German laws dont play well with the rest of the world copyright is getting longer and longer its true however I do think that 28 years was too short. If your alive and its your original work I think you should be protected so the 70 year law seemed fair to me. Dont mix content ID up with copyright though lol it really doesn't do that job really well. Its an attempt at automating a process to detect stuff being used without permission and this is the key "without permission". Its possible to use copyrighted work if you do the work involved to get the permission. The content ID system is merely there to try to find works used that are not used with permission that is all. It doesn't do a very good job because its a piece of software and it can't think.

Anyhow with relation to muvizu if they video is not blocked and there are a ton of reasons why it could be blocked not just country of the copyright holder then they allow it. Personally I hate seeing people use stuff without asking its just common courtesy especially now there is so much public domain/creative commons stuff there is very little reason to use things. The only situation I can think of is more visual and its more about fan art then making money. Anyhow all the content id system does is sniff out stuff that the artist has a right to (well if its working correctly) and give him the right to make money off his original work. Of course there are all sorts of scam societies and people trying to make a fast buck on top of the fact this software is far from perfect. So that is why its a bit of a nightmare. Audiosocket has implemented a new system to make content work on youtube more effectively (avoids false matches) and I am sure other companies will be doing something eventually as well.
2013/11/19 19:34:43
fbx export mesh become a flicker okay also make sure to triangulate the mesh. You generated a texture it extrapolated it this is going to make issues.

Also your welcome hopefully you figure it out. Without seeing the model and how its set up not a lot I can say. This is a good attempt it will take awhile for you to learn how it all works exactly. Big Grin
edited by urbanlamb on 19/11/2013
2013/11/19 19:13:43
fbx export mesh become a flicker did you unwrap it? properly or just leave all the vertexes in a pile on top of each other ? I dont know what your model looks like I only see the finished product but you need to use "uvunwrap" but you need to use it properly

here is a tutorial on unwrapping by someone who explains it sort of okay

It takes time to learn things your model is decent I just am not sure what the problem is with the model without looking closer I am assuming this has to do with your unwrapping, but it could be something else maybe you have faces on top of faces in a pile its very hard to tell. Anyhow "rome wasn't built in a day" as they say. You cant learn it in a week or a couple of days. Keep persisting and reading and watching videos and you will get better at it
edited by urbanlamb on 19/11/2013
2013/11/19 18:32:04
fbx export mesh become a flicker Yes i dont know what that is its not the mesh its the texture and possibly your method of mapping as it looks like its not mapped so there is no distortion. Unwrap your uvmap so its all flat and not superimpossing on itself that will make it more even but I dont know what those white lines are I dont think its mesh related though
2013/11/19 18:06:11
fbx export mesh become a flicker snoopylino wrote:
how can i put a pic in here? than i can show you what i mean urbanlamb

upload to photobucket or some other place (one without popups I wont use pop-up sites) and then paste the link in here or use the little picture tool on the top bar of the window that opens when your write your post
2013/11/19 17:57:48
FBX Character Import with Play+? yes right now you cant import them or their motions you could however rip the skeletons out of the mesh and import the mesh but then they would be boring

anyhow I think they are trying to work on ways to get skeletons to work after doing some experimentation with muvizu play+ i got a message that lead me to believe that one day this will be possible
2013/11/19 17:56:06
Change Clothes? there is no way to show a transform you will need to use stop motion for this sort of thing and try to mimic a transform

for clothing you can edit the uvtextures that go with the characters make new clothes and save the characters to your favourites and when you want them to transform you need to use seperate shots leave the character in place and go to the favourites menu and change him using that and take another shot (this will only work for characters using the same model however). If your changing character types you will need to replace the character with the new type being careful not to move his position and take some more shots.

The transforms in muvizu are done using video editing we have no morphing tools or anything
2013/11/19 17:52:00
fbx export mesh become a flicker flicker I am not sure what that means but you can use smoothing etc and avoid subdivision of subsurface if you like. This is mostly after experience you start to learn tricks. Put enough vertex on to get your desired appearance and use smoothing and smooth shading to try to do the rest and then use normal maps as well to help in the way the object looks.

Also are you triangulating your objects? this might be a cause of some problems as well. ?

since unreal is good for mid resolution and low resolution (it really depends on your pc)

200-1,500 face for a small object
15,000-35,000 for a large object

this is triangles not polygon count I am being a bit generous with allowance as really at the end of the day it depends on the pc
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