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Synthbuttrange
May 6, 2007

Yeah, I'm a bit surprised at the two week thing. Most of the art tests do include a guideline for how long this task should take. The 3d example I posted earlier was a few days to a week, the 2d one took a few hours.

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Hinchu
Mar 4, 2004

Please keep a watchful eye out for hinchus. They are very slow and dumb, and make for easy roadkill.
SGT Squeeks, do you have an established resume? Or are you new to the field? I think I could understand it just a little bit if they get a good reel from an unestablished resume that they might be a bit wary.

I dunno, still loving annoying. I'm still annoyed about doing my first ad for this job without getting paid for it as a "test".

SGT. Squeaks
Jun 18, 2003

Two men enter, one man leaves. That is the way of the hobotorium!
I was a bit surprised too. The longest one up to this point was a one week test. But this one said in the guidelines that it should take me about 80 hours. And if I finish it sooner then I probably didn't do my hardest. In a way it's kind of funny.

I don't know. I hope my resume is pretty good. I've been with Disney Interactive for five years now. Before that I worked as a modeler on a Television show.

The problem is that the industry is Saturated right now. I'm still waiting to hear back from most of the companies I applied, but I've heard back from a couple and both of them said that I lost the job to someone with twice my experience. And I've been doing 3d for 7 years. A couple of years ago it wasn't so tough unless you were just out of college, but most of the local studios have closed up in the last year so I've been applying out of state. And I don't have a whole lot of contacts out of state.

SGT. Squeaks fucked around with this message at 04:01 on Sep 14, 2009

Hinchu
Mar 4, 2004

Please keep a watchful eye out for hinchus. They are very slow and dumb, and make for easy roadkill.
Yeah I wouldn't have 80 hours to spend on something like that. Sheesh. Now I really hope that they won't just take that work and use it once you are done without paying for it.

Good luck though, I hope you get the job! It sucks you have to do that.

SGT. Squeaks
Jun 18, 2003

Two men enter, one man leaves. That is the way of the hobotorium!
Yeah, the though has crossed my mind. In fact, when I first started applying and was told to do an art test I though they were just trying to get free work, I never heard of an art test before then. But once they sent me the test it was all good. That particular art test required me to recreate a set from one of their games, and I already played the game so it wasn't a big deal. The hard part was making it original and not doing an exact copy.

I hope I get the job too. But the fact I've been getting art test and interviews at all must be a good sign. It's the waiting to hear back that's killing me.

Synthbuttrange
May 6, 2007

Yeah the art tests are definitely a step forward, a sign that they're interested, but also that they've got other equally interesting candidates. A mixed bag.

ZBrush 3.5 is stupid. Stupidly awesome!


Throwing poo poo like this together in no time at all is driving me crazy.

edit: Ooooh gently caress, if you append a Zsphere to a mesh as a subtool you can do ZS sculpts on top of your existing mesh!

Synthbuttrange fucked around with this message at 08:35 on Sep 14, 2009

brian encino man
Nov 19, 2008

SGT. Squeaks posted:



The problem is that the industry is Saturated right now. I'm still waiting to hear back from most of the companies I applied, but I've heard back from a couple and both of them said that I lost the job to someone with twice my experience. And I've been doing 3d for 7 years. A couple of years ago it wasn't so tough unless you were just out of college, but most of the local studios have closed up in the last year so I've been applying out of state. And I don't have a whole lot of contacts out of state.

So are you still at one place when you applied to others back in June/July? I'm tempted to start looking In the new year and wasn't really aware the market is so saturated :(

tuna
Jul 17, 2003

Softimage 2010 is available for download now, for those of you who haven't been using it in beta recently :D

If you ever worked with heavy scenes or referenced models, this release will make your life easier. Also you get to try out Face Robot and realise that it's poo poo and makes your life harder.

-A n i m 8-
Feb 5, 2009

EoinCannon posted:

A lot of the issues you're having with modeling that shape are to more with your observation of the reference than the technical aspects. Whe using meshsmooth, remember that you'll need edges close together to get proper creases and wrinkles. If your object is looking too square then think about adding edgeloops to get more gemoetry to play with. You also might want to try only using four sided polygons, you can smooth out the bottom of the foot more this way.


A snippet of my charatcer. I havent had much time to keep working on this character, which is why it's been so long since the last update. Pretty much the same setup as the last one, except I'm using lots of mrprim hair this time. Everything is pretty darn WIP at the moment.


Looks nice man. Is that Cohen?

Ratmann
Dec 9, 2006

-A n i m 8- posted:

Looks nice man. Is that Cohen?

Cohen The Barbarian

EoinCannon
Aug 29, 2008

Grimey Drawer
Thanks Anim8, yeah I'm a fair Discworld nerd and seeing as I read the books a bit it tends to just leak into my brain. When I want to make a model I don't have to look too far for inspiration. I didn't want to do a big muscle man and I'd jsut finished reading The Last Hero, which is full of cool art.

A general question. I would like to get a job somewhere in the 3D world doing modeling, at any level. I haven't actually applied for anything yet. A lot of you guys are pretty experienced in games, film, tv and such. Any tips? Do I have a chance? I'm in my first industry job at a poo poo studio and I don't have a good perspective of where I should be.

Synthbuttrange
May 6, 2007

Pfft, have you any chance, are you mad? MAD? You've got great skills and talent from what you've displayed here already. Set up a decent portfolio site and you should be ready to go.

Ratmann
Dec 9, 2006

EoinCannon posted:

Thanks Anim8, yeah I'm a fair Discworld nerd and seeing as I read the books a bit it tends to just leak into my brain. When I want to make a model I don't have to look too far for inspiration. I didn't want to do a big muscle man and I'd jsut finished reading The Last Hero, which is full of cool art.

A general question. I would like to get a job somewhere in the 3D world doing modeling, at any level. I haven't actually applied for anything yet. A lot of you guys are pretty experienced in games, film, tv and such. Any tips? Do I have a chance? I'm in my first industry job at a poo poo studio and I don't have a good perspective of where I should be.

In my opinion, it's good to be able to model and texture well and all, but I'd recommend being able to bring more to the table, be it lighting, or being able to rig your models well.

I'm of the opinion of the more you're able to do, the more valuable you are, and the more you'll have to give to a production environment.

Granted, my way of thinking and opinion is very production oriented, specifically commercial VFX, where you have to be able to do multiple things, or everything!

SGT. Squeaks
Jun 18, 2003

Two men enter, one man leaves. That is the way of the hobotorium!

brian encino man posted:

So are you still at one place when you applied to others back in June/July? I'm tempted to start looking In the new year and wasn't really aware the market is so saturated :(


Nope. I took most of this year off. I was super burned out and needed a break. I decided in June to go back into the games industry. But after doing these art test I don't know how companies expect you to get them done while working at the same time.


EoinCannon posted:

A general question. I would like to get a job somewhere in the 3D world doing modeling, at any level. I haven't actually applied for anything yet. A lot of you guys are pretty experienced in games, film, tv and such. Any tips? Do I have a chance? I'm in my first industry job at a poo poo studio and I don't have a good perspective of where I should be.

I think you have a good chance at being a character artist for games. Your characters are great!

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

Ratmann posted:

Granted, my way of thinking and opinion is very production oriented, specifically commercial VFX, where you have to be able to do multiple things, or everything!

Not in big game companies.

You're an artist with one job and you can generally forget the rest.

EoinCannon
Aug 29, 2008

Grimey Drawer
Thanks for the info guys

Makes me feel a bit better about my upcoming job hunt

SGT. Squeaks
Jun 18, 2003

Two men enter, one man leaves. That is the way of the hobotorium!
Are you looking to get into games or film?

mashed
Jul 27, 2004

Odddzy posted:

Not in big game companies.

You're an artist with one job and you can generally forget the rest.

Pretty much the same in film VFX, at least at medium to large studios.

Alan Smithee
Jan 4, 2005


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

Enthusiasms, enthusiasms...

mobby_6kl posted:

:frog:

Hey, do you have offline contact info? I wanted to ask you something about your matchmove from the other thread

EoinCannon
Aug 29, 2008

Grimey Drawer

SGT. Squeaks posted:

Are you looking to get into games or film?

My dream job would involve high poly stuff. Film, TV, cinematics etc, but at the moment I would more than happy to get any kind of job that involves character modeling so I can get experience in a production environment. At the moment I do everyting from modeling and texturing, through to animation, lighting and compositing. I'm glad that I now have a wide skill base but it's time to specialise.

Big K of Justice
Nov 27, 2005

Anyone seen my ball joints?

EoinCannon posted:

My dream job would involve high poly stuff. Film, TV, cinematics etc, but at the moment I would more than happy to get any kind of job that involves character modeling so I can get experience in a production environment. At the moment I do everyting from modeling and texturing, through to animation, lighting and compositing. I'm glad that I now have a wide skill base but it's time to specialise.

Go film, TV's usually too low budget or time constrained.

I'd do up a few animal models and a few more character studies and apply for a few jobs in California or London, UK and get into one of the big VFX houses.

As for games cinematic, that's easier to go from VFX/film/animated features => games cinematic than the other way around. Then again if your work is really good, jumping industries isn't that difficult.

Often times, some game cinematic get sent to VFX houses for work from time to time.

Applebee123
Oct 9, 2007

That's 10$ for the spinefund.
In a few years we will (hopefully) have real time ray-traced games and in game graphics will all be high poly all the time.

Ratmann
Dec 9, 2006

Applebee123 posted:

In a few years we will (hopefully) have real time ray-traced games and in game graphics will all be high poly all the time.

And yet, they'll still suck, 2d/2.5D Isometric Games > any modern 3d game :colbert:

Edit: We're starting to have very capable raytracing rendering engines for VFX, Vray is getting some good updates, and then there's Arnold, but unfortunately that's still not out for the public yet, but once they start selling it, you'll see what raytracing should be all about, unlike MentalRay :barf:

Ratmann fucked around with this message at 19:09 on Sep 16, 2009

Goreld
May 8, 2002

"Identity Crisis" MurdererWild Guess Bizarro #1Bizarro"Me am first one I suspect!"
Raytracing is the new (old) overhyped buzzword nowadays.

Being able to raytrace games will correct some problems, and introduce others. It's not going to revolutionize anything apart from letting you do a few neat tricks.

Just look at the movie effects industry to see this - films are still done as a hybrid of rasterizing and raytracing. There are many cases where it's a hell of a lot easier to leverage your computing power towards brute forcing triangles than raytracing stuff. The best CG films are still done with the majority of the work as "throw a huge shitload of polygons at Renderman to rasterize" (or in the case of Avatar, throw a HUGE HUGE HUGE shitload of polies to be rasterized in the form of jungle foliage). Many raytracing techniques don't scale very well due to complexity issues.

Goreld fucked around with this message at 23:00 on Sep 16, 2009

cubicle gangster
Jun 26, 2005

magda, make the tea
A page late, but...
Pistolshit - I do get what you mean, but I was only supposed to be doing a slight update. It's just a re-light, theres not much loving around with the models going on.
Defmech - I've got some glasses, wine and a lamp on there now :)
Also pulled the bench out of the hedge - it's kind of overgrown the back of it a bit...


On the career side of things, what do you guys think i'd need to focus on to get into film/advertising vfx?
I want to do proper vfx work, but have no access to cameras to make anything good with. Kind of hard to practice compositing and the like when you dont have the ability to get any footage, I dont know what my other options are for branching out.
I'm not looking to leave here for a couple more years, just want to start aiming my personal work a bit.


Based on the last image I did, we're now going through our entire showreel to re-light it and render it in 720p. It's just me and a couple of other guys while we're quiet.
Here's another one of mine:

Considering having another go at the water, I dont know. Something is off, but I dont know if I know how to fix it.

Synthbuttrange
May 6, 2007

The pool looks fine.

The jacuzzi needs a scummy film of oil, skin flakes and foam.

edit: http://www.cgtoolkit.net/ are having a sale on a bunch of their rigging books for just $9.99 each. Neat.

Synthbuttrange fucked around with this message at 12:30 on Sep 17, 2009

mobby_6kl
Aug 9, 2009

by Fluffdaddy
Thanks for suggestions regarding the frog. I'll try finish it today or probably tomorrow and come back with the results.

Alan Smithee posted:

Hey, do you have offline contact info? I wanted to ask you something about your matchmove from the other thread

Offline like what, snail mail or phone? I usually don't give these out on the internet. I have an email account with my username @live.com which gets pushed to my phone so feel free to use that to ask anything.

cubicle gangster
Jun 26, 2005

magda, make the tea

SynthOrange posted:

The jacuzzi needs a scummy film of oil, skin flakes and foam.

I did contemplate foam but it was so far beyond my skills it's silly.
Reckon I could get an oily film in though...

wayfinder
Jul 7, 2003

cubicle gangster posted:


Here's another one of mine:

Considering having another go at the water, I dont know. Something is off, but I dont know if I know how to fix it.

Looks to me like the wave structures in both the pool and the jacuzzi are too large, which makes the water look more viscous than it is. Also, have you thought about rendering with still water? This looks like someone just stirred up the pool and then quickly left, or where do the movements of the water surface come from?

Kristneder
Jul 21, 2006

:siren:This is my first post.:siren:
Hi!
I have a small problem with my scale gizmo in 3DS Max.

http://dl.getdropbox.com/u/178071/1.PNG
http://dl.getdropbox.com/u/178071/2.PNG
http://dl.getdropbox.com/u/178071/3.PNG

I can't scale in all 3 axis in one go anymore.

Does anyone know a solution to this? :(

// Edit: I'm a moron. I switched my scale tool to "select and squach" instead of "Select and Non-uniform scale"

Kristneder fucked around with this message at 10:58 on Sep 20, 2009

Synthbuttrange
May 6, 2007

Problem solved!

Heintje
Nov 10, 2004

I sing a song for you

cubicle gangster posted:

I did contemplate foam but it was so far beyond my skills it's silly.
Reckon I could get an oily film in though...

For foam just scatter a bunch of spheres with really insane displacement + SSS. Or use a blobby/metaball method of making foam blobs for the underlying geo.

Hinchu
Mar 4, 2004

Please keep a watchful eye out for hinchus. They are very slow and dumb, and make for easy roadkill.


Couldn't get permission to use a photo of a shark doing this, so I just made my own. Shark is a photo of one in our exhibit, and then the backdrop and fish are all computer generated. I a clump of 3d fish and then duplicated and moved them around while using bones to pose them as if they are moving in schools.


One posed clump is highlighted yellow in this picture. The darker blue things are the bones.

Alan Smithee
Jan 4, 2005


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

Enthusiasms, enthusiasms...
Just a trailer, but I saw Logorama at a screening

http://www.youtube.com/watch?v=6962z69_P20

It's a "long short." Nothing particularly special from a technical achievement standpoint as it is cel shaded, but it's fantastic and I urge you all to watch it when goes online

DefMech
Sep 16, 2002
Already down from Youtube, but I found it here: http://creativity-online.com/news/h5-builds-the-world-of-logorama/138951

cubicle gangster
Jun 26, 2005

magda, make the tea
Hinchu, that's come out spot on. Really nice result.
Is it possible to animate it using the same method?

wayfinder - With the water in the last image, I took a lot of the bump out and made the reflection glossier as if it's a long exposure - looks much better now, thanks :)

Here's what i've been working on since:


Update of an old job - new camera angle, 2 new buildings, new light and a full re-work of most of the old stuff.
Think i'm going to get some handheld cameras in it, render out a few animated shots for my personal portfolio.
That'll mean I have 2 whole scenes ready for my showreel!... :(

Bape Culture
Sep 13, 2006

Jesus christ. Every time you post something I just think 'man I wish I could watch how he did this', it's amazing.

cubicle gangster
Jun 26, 2005

magda, make the tea
Haha.
Tried a few weird things on this one. The building to the left was being a bit awkward for mapping, so I merged all the external parts of it into one mesh and textured it with a camera projection, haha. the map was 4k wide.
I'm undecided as to how benificial it was, but it was quite good fun :)
ivy is the plugin on scriptspot, plants are archmodels and the rest is pretty standard poo poo.

The client on it was awesome, had practically no comments. Always do much better work when the design is finished, the client lets me get on with it and appreciates it. Makes you want to impress.

Hinchu
Mar 4, 2004

Please keep a watchful eye out for hinchus. They are very slow and dumb, and make for easy roadkill.

cubicle gangster posted:

Hinchu, that's come out spot on. Really nice result.
Is it possible to animate it using the same method?

Here's what i've been working on since:


Shadowed foreground, with full sun a little further back like in your render is always so dramatic. Do you use projected images for the shadows or are they all calculated off of geometry?


On the school of fish I think it could probably be animated. I think you would need to make a few animated morphs to make it more dynamic. Morphs of them moving their tails and then maybe a few of the clumps of fish gradually changing directions so the clumps don't stand out. Now that I think about it I bet it would work. They are fairly easy to position as it is, it's very direction.

Damnit, now I want to try :) Maybe I'll need to get some good video of a shark to composite in and play with it!

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Hazed_blue
May 14, 2002
drat. I seem to have done something wrong on my Zbrush tool, and I don't know what to do. I wanted to export it back to Max so that I could set up the UVs, and so I took my tool, put it down to the lowest subdivision layer, and exported it. After I imported it into max, I fiddled with the UVs a little and then exported it back to ZBrush. The lowest geometric division imports perfectly, but when I go up the subdivision levels, the model explodes: vertices go everywhere, and I can't recognize the model anymore.

What's going on here, and how can I fix it?

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