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You should have a look at the pyro tools talk- specifically the shader talk by Mario here: http://www.sidefx.com/index.php?option=com_content&task=view&id=1496&Itemid=305 He talks a bit about his observations of gaseous things, and how they absorb, emit or scatter light. You can get this going in the pyro shader if you name your field/s appropriately (Use a name SOP). And then you can tinker with the pointcloud lighting features the shader has for your internal scattering.
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# ? Jul 17, 2009 20:29 |
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# ? May 14, 2024 05:14 |
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sinc posted:Thanks for the comments. Yeah, the scale and context aren't very obvious at this point, because there's no attempt to model the surroundings yet. Also I'm planning to make it spread and skew at the top and to add a ton of secondary smoke floating around. So far I just kind of wanted to see if the approach of rendering the main plume as a solid has any potential. A good setup to use actually would be get the shape you want from a lower rez volume, and then use an uprez setup in dops to unrez the volume, that and you can use a displacement shader with the volume shader and that'll give it more detail. Oh and Heintje, I forgot to sign up for the class thing on Monday, but let me know if you guys want to make a bar night, I know a ton of bars all around that area that are great to hang out, have a drink and do some chatting.
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# ? Jul 17, 2009 21:38 |
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Sweet, well I fly in on Fri the 24th if you guys want to catch up that night. I'm probably going to be out of town hitting beaches Sat/Sun and then back until Wed night. Must maximize beach time. It loving sucks living away from one
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# ? Jul 17, 2009 21:57 |
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Ratmann posted:A good setup to use actually would be get the shape you want from a lower rez volume, and then use an uprez setup in dops to unrez the volume, that and you can use a displacement shader with the volume shader and that'll give it more detail. Oh, I hadn't even thought you could use displacements with volume shaders, but really, why not. Should be worth examining. Though still, I hope I'm not getting annoying here because obviously you guys don't seem to think this is a very fruitful approach... Here's a quick test, I comped my own smoke next to the one in my reference photo. Does it look different in actual context? It's not a perfect match of course, but at least to my eye it doesn't look too bad. Which sort of suggests that this could be made to work, at least with reasonable viewing distances. And for comparison, the original:
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# ? Jul 17, 2009 22:25 |
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I think one of the major differences is the lack of evidence of motion, ie how the dust puffs 'pull' the gases up and leave streaked columns underneath the heads. I like watching this video. It's hypnotic. http://www.youtube.com/watch?v=yFAf_SRRKUg
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# ? Jul 18, 2009 00:17 |
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DefMech posted:Archviz is a weird field. It's one of those things where you can make a really good living working out of your house alone or if you work at a top tier shop like Mr. Gangster. It's hard to survive in the middle. Right now is a bad time to get into the field, IMO. Before my company shut down back in May, we were having a hell of a time convincing architects and developers that an extra few thousand for renderings or animations was worth the expense. It seems odd that just a few grand on top of the total cost of a project would be such a dealbreaker, but that's the industry right now, I guess. Considering I got laid off from my job of doing (among other things) Archviz, and I've been out for months still with no job, yeah, don't go into that field right now.
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# ? Jul 18, 2009 17:08 |
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I just started getting into 3D again and found a great website for free XSI tutorials: Letterbox Animation Studios (click on the "O" button at the bottom for their online video tutorials) Maybe something for the OP
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# ? Jul 18, 2009 21:16 |
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Does anyone want me to post notes from CGcon?
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# ? Jul 19, 2009 00:21 |
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sigma 6 posted:Does anyone want me to post notes from CGcon? YES, please.
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# ? Jul 19, 2009 01:15 |
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The Merkinman posted:Considering I got laid off from my job of doing (among other things) Archviz, and I've been out for months still with no job, yeah, don't go into that field right now. yes but at the same time this: Click here for the full 640x480 image. is part of your portfolio so I don't think a poor job market is the only thing holding you back. It looks like you've been working on it since you last linked it, though. You really ought to trim the old piles of poo poo (sorry, but Computress there does not belong in anyone's portfolio, ever, for any reason) you have in there and really polish the new pieces.
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# ? Jul 19, 2009 08:08 |
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le capitan posted:YES, please. I will post them the day after tomorrow. Tomorrow is the last day of CGCon and I have Dr. Sketchy's after that.
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# ? Jul 19, 2009 09:18 |
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Progress on my Satan character I'm not sold on the right hand, The thumb is screwy at the moment. Some muscles are pretty wacky but I'm going over it and sorting things out. *edit* Apologies for filling the thread with dicks. EoinCannon fucked around with this message at 14:53 on Jul 19, 2009 |
# ? Jul 19, 2009 14:47 |
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The right hand would probably more convincing cupping the bottom of the elbow. Also the dick is a bit wierd. The shaft seems to be going up towards the bellybutton when it should bend into the body.
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# ? Jul 19, 2009 14:53 |
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SynthOrange posted:The right hand would probably more convincing cupping the bottom of the elbow. Agreed on both counts I will change it and see how it looks
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# ? Jul 19, 2009 15:01 |
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Sigma-X posted:It looks like you've been working on it since you last linked it, though. You really ought to trim the old piles of poo poo (sorry, but Computress there does not belong in anyone's portfolio, ever, for any reason) you have in there and really polish the new pieces. Well I can't even find ArchViz job openings that don't involve a degree in architecture in the first place. Fair enough, about the older pieces though, removed.
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# ? Jul 19, 2009 16:23 |
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Does anyone know of any good references for non-human eyes on a CG character? I'm going to try and figure out something different to do on some of my characters. Everything I really see has that bright white glassy eye look to it.
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# ? Jul 19, 2009 17:05 |
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The Merkinman posted:Well I can't even find ArchViz job openings that don't involve a degree in architecture in the first place. If you're good enough they will make exceptions - just keep at it.
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# ? Jul 19, 2009 17:48 |
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Trying to get the penis to non-penis image ratio down lower on this page. I redid the topology on the face a bit. I'm updating an old model and the topo was hideous on the old one. I took some shortcuts. It's still not perfect, but it's better. Crits welcome, this is still a work in progress but I figured I'd see if anyone can see anything weird about it now. I got rid of the white eyeballs, and just went back to the more neutral look, and I shrunk them down quite a bit. I've still got some more to do on it.
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# ? Jul 19, 2009 21:19 |
I like it but I think ceebee is still right. The eyes look too human. The nuts for eyes idea he had seems like a good one to me.
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# ? Jul 19, 2009 21:21 |
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Hinchu posted:Trying to get the penis to non-penis image ratio down lower on this page. The Industrial Designer side of me is looking at this and wondering about construction methods. What are the beads for? Ornamentation? Not useful / practical / likely to be in existence on such a model. Having a quick look online suggests looking at a site such as http://www.tinmantintoys.com/ might be a useful place to get some reference. Of course this is based upon the assumption that this is the look you're going for.
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# ? Jul 20, 2009 01:09 |
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Aargh posted:The Industrial Designer side of me is looking at this and wondering about construction methods. What are the beads for? Ornamentation? Not useful / practical / likely to be in existence on such a model. Having a quick look online suggests looking at a site such as http://www.tinmantintoys.com/ might be a useful place to get some reference. Of course this is based upon the assumption that this is the look you're going for. I'm not going for the look of the Tin toys. As for the bead, it is a bit of ornamentation along the seams of where the various pieces would meet together, to help ease the transition. My idea is that everything would be put together with rivets. I'm not really done with the riveting as of yet, because it's hard to keep it attached to the geometry as I tweak stuff. This is what I had in mind for construction type. Just a GIS image, not sure who the bloke is: Trying out the bolt eyes, any better?
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# ? Jul 20, 2009 04:30 |
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I think the fact that it's got round eyeballs that fill out its sockets perfectly is what's making it look human to me. I do like the nut irises though. I got a new project, as I'm sure you're all thrilled to hear, and I'm working on the composition and lighting. Here are some screens: That thing on the door is painted on (poorly) just to show where that light will be coming from. And here is a video: http://www.vimeo.com/5672811 How am I doing so far?
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# ? Jul 20, 2009 04:42 |
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Hinchu posted:I'm not going for the look of the Tin toys. As for the bead, it is a bit of ornamentation along the seams of where the various pieces would meet together, to help ease the transition. My idea is that everything would be put together with rivets. I'm not really done with the riveting as of yet, because it's hard to keep it attached to the geometry as I tweak stuff. It doesn't look like rivet/weld construction, it looks like you're gluing tubes and dots to your model. Get some better photo ref that is closer up to a weld. Here is an article on welding with some good photos: http://www.mig-welding.co.uk/gasless-mig.htm And then here is wikipedia on rivets: http://en.wikipedia.org/wiki/Rivet and here is a link to some rivets: http://www.rta.nsw.gov.au/environment/images/heritage/4301052b9.jpg Right now your rivets are not round enough, it looks like you flattened a sphere. You might want to look into a different kind of rivet, too. The welding is just floating on top and not at all mated to the metal - you might consider taking this into zbrush and sculpting the welds, I don't think you're going to quickly model some good welds without a sculpting app.
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# ? Jul 20, 2009 06:12 |
Who is up for a little competition. Well competition isn't really the right word as its more an incentive to do work over finding a winner; but we could do like a low, medium and holy poly challenge, maybe an environment or building, character, vehicle etc. Low would be super low like 500 tris maximum and a combined texture space of 128 or 256. Medium would be game spec I guess normal maps allowed; high would be whatever your pc can handle! Anyone interested? I was thinking first off we could make a 'military vehicle', be it a space plane, a steampunk laser gyrocopter or a WW2 sherman tank. What do you think? edit: and we could make the render/beauty shot look like the cover of an Airfix box! brian encino man fucked around with this message at 18:38 on Jul 20, 2009 |
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# ? Jul 20, 2009 18:19 |
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Sounds like a good idea.. i'm in. I will also win gloriously.
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# ? Jul 20, 2009 20:26 |
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I'd be down if the subject allows me to learn zBrush since my bitch rear end needs to learn it. I do too many spaceships and lasers and mechanical sci-fi geegaws at work so something with some organic shapes would be neat.
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# ? Jul 20, 2009 21:10 |
How long do you think each challenge should last. 2 weeks? 4? Sigma think of this as community college art. If you can interpret the theme in a way you want then do!
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# ? Jul 20, 2009 21:15 |
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I would like to try a little hard surface modeling in zbrush, and it will be an excuse to make a new piece. Count me in. EDIT: I saw enough CG dong in Watchmen to last a lifetime. Seriously though, EoinCannon, that is looking really good. I plan on transcribing those CG con notes today, so you guys should see them up soon. Hinchu: You may want to consider subtle impact point / dimple around the rivets. Either that or paint in some occlusion or grime around them, depending on age etc. sigma 6 fucked around with this message at 22:01 on Jul 20, 2009 |
# ? Jul 20, 2009 21:55 |
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I don't know if I would have time to do the challenge but I'll throw my name in anyway. I need to do more hard surface stuff. Also I've never really tried to do low poly at all so I need to learn workflows for that.
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# ? Jul 21, 2009 02:13 |
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brian encino man posted:How long do you think each challenge should last. 2 weeks? 4? I am no way in competing shape but I would love to help you come up themes for the contests seeing.
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# ? Jul 21, 2009 05:56 |
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I have to design a semi-large crowd of people (see: 20-30, about half that being in enough detail to see clearly) and I was wondering if there was a cheap and easy way to have a semi distinct crowd. Time is a serious factor here.
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# ? Jul 21, 2009 06:37 |
I'll give the challenge a shot. I'm more of an organics type of guy but it can't hurt to try :P
ceebee fucked around with this message at 06:55 on Jul 21, 2009 |
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# ? Jul 21, 2009 06:47 |
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Unexpected EOF posted:I have to design a semi-large crowd of people (see: 20-30, about half that being in enough detail to see clearly) and I was wondering if there was a cheap and easy way to have a semi distinct crowd. Time is a serious factor here. I was perusing some tutorials today, and saw one that said how to do crowds. I wasn't looking to make one, but apparently you are, so here's the tutorial. http://www.3dm3.com/tutorials/maya/crowd/ I have no idea how well it works since I really only just saw it today, but it seems simple and quick enough. If it works, it works. If not, well I tried.
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# ? Jul 21, 2009 07:03 |
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Andrew Jones http://www.androidjones.com/ Art as a journey Warns there are too many aspiring concept artists but not enough job positions to go around In order to succeed as an artist you must first find a need / niche Helped found conceptart.org Warned of falling into one of the 4 major archetypes (child, victim, saboteur, prostitute) Advocates painting outdoors (celestial events / sunset / sunrise) No reward without some risk "Phaedroid" performance Daniel Williams (Zbrush) http://www.pointpusher.com/ (toolbar for maya available for download) modeling head: subtool master will allow mirroring of subtools use flatten with low intensity to flatten parts like foreheads / temples Uses falloff brushes from zbrushcentral vs the pinch brush Always work low to high use move at low levels to change primary form and pose check profile / shape of nose always be checking in multiple angles as well as ortho check 3/4 view as well as front and top for general shape of head To retopo in maya: import sculpt -> make live -> create poly (make strips) -> triangulate -> quadrangulate -> add edge loops and tweak verts where necessary new verts will snap to live mesh check normals on strips of polys occasionally build an animation ready mesh strip by strip / patch modeling Merge strips / patches For making posed head / posed blendshapes use maya's non linear deformers and clusters after using deformers re export back to zbrush for further sculpting note: zGo or zbrush 4 should make import and export of blendshapes / morph targets easier Paint / smooth cluster weights for fine control It's okay to model with deformers in maya (pt count should not change for import/export however) Ask questions about your character through every step of the process Section character into subtools or polygroups or both Each subtool isolated can use up to 100% of cpus resources Sectioning character into polygroups can be better than subtools because one can sculpt across polygroups a lot easier Xnormal is better than Zmapper because it is topology independent How do you know when to move forward from base mesh in max/maya and just sculpt in zbrush vs starting with bad topo, sculpting, and then just making a new game mesh over the sculpt (retopo)?? - If you already know the specs of the character beforehand then start with a base mesh in max or maya - If you don't know really know where you are going and plan on exploring more at the beginning stages in 3d, then start sculpting the form in zbrush and just retopo later. 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. 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 sigma 6 fucked around with this message at 09:24 on Jul 21, 2009 |
# ? Jul 21, 2009 08:58 |
Ok how about this for the first challenge: You have 4 weeks to make something on the theme of 'military machine'. This can be futuristic, alien, eco-warrior; it just needs to be ready for some kind of combat. Let's go for the middle ground right now so game spec, 10k triangles max, normal maps allowed, a combined texture resolution of 2048 and alpha, lighting maps etc. It would be great if you posted some rough sketches and maybe a concept piece but remember this isn't CGsociety so we can all provide nice constructive crit and help each other along the way. How about that? brian encino man fucked around with this message at 09:46 on Jul 21, 2009 |
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# ? Jul 21, 2009 09:04 |
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Is andrew jones that guy who wears his tablet with a guitar strap and is pretentious as gently caress? haha. I'm out of the challenge. I'm not really into the idea of working on military machines. If round 2 is a building or hard object then i'm in.
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# ? Jul 21, 2009 10:04 |
cubicle gangster posted:Is andrew jones that guy who wears his tablet with a guitar strap and is pretentious as gently caress? haha. Yeah we can mix it up a lot but sometimes its good to work outside of your comfort zone! I haven't really made any vehicles before so it will be a challenge. Edit: You know guys it seems to be me pushing through the theme. Shall we actually all have a vote on what what we should be making first. What would you guys prefer to do? brian encino man fucked around with this message at 15:38 on Jul 21, 2009 |
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# ? Jul 21, 2009 10:49 |
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I'm okay with a vehicle since I really don't have any on my reel. I will pick up with the rest of Jeff Miller once I get off of work. Actually, I have met Andrew twice now and he never seemed pretentious to me. His lecture was pretty inspirational and I like that he pushes the boundaries with what can be done with concept art / performance art. sigma 6 fucked around with this message at 18:20 on Jul 21, 2009 |
# ? Jul 21, 2009 17:43 |
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I'm all for a vehicle. I'll probably do something like this: With a bunch of cloth so I can practice my sculpting, unless someone has a better idea for a military vehicle with cloth. I really don't care what we do so long as I can shoehorn in learning zBrush since I need to do that. cubicle I'm not sure what you mean by "hard object" - if you mean difficult, there are certainly difficult military machines out there. And most of them are not soft-surface models
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# ? Jul 21, 2009 17:56 |
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# ? May 14, 2024 05:14 |
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Unexpected EOF posted:I have to design a semi-large crowd of people (see: 20-30, about half that being in enough detail to see clearly) and I was wondering if there was a cheap and easy way to have a semi distinct crowd. Time is a serious factor here. How much control do you need? How far are they from the camera? What kind of motion do they need to be doing? How fast? How much monies?
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# ? Jul 21, 2009 17:59 |