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Ratmann
Dec 9, 2006
I have made more fire and smoke. It's in full HD so here's a vimeo link as well.

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Handiklap
Aug 14, 2004

Mmmm no.
Gentlemen, we have Expenditure Approval™

E5520 Nehalem Xeon 2.26GHz (x2)
12gb Crucial PC310600
Asus Z8PE-D12 Tylersburg mobo
500gb mirrored raid
16gb Transcend SSD(SLC)

case, cdrom, psu, as5, XPpro64

I have no idea if the SSD will do us any good, but I'll be damned if a snappy boot sequence doesn't impress the suits, and for $142, it'll pay for itself in that respect.

Sigma-X
Jun 17, 2005

HOB V2.0 posted:

Hey guys.

Just got into the 3d arena not too long ago. Working primarily in Rhinoceros and Vray.

Here's a mostly finished model of the FN P90. Measured it accurate to .01mm in most places.


Click here for the full 1536x802 image.


Here's a quick model of Jailbot from the tv show Superjail that I made.


Click here for the full 1896x1052 image.


Just got into it in April and have been into it practically non stop since. Thinking of branching out, but I'm not sure what to branch out to. I like rendering a lot, but I also like model creation.

Advice on future projects would be welcomed.

Those P90 renders are way too dark. It looks like you got the curves on it right which is good because 90% of people's first gun models are blocky tracings of a side view. Do P90 bullets really come to a point like that? I thought they fired standard 9mm pistol rounds.

I agree with everyone else that you shouldn't do too many guns for your portfolio but at the same time if you're actually good at it there are positions for people who make guns...I have one :)

Also the notion that "some studios are left leaning and will think you are a gun nut" when every action game has a billion guns is kind of retarded, in my opinion. I wouldn't tell people you own guns during an interview if you do, but showing an attention to detail and knowledge of the subject is a bonus.

ApproachingInfinity
Sep 14, 2008

BigKOfJustice posted:

*- guns should be added to the sports car/ chrome robot / anime chick demo reel stereotype :)

Don't forget cube-extrude+meshsmoothed spaceships. :P

Ratmann posted:

I have made more fire and smoke. It's in full HD so here's a vimeo link as well.

That looks pretty nice. What did you make it with? (and what for?) I need to start getting into special effects, if I was tasked with doing something like this I wouldn't even know where to start.

Ratmann
Dec 9, 2006

ApproachingInfinity posted:

That looks pretty nice. What did you make it with? (and what for?) I need to start getting into special effects, if I was tasked with doing something like this I wouldn't even know where to start.

I made it using 3ds Max with fumefx plugin, and this is going to be for a mech thing walking around, I've just haven't gotten around to shading it, the original mech was shaded using MR shaders, and I'm just gonna set it up for using Vray instead.

As for pointers, I can help out with that, which software are you most comfortable at first?

Granted my ideology for effects work is every tool is good for a certain job, so I usually look at Houdini, 3ds max, XSI or Maya for effects and other things.

ApproachingInfinity
Sep 14, 2008
By now I'm most experienced in Maya (it's what we're using in school), although I did use 3dsmax a bit while I was in high school. At first I didn't really like Maya, but it's grown on me, and I actually greatly prefer its modeling workflow among others things to 3dsmax's.

It looks like FumeFX is 3dsmax-only, but I'm sure there's something similar for Maya. From a quick search it looks like Maya fluids can be used for the same kind of effects. I'll probably have a look at that stuff whenever I finish my current project (hopefully before school starts because then I won't really have much time for that at all).

HOB V2.0
Apr 4, 2003

"Select your battle figher......okay.....the count down begins......3...2...1..go"

Sigma-X posted:

Those P90 renders are way too dark. It looks like you got the curves on it right which is good because 90% of people's first gun models are blocky tracings of a side view. Do P90 bullets really come to a point like that? I thought they fired standard 9mm pistol rounds.

I agree with everyone else that you shouldn't do too many guns for your portfolio but at the same time if you're actually good at it there are positions for people who make guns...I have one :)

Also the notion that "some studios are left leaning and will think you are a gun nut" when every action game has a billion guns is kind of retarded, in my opinion. I wouldn't tell people you own guns during an interview if you do, but showing an attention to detail and knowledge of the subject is a bonus.

As for the P90, those are a custom type (now banned) of round called BAP which I think stands for ballistic armor penetrator. Usually they shoot a 5.7 x 28mm hollow point round.

As for the model, not only do I have the exterior of the gun, but I also have every single working component modeled. Eventually I'm going to try to produce cutaways and animations showing how the gun works.

Thanks for the info.

Unexpected EOF
Dec 8, 2008

I'm a Bro-ny!

ApproachingInfinity posted:

By now I'm most experienced in Maya (it's what we're using in school), although I did use 3dsmax a bit while I was in high school. At first I didn't really like Maya, but it's grown on me, and I actually greatly prefer its modeling workflow among others things to 3dsmax's.

It looks like FumeFX is 3dsmax-only, but I'm sure there's something similar for Maya. From a quick search it looks like Maya fluids can be used for the same kind of effects. I'll probably have a look at that stuff whenever I finish my current project (hopefully before school starts because then I won't really have much time for that at all).

Yeah, FumeFX basically exists to fill a hole in 3dsmax that maya had filled by... itself.

Sigma-X
Jun 17, 2005
So I decided I was going to model a 40k dreadnought. Spent about 2 hours surfing the internet/masturbating/blockout out the proportions. I'm sure I'll see poo poo I need to change on the morning (my loving dreads are at work so I need to bring one home) but here's a turntable if anyone wants to tell me how much of a loving hack I am.

https://www.ghostscape.com/proportion_test.mov
edit:
https://www.ghostscape.com/proportion_test2.mov

The legs still seem off. I need to check the underside proportions on the real model which I won't have until tomorrow.

Sigma-X fucked around with this message at 06:40 on Jul 28, 2009

Ratmann
Dec 9, 2006

Sigma-X posted:

So I decided I was going to model a 40k dreadnought. Spent about 2 hours surfing the internet/masturbating/blockout out the proportions. I'm sure I'll see poo poo I need to change on the morning (my loving dreads are at work so I need to bring one home) but here's a turntable if anyone wants to tell me how much of a loving hack I am.

https://www.ghostscape.com/proportion_test.mov
edit:
https://www.ghostscape.com/proportion_test2.mov

The legs still seem off. I need to check the underside proportions on the real model which I won't have until tomorrow.

https://www.3d-palace.com

Sigma-X
Jun 17, 2005

Ratmann posted:

https://www.3d-palace.com

Yeah I'm aware they have a dreadnought tutorial but its not like I need to learn Max and their proportions are hosed up.

Odddzy
Oct 10, 2007
Once shot a man in Reno.

Sigma-X posted:

So I decided I was going to model a 40k dreadnought. Spent about 2 hours surfing the internet/masturbating/blockout out the proportions. I'm sure I'll see poo poo I need to change on the morning (my loving dreads are at work so I need to bring one home) but here's a turntable if anyone wants to tell me how much of a loving hack I am.

https://www.ghostscape.com/proportion_test.mov
edit:
https://www.ghostscape.com/proportion_test2.mov

The legs still seem off. I need to check the underside proportions on the real model which I won't have until tomorrow.

Is that only the general layout of the beast or are you going to build on what is already on the turntable?

Oh, and do you have a poly limit?

Sigma-X
Jun 17, 2005

Odddzy posted:

Is that only the general layout of the beast or are you going to build on what is already on the turntable?

Oh, and do you have a poly limit?

It's a block model "mannequin" that I'm going to dress up as / replace with the high poly model, if that makes sense.

It's strictly a proportions guide, so that when I'm building the high poly mesh and have tunnel vision on the leg it doesn't get built out of scale with the rest. When I don't do this and don't have/have poor orthographic concepts to work off of I tend to get the proportions wrong in relation to each other.

After I build a high poly mesh I'll build a low rez mesh and unwrap/texture it to be a game rez mesh, but I'll probably be pretty lenient with the specs as this is supposed to be a fun project for me and not the exact same poo poo I do at work.

Yeah if this was the whole model it would be pretty poo poo. There are a couple of holes I haven't capped while cutting poo poo :)

I was gonna start progress on the foot last night but Zack Parson's new book came from amazon (I had forgotten I had ordered it) and it is really loving engaging, so I spent from 10:30pm-4:00am last night going cover to cover and am now loving exhausted.

olblue
Nov 9, 2003

...lets go exploring!
Fallen Rib

Sigma-X posted:

Yeah I'm aware they have a dreadnought tutorial but its not like I need to learn Max and their proportions are hosed up.

The free one or the commercial one? The free one is basically a load of boxes thrown together to show a basic modelling workflow and the other one is this one - if you want I can send you that second one to use as a reference if it would help. Been working on that Dreadnought tutorial and refining it for about 6 years now on and off :/ Its like a scratch that never goes away.

ceebee
Feb 12, 2004
Oh poo poo I forgot you were the dude behind 3d-Palace.

I want to do some ZBrush video tutorials, is there any money in it?

olblue
Nov 9, 2003

...lets go exploring!
Fallen Rib

ceebee posted:

Oh poo poo I forgot you were the dude behind 3d-Palace.

I want to do some ZBrush video tutorials, is there any money in it?

There is however I would wait until probably about September onwards - the economic recession is really not doing us tutorial authors any favours. Overall it depends what you are bringing people in terms of content and learning - my own specialism is in hard surface related skills however there are a lot of people out there looking for end to end teaching of subjects related to organic work - generally Gnomon tends to release on every point release for ZB however their material tends to be point specific so if you can show new guys how to sculpt then you might have something.

Mainly with tutorials it tends to be; 1. Release tutorial, 2. Tutorial is immediately pirated on rapidshare ,3. Drink, 4. Develop next tutorial

The money can take a while - develop a userbase, release free content for the userbase and introduce commercial content or sign up with an existing tutorial publisher. 3dbuzz sometimes advertises for people to do courses - I would hunt ZB tutorials however site finances are low this year - I have some friends working on tutorials for the site and thats about it. If you want some help though you can pm me here or on palace or jump on my site irc or whatever. Always happy to help out someone with tutorials.

olblue fucked around with this message at 21:41 on Jul 29, 2009

Sigma-X
Jun 17, 2005

olblue posted:

The free one or the commercial one? The free one is basically a load of boxes thrown together to show a basic modelling workflow and the other one is this one - if you want I can send you that second one to use as a reference if it would help. Been working on that Dreadnought tutorial and refining it for about 6 years now on and off :/ Its like a scratch that never goes away.

The free one, I haven't seen the ven dread tutorial, although I remember you posting that video in the warhammer thread a while back.

I don't know if you're offering to send me the mesh or the video, but I'm not interested in either. I don't feel the tutorial would be very helpful as I've been doing this professionally for a couple of years (GO BUY RED FACTION GUERRILLA SO I CAN BUY FOOD) and having the mesh would cut a lot of the stuff I'm trying to improve (like eyeballing proportions) if I had a copy of the mesh.

I do appreciate the offer, though.

Handiklap
Aug 14, 2004

Mmmm no.

Click here for the full 1500x800 image.


Ok so I'm still struggling with making my grass do what I want it to. I'm using Advanced Painter to spread some vrayproxies over this mound of dirt. In the end, I have to go back deleting those that get placed coming out of the concrete pad, and in this case, end up having to stand away from the borders I want them to cover, like next to the stairs, or really against any standard concrete pad/sidewalk. An easy fix would be to just throw a concrete abutment on the sides of the stairs to have something to "absorb" the errant blades, but that's really a non-option when it comes to spec'd drawings that don't call it out. Even then, I've still got these overly-thick pads to try to stem more obvious intersecting, which looks kind of awkward, much like the word, "awkward". I could go back and spread some smaller, more sparse proxies along the edges, but I was trying to avoid something so tedious, since this setup only took a minute to paint on.

On a more depressing note, I'm realizing that my trees and bushes look like complete poo poo in comparison, even using only 1 unique proxy to do the whole lawn. Man, you can never fix just one thing.

edit: However, I did go through with all the wood grain I had been fiddling with a few pages ago; I don't think there's a piece of stock in there that has a duplicate grain pattern, which is affected with a single toolbar button :smug:

Handiklap fucked around with this message at 22:10 on Jul 29, 2009

olblue
Nov 9, 2003

...lets go exploring!
Fallen Rib

Sigma-X posted:

The free one, I haven't seen the ven dread tutorial, although I remember you posting that video in the warhammer thread a while back.

I don't know if you're offering to send me the mesh or the video, but I'm not interested in either. I don't feel the tutorial would be very helpful as I've been doing this professionally for a couple of years (GO BUY RED FACTION GUERRILLA SO I CAN BUY FOOD) and having the mesh would cut a lot of the stuff I'm trying to improve (like eyeballing proportions) if I had a copy of the mesh.

I do appreciate the offer, though.

No problem - and my son was actually asking me if I would buy it :)

Unexpected EOF
Dec 8, 2008

I'm a Bro-ny!

Sigma-X posted:

It's a block model "mannequin" that I'm going to dress up as / replace with the high poly model, if that makes sense.

Oh thank god, I thought you had a stroke or something.

ceebee
Feb 12, 2004
Ahahahaha

sigma 6
Nov 27, 2004

the mirror would do well to reflect further

Handiklap: nice render!! Your right about the foliage though. Do you mind if I PM you about some xeon advice?

le capitan posted:

Thank you for posting your notes, Sigma 6

Oh there are more . . . MUCH more. Hopefully it won't take me so long to get the rest of the artists transcribed but there are pages and pages of notes. Hopefully this stuff makes sense to you. I had to go back and double check Petroc's edge loop thing because it is really weird.

Here are the finished notes on Jeff Miller + Zack Petroc + Ian Joyner
Jeff Miller (Zbrush)
http://redrepublik.cgsociety.org/gallery/665298

Start with z-spheres, retopo later if you need to
z-spheres (preview mesh "A" -> make polymesh3d when you want to convert from z-sphere to poly)
Reuses basemesh created from zspheres for many different characters, posing them differently using the transpose tool
For facial modeling he uses clay tube brush + some gravity on the brush for wrinkles
Uses claty tubes for putting in muscle -> smooth them out (clay smooth)
Use clay for filling in volume
When masking it is sometimes better to do it at lowest subD level to make it as precise as possible
Use falloff brush from zbrushcentral vs pinch brush (pinches topology = bad)
To create stylized hair use falloff + masking + flatten brush
Always step down to lowest subD level before saving! This insures better stability in file.
Subtool master has a one button click to step all the way down or up subD
The more tools you have in your zbrush tool palette the slower zbrush runs
You can separate / group you character according to UV shells (polygroup -> UVgroup split)
Don't just add detail around your entire character uniformly, add detail intelligently and in the right places
Typically spends a week on a character
Mask -> Create UVs (Makes UVmapping + Mask info)
Recommends modeling smaller scale / minor objects in package separate from zbrush
Cavity Masking stuff:
Masking -> Mask by cavity
Use cavity mask checkbox in brush menu drop down to activate cavity masking on brush stroke!
You can create a custom cavity mask in zmapper
Zmapper is only part of zbrush to utilize gpu (vs cpu + ram)
cavity maps can be good for making spec maps (simulates AO)
to make spec map: desaturate diffuse -> multiply cavity map -> add noise (dodge and burn)
Paint color with cavity mask: turn off Zadd and turn on RGB (RGB typically 1-50)
This way you can paint darker areas (dirt map) into recesses. Invert cavity mask to paint highlights. Use cavity masking checked on in brush stroke menu -> use dot spray -> use noisy alpha -> paint noisy grime across recessed detail (dirt in scales for armor)
Make scale alphas -> drag rect stroke to place scales (not projection master) -> cavity masking to paint in grime / emphasize depth
Armored hero here:
http://forums.cgsociety.org/showthread.php?f=121&t=765406&page=1&pp=15
To export painted color as file use texture menu color-> texture button
Make sure to flip texture file vertically. Zbrush will alwys flip a file vertically the wrong way by default. You can use the texture menu drop down and flip V before exporting to fix this problem.
To prevent problems when creating normal maps in max make sure to load the right export preset when in Zmapper
Suggests using xnormal because it is topology independent. One could use the decimation master plugin on a sculpt to decimate hi rez sculpt for use in xnormal. Likes generating normal maps with xnormal over zmapper overall.
Lights character in max with omni light as rimlight (?!?)
Suggests plugging in HDR file in skylight for better bounce light / gradient
Tip: use blue specularity map for skin because it complements warm skin tones well.
Use same color spec for metal (blue metal -> blue spec map)
*****
General Tips (Thanks Daniel!)
Use append rather than bridge in maya because bridge is still "broken"
there is no "connect" in maya but you can use triangulate -> quadrangulate
Maya 2009 now has LSCM unwrapping and UV color feedback (!!!)
Environment artists now start with GIANT texture sheet and then overlay model Uvs as they create the models (working macro to micro).
http://www.gionakpil.com/galleryDIGITAL.htm
Check vimeo channels for zbrush work

*****

Zack Petroc
http://www.zackpetroc.com/
every freelance artist is in business for himself and therefore is an independent studio unto themselves
story / character more important than any CG / effect
influenced by Matthew Barney
(note: Cremaster really is excellent / bizarre http://www.imdb.com/name/nm0056030/ )
influenced by Gregory Crewdson for storytelling ability
ultimately story drives EVERYTHING
Production designer in control of "visual look"
Art director has ultimate say in color / tone of shot
sets based on production design notes
Recommends paying a cheaper artist to create animatable mesh (retopo) over higher paid sculptor although this can often be the same artist
Worked at GM at car design facility (avg time to learn how to sculpt 5 years)
Stressed how good topology / animatable topology still very important to modeling.
Suggests these books:
George Bridgman's "Constructive Anatomy" and Fritz Schider's "An Atlas of Anatomy for Artists"
Rhino + cutting paths = cool sculpting pipeline
Suggested artists make assets with royalties attached whenever possible
worry less about what projects you get to work on but who you could be working with
Freelance = starting your own studio (same thing)
Use zbrush to explore / prototype easily with z spheres -> final digital maquette -> (retopo if necessary)
Alternatively box model in 3d package of choice and import into zbrush for starting point
Suggests learning anatomy through knowing insertion points and muscle groups
Use lazy mouse plus pinch brush (low intensity) to add detail / define edges. Note: ctrl + 1 will repeat stroke. Also note neither previous zbrush artist advocated pinch but rather the custom falloff brushes found on zbrush central.com
Use geometry -> crease to define open edgeloop edge before sudD
Create open edgeloop (separate geomety in zbrush!! / cut mesh along edge loop) like this: shift + F (turn on wireframe) -> perspective off -> lasso select on -> step to low subD -> lasso mask part of object along edge loop -> masking menu / hide PT -> geometry menu / edge loop (this separates visible into polygroup. Use ctrl + shift to toggle between polygroups. ctrl + shift + lmb on edge to hide edge ring (!!!) from here you can delete hidden or crease along hidden edge loop.

*****
Ian Joyner (Blur Studio / Iron Man)
http://kingmob.cgsociety.org/gallery/
designs in zbrush and photoshop
re-initializing zbrush will clear ztools. More ztools = zbrush runs slower
Make / utilize library of basemeshes for general shape
human basemesh should have fingers and extruded earsockets and eyesockets
when importing obj into zbrush make sure to have a primitive like the star or zsphere tool selected (otherwise point count won't match)
zbrush 4 will correct issues with the perspective view
use custom "muscle pinch" brush
clay used over standard brush most of time
morph brush good for painting back to stored morph target to try out different ideas
instead of always changing brush size just "zoom camera" (scale)
set perspective view to 120 for real world perspective
saves out layers as objs often
Makes a basic character in a day
Uses dot stroke at lower levels and freehand stoke at upper levels
post online often to get more freelance work
When using transpose rotate, alt LMB on dots to rotate around that dote
When using move brush hold down alt to insure move is along surfaces normal
Use clay brush to fill in between subtools
Recommends using polygroups because you can sculpt easily across polygroups vs subtools
When reprojecting new topo it is recommended you copy the original tool by using tool -> clone
This way a copy of original is kept. You can always clear out all unused custom ztools by re-initializing zbrush.

*****

Josh Robinson (Asylum Studios / Terminator 4)

Houdini used for rigging Terminator
Stressed one does not need to know how to draw in order to model in 3d
Highend hard surface modeling often means "kit bashing" older (high detail) models one massive high detail model
Terminator 4 pickup ship was a mashup of older ILM parts (?!?)
Swears by clay brush over standard brush.
Uses mask with flatten brush to create hard edges
Creates hard edge mask and then flatten -> inverts mask and then flattens again on other side
Alternatively you can make an alpha and/or mask and use geometry menu -> deform -> inflate


I think that was just about it for Friday.

sigma 6 fucked around with this message at 02:55 on Jul 30, 2009

SGT. Squeaks
Jun 18, 2003

Two men enter, one man leaves. That is the way of the hobotorium!
Thanks for the notes! Interesting stuff.


Here is the Plate image for a new Matte painting I'm working on. This is the render straight out of XSI. From here on out It's all photoshop.

Big K of Justice
Nov 27, 2005

Anyone seen my ball joints?

sigma 6 posted:


Zack Petroc

Recommends paying a cheaper artist to create animatable mesh (retopo) over higher paid sculptor although this can often be the same artist


Sigh. I was going to use stronger language but I'll refrain.

This is the biggest complaint I've heard from other departments in regards to displacement modelers. Guys who want to knock out super dense models but don't want to spend the half a day to a day required to clean up and make a clean topology of their work after the fact.

That's like a rigger who just wants to set up a skeleton and then leave the deformation setup to another guy.

Unless you're a big shot hired for concept art, someone say like Arron Sims, you're going to be able to make your models useful if you want to keep your job and not piss off all the guys behind you on the pipeline.

The cheaper/junior artist is going to be more expensive to hire than just paying the pro a half day to days labor to do it himself.

If you don't clean up the topology after the fact your awesome zbrush model is going to move like a man in a rubber suit.

Some of these zbrush guys wonder why they aren't full time hires at a major studio.

Ratmann
Dec 9, 2006

BigKOfJustice posted:

Lazy modelers can eat a dick.

This 1000x over.

Also having to rebuild a model for rigging because it didn't have the right loops for deformation is another pain.

So remember kids, if you wanna be a modeler and have people like you, please, know about good topology and correct loop flow.

Ratmann fucked around with this message at 21:44 on Jul 30, 2009

ceebee
Feb 12, 2004
If it's a large enough studio I can see why they'd want to skip the process and hand it off to somebody who knows more about it. Retopology is really simple in itself, but the methodology behind it is complicated as poo poo. Sculpters only really have to worry about keeping the polygons square/equal throughout the model. But somebody who is more experienced with dealing with deformation will know topology like the back of their hand.

If it was a smaller studio or somebody is freelance there is no reason for a modeler to not retopo though. So yeah Zack can suck a dong.

You guys forget a lot of sculptors aren't coming from max/maya heavy workflows. Some of them are coming from being concept artists and forced to learn displacement sculpture because it's a quick way to come up with concepts.

Big K of Justice
Nov 27, 2005

Anyone seen my ball joints?

ceebee posted:

You guys forget a lot of sculptors aren't coming from max/maya heavy workflows. Some of them are coming from being concept artists and forced to learn displacement sculpture because it's a quick way to come up with concepts.

They'll get eaten alive by guys who can do both. I work with guys who do amazing sculptures and can redo topology.

I mean, that's the old animator argument that most of the best animators come from a 2d background and never had to work on a computer. There's a transition period where you can get away with doing things a certain way [passing it off] but then if you don't adapt, your job gets replaced by someone who can do both.

There's going to be exceptions to the rule of course, but some of these guys don't have a ton of production experience under their belt and they're not at the point where their vision is at a level where a client will just hire them for a look.

That's like guys going to school to become "concept artists". That's a position you reach after you work in the trenches for a bit.

Big K of Justice fucked around with this message at 04:24 on Jul 31, 2009

sigma 6
Nov 27, 2004

the mirror would do well to reflect further

Geez guys. No need to get so uppity. I don't think anyone disagrees that a skilled modeler should be able to do both.

A couple of lines after that:
"Stressed how good topology / animatable topology still very important to modeling."

He even jokes that he gets his assistants to retopo when he can on his first Gnomon DVD. A lot of people find retopologizing tedious compared to the actual sculpting but obviously one should really know how to do both well.

Zack's first Gnomon DVD was the first time I had seen someone use the workflow of retopologizing a sculpt and that was quite a few years ago. He recognizes the importance of good topology but also recognizes how tedious it can be too. So? Do you guys really need to stoop to name calling?

Notice how much information Zack gave during his time vs Josh Robinson. His presentation consisted of him showing off ILM models he didn't make, talking about inside jokes and various production notes relating to the breakdowns. I think he modeled for all of five minutes out of over an hour and a half and said almost nothing about methodology.

Should I still post the next day's notes?

BigKOfJustice: I had an animation teacher who worked on South Park: bigger, longer, uncut. He didn't know any 3d software at all and he used the same excuse you mentioned about transitioning from 2d to 3d animation. Utter bullshit. I was pissed off he waited until the last week to "teach" maya and I realized he knew nothing the whole time and was trying to cover his rear end.

SGT. Squeaks: Can't wait to see screenshots of your progression!

sigma 6 fucked around with this message at 08:30 on Jul 31, 2009

le capitan
Dec 29, 2006
When the boat goes down, I'll be driving

sigma 6 posted:

Should I still post the next day's notes?

please! Awesome so far. Thanks so much for doing this too.

ceebee
Feb 12, 2004
Yeah the notes are appreciated. I hate interviews and QAs from producers usually because they don't explain anything other than pipeline bullshit. And even then it's vague.

SGT. Squeaks
Jun 18, 2003

Two men enter, one man leaves. That is the way of the hobotorium!
Please do post them. I find them very interesting.

cubicle gangster
Jun 26, 2005

magda, make the tea
Alex roman is such a dick.

http://www.vimeo.com/4765632


Look at this poo poo!
:(
(every last bit is cg)

cubicle gangster fucked around with this message at 10:53 on Aug 1, 2009

Hinchu
Mar 4, 2004

Please keep a watchful eye out for hinchus. They are very slow and dumb, and make for easy roadkill.
That's some wicked DOF. I wish I knew how to do DOF cheaply and easily so that it looks good. I loved on Wall-E how it looked like it was shot with just a normal lens on a camera.

TouchToneDialing
Jul 21, 2006

cubicle gangster posted:

Alex roman is such a dick.

http://www.vimeo.com/4765632


Look at this poo poo!
:(
(every last bit is cg)

I get so depressed when I see just about anything he does. The short film on their is also very well done.

Synthbuttrange
May 6, 2007

I got a bit depressed because this guy did this with no 3D software at all

Hinchu
Mar 4, 2004

Please keep a watchful eye out for hinchus. They are very slow and dumb, and make for easy roadkill.
It's kind of fun being able to play around with the design and layout of your own kitchen from the computer.

Currently:



Design Idea:



The problem is that the wife doesn't want to replace the original granite countertops by the sink that IMHO look like crap.

DefMech
Sep 16, 2002
https://www.youtube.com/watch?v=VxhejQsrbfs

I was browsing around and ran across this series of shorts from 2nd year Gobelins students. 2nd year!! I think these were intros or interstitials or something for an animation festival. I really love what they do with the exaggeration of proportion and line, how much limbs stretch and whip around as a character runs. It's something I've seen in a lot of work from that school, both 2D and 3D. Of course, it's French, so it has fantastic color and art direction, naturally.

Heintje
Nov 10, 2004

I sing a song for you
So whos at SIGGRAPH this year? I'm in New Orleans now and nursing a mean hangover, this place is crazy. The jazz bars are great :)

BonoMan
Feb 20, 2002

Jade Ear Joe

SynthOrange posted:

I got a bit depressed because this guy did this with no 3D software at all

Well I'm fairly sure he used 3D layers in AE soooooo.

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Alan Smithee
Jan 4, 2005


A man becomes preeminent, he's expected to have enthusiasms.

Enthusiasms, enthusiasms...

BonoMan posted:

Well I'm fairly sure he used 3D layers in AE soooooo.

2.5 out of 3 aint bad

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