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International Log
Apr 3, 2007

Fluent in five foreign tongues!
Grimey Drawer

EoinCannon posted:

I've found that mental ray is pretty much the same deal as Vray, although I'm no expert with either. They're both raytracers with similar GI methods (although I've found vray's easier to understand) and use specialised materials. The A&D material is pretty much the same deal as the Vray material, although vray seems to do glossies better. You obviously know your vray so I don't think you would have trouble with mental ray. There's also tonnes of info/tutes out there on mental ray.

Alright then, thanks for the info. I always had the idea MR was kinda inferior to vray, even though i never used it.

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EoinCannon
Aug 29, 2008

Grimey Drawer

International Log posted:

Alright then, thanks for the info. I always had the idea MR was kinda inferior to vray, even though i never used it.

My opinion would be that MR is inferior to vray, but you look at the work that people create with MR and it's certainly top quality. I think vray might be quicker and easier to get the same results though.

tuna
Jul 17, 2003

EoinCannon posted:

but you look at the work that people create with MR and it's certainly top quality. I think vray might be quicker and easier to get the same results though.


I think this is down to how prolific MR is across AD applications than anything else, with people forcing themselves to learn how to deal with its bullshit because it's right there.

I'm having massive problems with MR and literally can not get the gently caress away from it with Softimage. I'd wait for 3delight to be updated for 2011, but it may be 2012 by the time it is. Our studio is supposed to be on the Arnold beta, but it's actually up to one guy, and he doesn't see it fit that I should be allowed to actually get hold of it. Basically, the rendering world is a loving closed door to me right now. What is it like on the other side? :(

[edit] Oh nice, 3delight for 2011 should be in a few days. gently caress off, I got work to do.

tuna fucked around with this message at 11:55 on Jun 20, 2010

Octagon N
Aug 21, 2007
Hey folks. I wanted to see if any of you 3D goons could give me some advice on finding a job in a city that I don't currently live in and have little to no connections with. I'm currently in D.C., but as there are very few game/film animation opportunities, and coupled with the fact I've lived here forever and want to leave, I've been looking for a way out. Ideally I'm aiming for California, but I'm poor and flexible, so nearly anywhere would work. Since I'm attempting to be somewhat responsible, I don't want to up and move before I have a job squared away, although it is a possibility since I'm getting pretty antsy (and have enough money saved up for a move + a few months' rent).

I'm primarily trying to get into character animation, but any bit of the pipeline will do right now (my interests from highest to lowest probably go animation > modeling > lighting & rendering > texturing > whatever else). I'm a year out of school, and have only been able to land a few short freelance gigs here and there. Lately I've been sending out resumes (both solicited and not) left and right, but haven't gotten anywhere.

So basically, how does one get one's foot in the door when you're (a) not in the city/state you're trying to get to, (b) have little to no contacts in those places and (c) are kind of bad at networking to begin with. I have a portfolio site so you guys can see where I'm at (and possibly offer tips on stuff I need to work on). I'd be grateful for literally any advice.

mutata
Mar 1, 2003

Octagon N posted:

Hey folks. I wanted to see if any of you 3D goons could give me some advice on finding a job in a city that I don't currently live in and have little to no connections with. I'm currently in D.C., but as there are very few game/film animation opportunities, and coupled with the fact I've lived here forever and want to leave, I've been looking for a way out. Ideally I'm aiming for California, but I'm poor and flexible, so nearly anywhere would work. Since I'm attempting to be somewhat responsible, I don't want to up and move before I have a job squared away, although it is a possibility since I'm getting pretty antsy (and have enough money saved up for a move + a few months' rent).

I'm primarily trying to get into character animation, but any bit of the pipeline will do right now (my interests from highest to lowest probably go animation > modeling > lighting & rendering > texturing > whatever else). I'm a year out of school, and have only been able to land a few short freelance gigs here and there. Lately I've been sending out resumes (both solicited and not) left and right, but haven't gotten anywhere.

So basically, how does one get one's foot in the door when you're (a) not in the city/state you're trying to get to, (b) have little to no contacts in those places and (c) are kind of bad at networking to begin with. I have a portfolio site so you guys can see where I'm at (and possibly offer tips on stuff I need to work on). I'd be grateful for literally any advice.

I'm sure many here will have a lot of advice, but I'll just say that you'd be surprised who will return your emails. Start digging and actively emailing HR people and artists at companies. Before you email, research the company and watch/play/look at their work, form opinions about it, and express them in your emails, and generally strike up communication.

Here's a recruiter at ReelFX in Santa Monica to get you started: http://www.linkedin.com/in/robinlinn
robin.linn@radium.com

He started as a sculptor for Hanna Barbera, recruited for Sony Animation for years, and now works at Reel. His job is to email, network, answer questions, give feedback on reels, etc. Ask him the same questions, see what he says.

Furious George
Oct 3, 2002
Hey Guys, thought you might be interested to see our new website - http://www.ten24.info/index.php/Blog/

We'll try and keep the blog updated with cool stuff, both from commercial projects and personal stuff :)

TheSpook
Aug 21, 2007
Spooky!
Just a quick nitpick -- in your About section, you refer to a "Portfolio" tab. The tab itself is labeled "Work." Otherwise, neat!

Fellblade
Apr 28, 2009

Furious George posted:

Hey Guys, thought you might be interested to see our new website - http://www.ten24.info/index.php/Blog/

We'll try and keep the blog updated with cool stuff, both from commercial projects and personal stuff :)

Looks pretty sweet, as a fellow Sheffield goon and current 3d modelling student I will be keeping it bookmarked.

Furious George
Oct 3, 2002
Cheers, i'm actually in Brighton now, we're working as a kind of informal network of freelancers, seems to be a good way to do things right now. We can keep our costs so minimal and pass on the savings, but at the same time we can take on bigger projects than we could individually.

Octagon N
Aug 21, 2007

mutata posted:

Here's a recruiter at ReelFX in Santa Monica to get you started: http://www.linkedin.com/in/robinlinn
robin.linn@radium.com

He started as a sculptor for Hanna Barbera, recruited for Sony Animation for years, and now works at Reel. His job is to email, network, answer questions, give feedback on reels, etc. Ask him the same questions, see what he says.

Thanks for this! Sent him an email, and gave me a reason to update my LinkedIn profile.

Ratmann
Dec 9, 2006

Octagon N posted:

Thanks for this! Sent him an email, and gave me a reason to update my LinkedIn profile.

Best advice I can give you, which is what I did, having no college experience, no reel and being nuts.

Try to move out to a city that has VFX industry, in my case it was LA, and try to find a job in a studio, Render wrangler, I/O, Assist. All of those jobs are a great way to start on a career.

It's not an easy road, but it's definitely the best decision I could have done.

And now I'm completely debt free :D

Veritonsils
Sep 14, 2007

For. Eh. Ver.
Hey 3D thread, I just finished my run at Full Sail(I swear it isn't as terrible as most people say, but it's no CalArts) and I finished my demo reel. I just wanted to see what you guys thought. http://vimeo.com/12864490

I'm more than likely going to get rid of the walk cycle on there.

cubicle gangster
Jun 26, 2005

magda, make the tea
Cant stand the music at all, but all the norman rig stuff looks really good. Its not really my field but i was impressed by the animation, nice weight and flow to it :)

walk cycle does stand out a bit, moreso because it's the only thing not done in the other style.

cubicle gangster fucked around with this message at 03:04 on Jun 26, 2010

BonoMan
Feb 20, 2002

Jade Ear Joe

Veretas posted:

Hey 3D thread, I just finished my run at Full Sail(I swear it isn't as terrible as most people say, but it's no CalArts) and I finished my demo reel. I just wanted to see what you guys thought. http://vimeo.com/12864490

I'm more than likely going to get rid of the walk cycle on there.

Yeah I'd ditch the walk cycle. It's fine, but it's the only piece that is out of place and really your other character animation is good enough that you don't need to show a walk cycle. That's kind of implied.

Other than that nice work. Short and to the point. Also I would get rid of that video game style theme. It's irrelevant to the work and is kind of distracting.

SPACE CARBS
Jan 15, 2010

by Ozma
--

SPACE CARBS fucked around with this message at 06:04 on Sep 2, 2010

Travakian
Oct 9, 2008

SPACE WEED posted:

I could do with some reel reactions. I'm not technically a 3D artist, I'm a motion graphic designer, but I happen to really like using 3D in my work.

The reel has been getting a lot of praise and I have multiple gigs lined up so I'm not too worried, but I'm curious what the 3D specialists here all think of it :)

http://tinyurl.com/37ygb42

Good stuff, quite like it. I'm a motion designer as well, though I usually stick with 2d out of sheer incompetence.

I'll PM you my reel, curious for feedback from another designer! (If you've got a minute to spare, that is)

le capitan
Dec 29, 2006
When the boat goes down, I'll be driving
SPACE WEEED: Nice reel! Just one comment, and this is being really nit-picky, but I thought it was a little fast. It works for the visual effects, but I kinda wish I could take a better look at your models and stuff. Then again that's more what a website is for anyhow.

Veretas: I agree with what everyone else is saying, ditch the video game theme. Pretty good animations though.

Since everyone's dropping demo reels, I thought I'd share mine as well. I could really use some critiques.

http://vimeo.com/11584396

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

le capitan posted:

SPACE WEEED: Nice reel! Just one comment, and this is being really nit-picky, but I thought it was a little fast. It works for the visual effects, but I kinda wish I could take a better look at your models and stuff. Then again that's more what a website is for anyhow.

Veretas: I agree with what everyone else is saying, ditch the video game theme. Pretty good animations though.

Since everyone's dropping demo reels, I thought I'd share mine as well. I could really use some critiques.

http://vimeo.com/11584396

The gun with the belt strap seems like it's the weakest of the bunch in terms of hipoly modelling, The robot is real nice though, the animations too.

butterypancakes
Aug 19, 2006

mmm pancakes

SPACE WEED posted:

http://tinyurl.com/37ygb42
The cut's a little on the plain side. It looks more like a 3D reel than a mograph reel.

It'd be great to see some longer pieces in the motion section as well.

Travakian posted:

I'll PM you my reel, curious for feedback from another designer! (If you've got a minute to spare, that is)

Throw it up. Mine's about 15 posts back in the Cinematography thread.

butterypancakes fucked around with this message at 06:59 on Jun 26, 2010

Travakian
Oct 9, 2008

butterypancakes posted:

Throw it up. Mine's about 15 posts back in the Cinematography thread.

E: post gone. Ohno!

Travakian fucked around with this message at 05:34 on Jun 27, 2010

BonoMan
Feb 20, 2002

Jade Ear Joe

Travakian posted:

Welp, here goes. Would appreciate if you guys could not quote the url, going to edit out in about a day's time (after ample feedback garnered); kinda e-paranoid, likely without just cause.



As said, not much of a 3d guy; the only real 3d bits there are the poker chip/card/dice piece and the polaroid one; rest is 2.5d. If you look on the 'more' column to the right side, my latest one there is my most recent trip into 3d, playing around learning Cinema4D.

As for reel -- in the middle there's a rain part, I'm working on a much larger extension of that. A long-term WIP, but will be edited in to next version (along with aforementioned C4D piece).

Pretty good work. The odd thing is that it doesn't have quite the zip/pop in the timing that most motion graphics have, but that's not bad. The only reason I mention that is that using a big band style tune kind of jars with the smoother slower animation. So, in short, maybe find a different audio track?

tuna
Jul 17, 2003

Veretas posted:

Hey 3D thread, I just finished my run at Full Sail(I swear it isn't as terrible as most people say, but it's no CalArts) and I finished my demo reel. I just wanted to see what you guys thought. http://vimeo.com/12864490

I'm more than likely going to get rid of the walk cycle on there.

Hey buddy, good work!

I'll give to you what I got from it, if you're interested in fixing any of it.

piece #1: Watch out for IK arms and stiff, crappy hand poses on the guy screen left (also his arm passes through his body on the arc). Also watch out for his first major key pose as it seems very "forced" for the camera which reduces its appeal as it isn't very natural. Also watch out for his eyeline, which seems to look below the other character's head for a while. If that was intentional it doesn't read quite right yet, so really dial in the expression you're going for.

Guy screen right is better. I would improve his arc on his right arm for that gesture, but again he's suffering from really bad hand poses throughout. The way he holds the bottle, the pose his hand has when it hits his main key pose, the way when it drops down it goes into a completely default norman rig default pose, etc.

Also watch out for the characters when they're not delivering lines, as you tend to make them go completely dead. It's okay that you might not want to draw attention to them, and sorry to use this maxim, but: acting is reacting. Those deadpan "waiting for the other actor to deliver their line" pauses is just plain bad acting, by forcing the guy delivering the line to be the concentration of the shot. It's a lot more interesting when that is reversed. In fact, a lot of things are more interesting when you take the obvious, then reverse it.

On the acting front, you could do with a lot more work. There's no dimension or subtext or subtlety to the acting, they literally deliver their lines one at a time and it's like a crappy soap opera.

Piece #2: Again watch out for the eyes. It's obvious you're using a look-at target that doesn't do much moving. Again with the lazy hands!

Again with the acting? It comes across as a bit vaudeville. Try not to do things twice in a row, especially if they're exact impressions of what he's saying. (the hang gliding impressions).


walk cycle: Agreed you should take it out, or replace it with a walk that isn't a cycle. Make each step individual, add some acting or some really interesting show of weight to it. Show off your skills, don't just explain how you can do basic cycles.

piece 4#: Main complaint would be the suck up the tube, have a ton more offsetting and overlap. It looks like his cog just zooms up, but his head would be sucked up first, then his shoulders/upper torso, then waist, cog, then legs would literally be pulled by the rest. If you're looking for a job in making things move, make sure the most simple of (character) movements isn't just a linear translate.


The main message I want to get across on your reel is that you need to show off yourself, show how awesome you are at complex or interesting weight transfer. Show how interesting your acting can be, don't rely on boring, cliche, dull acting choices. Otherwise you're not selling yourself and it comes off as any other student reel.

I have no problem believing that you'd do fine working under the right supervisor, however. But you've got to give them a reason to think that.

mutata
Mar 1, 2003

le capitan posted:

SPACE WEEED: Nice reel! Just one comment, and this is being really nit-picky, but I thought it was a little fast. It works for the visual effects, but I kinda wish I could take a better look at your models and stuff. Then again that's more what a website is for anyhow.

Veretas: I agree with what everyone else is saying, ditch the video game theme. Pretty good animations though.

Since everyone's dropping demo reels, I thought I'd share mine as well. I could really use some critiques.

http://vimeo.com/11584396

Showing smooth shaded models is good, but I'd overlay a wireframe for at least part of the time they're on screen. It's just nice to see for judging geometry and edgeflow.


I'll throw up some poo poo as well:

http://www.worthdayley.com
Reel and link to higher-res vimeo is on there.

Veritonsils
Sep 14, 2007

For. Eh. Ver.

tuna posted:

:words:

Alright, thanks for the fantastic critique! I can't believe I never noticed the guy's hand passing through him, no one else saw it either. I'll be sure to go through those assets and work on the hands and eyes for sure. I do want to start doing new pieces though, I'm starting to worry about getting stuck fixing up what I have forever.

I really appreciate the sentiment that I could land a job at some point though.

polarbear_terrorist
Feb 23, 2007

Snow is my weakness
Just have to say that I am really inspired by the reels being thrown up recently.
I'm pretty new to the 3d modeling/animation game and this is the kind of thing that you need to grow.

Thank you all for sharing!


Furious George posted:

Hey Guys, thought you might be interested to see our new website - http://www.ten24.info/index.php/Blog/

We'll try and keep the blog updated with cool stuff, both from commercial projects and personal stuff :)

Checked out the free tutorial (b/c I'm a broke graduate student). Thanks!

GeeCee
Dec 16, 2004

:scotland::glomp:

"You're going to be...amazing."
Wannabe prop/3D games artist here.

http://www.gingerchris3d.com/

I'm kind of coming up against an ideas block for poo poo to model now that I've finished my latest, an L85A2. I'm thinking I need more variety of an environment manner but I am honestly stumped for ideas and even where to start on that front. Maybe I just need some inspiration.

I only mention environments because there seems to be a lot of that kind of work available. :shobon:

cubicle gangster
Jun 26, 2005

magda, make the tea
Find a photo of a street corner, then recrate it. You shouldnt need to find inspiration, it's all around us man!

Search flikr for something like 'urban' and straight away you get :
http://www.flickr.com/photos/khaledak/2973336478/
http://www.flickr.com/photos/sameli/140128410/

You've also got the 'buildings' category on here - http://www.cgtextures.com/

And theres always google street view if you want to do a row of houses.

edit: comedy option - recreate park guell in cryengine: http://en.wikipedia.org/wiki/Park_G%C3%BCell

That being said, I really like the revolver and the bass :)

GeeCee
Dec 16, 2004

:scotland::glomp:

"You're going to be...amazing."

cubicle gangster posted:

edit: comedy option - recreate park guell in cryengine: http://en.wikipedia.org/wiki/Park_G%C3%BCell

That being said, I really like the revolver and the bass :)

And lo and behold, I am inspired :v: by the iguana/dragon thing on a staircase, looks like a fun bit of architecture to replicate.

Of course today I just found out that I may have some actual work on the horizon, so I saved as many images as I could of that dragon staircase for a later date. Thanks brah :)


Incidentally, I'm glad the Fretless Bass is still getting some love, it's my earliest model on the site and I was considering taking it down. :D

Yasha From Russia
Apr 6, 2006
with a thousand words say but one

cubicle gangster posted:


edit: comedy option - recreate park guell in cryengine: http://en.wikipedia.org/wiki/Park_G%C3%BCell


That was in one of the levels on Tony Hawk

cubicle gangster
Jun 26, 2005

magda, make the tea
Which one? I dont remember it.

I just thought, has anyone ever tried recrating 'la sagrada familia' in cg yet? I know we've had a few cathedrals done but i've never seen someone attempt this...

http://en.wikipedia.org/wiki/File:Sagrada_Familia_02.jpg

Fearian
Nov 21, 2007

TSSSSSSssssss...

I think that would be alot of Zbrush/Mudbox work!

Yasha From Russia
Apr 6, 2006
with a thousand words say but one

cubicle gangster posted:

Which one? I dont remember it.
http://en.wikipedia.org/wiki/File:Sagrada_Familia_02.jpg

I think it was from THUG2 the barcelona level

Boz0r
Sep 7, 2006
The Rocketship in action.
I suck hard at texturing as I can't really draw. I'm doing some sci-fi set pieces for a hobby MMO project. Does anyone know any good tutorials or books that could help me in this? Also, I normally just use 3ds max and Photoshop, is Z-Brush necessary for architecture?

mutata
Mar 1, 2003

Boz0r posted:

I suck hard at texturing as I can't really draw. I'm doing some sci-fi set pieces for a hobby MMO project. Does anyone know any good tutorials or books that could help me in this? Also, I normally just use 3ds max and Photoshop, is Z-Brush necessary for architecture?

I've only ever watched their program training dvd's, but Gnomon's has a beefy environment and props design series.

http://www.thegnomonworkshop.com/store/category/44/Environment-Design

ceebee
Feb 12, 2004
http://www.racer445.com

Guy has some pretty good hard surface video tutorials for free, they're pretty drat good and entertaining.

You could also check out Eat3D's videos.

Notbuckethead
Jan 27, 2009

Quack.:smug:

Ratmann posted:

Hay Houdini goon, fun times with wedge rop.

I did something similar a while back with a bit of the same approach, though I have been looking at writing a faster command line tool to do the same particle multiplier type deal.

http://vimeo.com/7728646

Also, MentalRay blows

the thing that always bothers me with liquid-advection particle animations is the graininess, i did a little one of my own and since my school has nuke installed on the network i could use the lovely new furnacecore plugins which feature a brutal motion blur generator which works PERFECTLY for this sort of thing

not sure if you have seen this but this guy was up to 400 million particles
http://forums.odforce.net/index.php?/topic/8471-eetus-lab/page__st__24

yea sure he had 1800 resolution .i3ds and custom GPU scripts to generate them but hey, whatever it takes, theres some fantastic theory behind his generation too

cubicle gangster
Jun 26, 2005

magda, make the tea

Notbuckethead posted:

not sure if you have seen this but this guy was up to 400 million particles
http://forums.odforce.net/index.php?/topic/8471-eetus-lab/page__st__24


This forum destroys the poo poo out of my work and home computer, either ie or opera. Doesnt load properly (does the site, but when it gets the posts it dies) and pretty much hard locks my system...

Did he post a seperate image of each particle or something?

FidgetWidget
Aug 13, 2005
A Storm's a Brewin'!
Does anyone have an opinion of RIT's 3D Digital Graphics course? Friends and professors alike have been practically throwing me at them for some time, but it can't hurt to hear a little more.

Consider me a bottom of the barrel newbie at the moment. I'd like to create assets and characters ( possibly for video games ) but not necessarily animate them. Is this a pipe dream? Are architectural modelers expected to animate as well as Animation majors to stay competitive? Are they considered to be the same thing? ie: Do the same guys who punch out Zbrush models for Mass Effect go on to animate them or is that a different job entirely within the same team?

What would I even call myself in the industry?

FidgetWidget fucked around with this message at 15:52 on Jul 1, 2010

cubicle gangster
Jun 26, 2005

magda, make the tea
Your exact job does exist - no need for animation either.

Theres very few people expected to do more than one specific job unless you're at a really small studio too, I wouldnt worry about it. You will have to model for animators though, which brings in some rules so the models deform properly (all quads etc) so you should start learning with that in mind.

cubicle gangster fucked around with this message at 16:57 on Jul 1, 2010

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Travakian
Oct 9, 2008

Edit: Nevermind.

Travakian fucked around with this message at 06:08 on Feb 24, 2011

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