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Ccs
Feb 25, 2011


Big K of Justice posted:

You already got your foot in the door with your existing work permit make sure you mention that in your resume/cover letter. June 2015 will be long enough to get on a summer 2015 show which would be hiring now and wrap in spring 2015. After that it depends if you can get summer work and have the file for whatever the Canadian immigration change of status equivalent is.

Normally it depends on your experience level. Most of my friends with 5-10 years experience usually has no problems getting work in Vancouver.. Nafta visa is the usual way.

You are right out of school immigration may reject you out of protectionism depending on country.

That being said it'll be tough to say how long the party will last in Vancouver. All it takes is a budget to come down like in Quebec where handouts are cut, and you'll have studios getting cold feet and will want to move people elsewhere.

BC cannot support paying 60% of labor costs of VFX workers especially when you got Uk and US studios moving its people up en mass.

Just keep your suitcase packed,

Cool, thanks for the info! I will keep all this in mind and start applying in the next week or two once I finish updating my demo reel.

Ccs fucked around with this message at 20:45 on Aug 3, 2014

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sigma 6
Nov 27, 2004

the mirror would do well to reflect further

Another scan. Another stab at photo realism. This one turned out to be one my best scans yet but I still don't have a DSLR camera, so there is still some noise.



Hbomberguy
Jul 4, 2009

[culla=big red]TufFEE did nO THINg W̡RA̸NG[/read]


Everyone post your demo reels so I know what the hell kind of things I should be putting in them.

e: I also do a lot of 2D stuff, should I make two separate reels since they're for very different jobs or combine them?

concerned mom
Apr 22, 2003

by Lowtax
Grimey Drawer

Hbomberguy posted:

Everyone post your demo reels so I know what the hell kind of things I should be putting in them.

e: I also do a lot of 2D stuff, should I make two separate reels since they're for very different jobs or combine them?

What job are you applying for?

cubicle gangster
Jun 26, 2005

magda, make the tea
I had another watch of my old showreel since you asked... couple shots still hold up but I should make another one someday.
https://vimeo.com/12176256

Hbomberguy
Jul 4, 2009

[culla=big red]TufFEE did nO THINg W̡RA̸NG[/read]


concerned mom posted:

What job are you applying for?

Some After Effects companies that do 2D, and later some 3D ones. I'm way far off being good enough at either to be in with a chance but it's nice knowing what the expectations are and seeing other people's examples.

Odddzy
Oct 10, 2007
Once shot a man in Reno.
Here's mine. Currently looking for a job in Montreal if anyone has any plugs or knows about an opening.

http://polycritters.carbonmade.com/

Gearman
Dec 6, 2011

sigma 6 posted:

Another scan. Another stab at photo realism. This one turned out to be one my best scans yet but I still don't have a DSLR camera, so there is still some noise.





There's always going to be a bunch of noise even when shooting in RAW down at ISO 100. Very rarely will you see a smooth mesh surface, even on objects with perfectly flat surfaces. Cars can be troublesome because they can be quite shiny, which produces even more noise and mesh distortion. Windows doubly so. Nevertheless, that's a pretty nice scan of that VW bus!

Synthbuttrange
May 6, 2007

Hbomberguy posted:

Some After Effects companies that do 2D, and later some 3D ones. I'm way far off being good enough at either to be in with a chance but it's nice knowing what the expectations are and seeing other people's examples.

Make two showreels then, one 2D and one 3D. Having a one size fits all showreel never works. Cut it down to your best work. If you think it's embarassing, take it out. Dont pad out your showreel to meet some length requirement.

mutata
Mar 1, 2003

A coworker of mine has some cool motion graphics/after effects and 3D reels:

General video
https://www.youtube.com/watch?v=EWhupKtKbpk

3D motion graphics
https://www.youtube.com/watch?v=mLA566RhUSU

Kanine
Aug 5, 2014

by Nyc_Tattoo
Hello, I'm working on a flaregun! :)
I'd say I'm fairly amateur, and that I would like to use this model as a way to learn PBR.





Here's some of my reference images.



Here's my high poly.




Here's the low poly bake with wires. It came out to 3294 tris in total. For some reason there seems to be some sort of smoothing problem on the barrel, I figure it might have to do with the outer surface all being one smoothing group.

Kanine fucked around with this message at 03:37 on Aug 6, 2014

Synthbuttrange
May 6, 2007

I'm thinking it's more the long stretched triangles that it's made from. Usually the closer you get to a square, the less weird smoothing glitches I get. You've also got a hell of a lot of pinching going on in the body above the trigger. That's a lot of triangles meeting up at single points.

Diabetes Forecast
Aug 13, 2008

Droopy Only
There is very little in the ways of Virtual On fan media that wasn't made by that one weird lithuanian guy, and he's certainly not sharing his work anytime soon. So, I've taken to remedying this with my favorite unit from the game. (except Dorkas because he's the coolest.)





I've been using the Turbosmooth Pro plugin for Max and by god, this thing saves a ton of time! At the same time though, some of these indentions on her design really push me to do some really unorthodox poly flow to get it to look atleast 'good enough' until I I take this into a sculpting program to smooth things down.
But now I'm facing a problem that I honestly am unclear how to remedy.

How???
Just how the hell did they do those indentions like that? How do you even begin to do those without making a huge buttload of quads? It feels like the only logical way is to make the entire lower leg's polyflow diagonally set or something absurd like that, but there's gotta be a better way... right?

Diabetes Forecast fucked around with this message at 04:47 on Aug 6, 2014

Ervin K
Nov 4, 2010

by Jeffrey of YOSPOS
I've been following some realflow tutorial lately, and I've gotten completely stuck. I have no idea how to view this these options: http://thevault.realflow.com/the_field_panel_%28standard%29-232.html

It could be because I have the 2014 version and a lot of the tutorials and that site talk about older ones.

raging bullwinkle
Jun 15, 2011

I know your coworker will never read this, but just a general tip for people: don't start your reel with something from a tutorial. Makes me question everything else in the video.

cubicle gangster
Jun 26, 2005

magda, make the tea
this is a good motion graphics reel - https://vimeo.com/70399199

RizieN
May 15, 2004

and it was still hot.

cubicle gangster posted:

this is a good motion graphics reel - https://vimeo.com/70399199

I really dig that reel, super slick.

Do you guys ever get kind of overwhelmed with ALL the aspects of 3DCG and almost get paralyzed before you even start? I'm trying so hard to keep myself to a learning schedule but after my day job I always feel so tired and make excuses for why I'll start on something tomorrow instead.

I suppose getting out of this day job should be motivation enough, I'm just finding it hard to juggle work, relationship, social and learning at the same time. Also I feel old like I've missed the starting gun and I see all these loving kids producing sick stuff and it's motivating but also deflating at the same time.

mutata
Mar 1, 2003

RizieN posted:

I really dig that reel, super slick.

Do you guys ever get kind of overwhelmed with ALL the aspects of 3DCG and almost get paralyzed before you even start? I'm trying so hard to keep myself to a learning schedule but after my day job I always feel so tired and make excuses for why I'll start on something tomorrow instead.

I suppose getting out of this day job should be motivation enough, I'm just finding it hard to juggle work, relationship, social and learning at the same time. Also I feel old like I've missed the starting gun and I see all these loving kids producing sick stuff and it's motivating but also deflating at the same time.

Yes, is the answer to all of your questions. Yes, that is all true.

cubicle gangster
Jun 26, 2005

magda, make the tea
Wait until you've got to spend half your time in meetings, delegating work and tutoring people all at once too.

I managed to put some more work into a personal project recently - originally started 3 1/2 years ago... It's going well though. i'm confident that I can finish it this year.

RizieN
May 15, 2004

and it was still hot.
Well, at least it's not just me. I'll have to just man up and stop procrastinating and making excuses, despite how tired I think I am. I miss those days when I could be in a studio for 12 hours a day or just get passionate about something and then it's 5am all of a sudden... but I still felt good the next day and most importantly productive.

Kanine
Aug 5, 2014

by Nyc_Tattoo

Colon Semicolon posted:

Just how the hell did they do those indentions like that? How do you even begin to do those without making a huge buttload of quads? It feels like the only logical way is to make the entire lower leg's polyflow diagonally set or something absurd like that, but there's gotta be a better way... right?

If you're baking this to a low poly model, I assume you can just use floating geo?

Diabetes Forecast
Aug 13, 2008

Droopy Only

Kanine posted:

If you're baking this to a low poly model, I assume you can just use floating geo?

I was considering that, but how do you make sure that the floating geo is at the right angle when it's meant for a curved surface? I had someone mention using a high res displacement map as well. With that, I'd just make the indentions on a seperate flat thing and then UVmap the leg to fit with that, right?

mutata
Mar 1, 2003

RizieN posted:

Well, at least it's not just me. I'll have to just man up and stop procrastinating and making excuses, despite how tired I think I am. I miss those days when I could be in a studio for 12 hours a day or just get passionate about something and then it's 5am all of a sudden... but I still felt good the next day and most importantly productive.

It's all ebbs and flows, feasts and famine. We're all behind some people, but we're all ahead of some other people. The biggest thing for me has been coming to the realization that (A) it takes a lot of time and trial and error to find workflows and methods that work well for me and (B) they always evolve, change, and are replaced by other workflows and methods so it's a constant churn. Learning never ends and you're never where you want to be because as soon as you get somewhere, you just want to go to what's next.

Don't be too hard on yourself and try to keep if fun, even when it's hard.

Travakian
Oct 9, 2008

cubicle gangster posted:

I managed to put some more work into a personal project recently - originally started 3 1/2 years ago... It's going well though. i'm confident that I can finish it this year.

I've started giving up the idea of finishing my old personal projects "properly," and instead spend a couple hours refining and tweaking them in their current format, then throwing them on Dribbble and calling it a day.

Kanine
Aug 5, 2014

by Nyc_Tattoo

Colon Semicolon posted:

I was considering that, but how do you make sure that the floating geo is at the right angle when it's meant for a curved surface? I had someone mention using a high res displacement map as well. With that, I'd just make the indentions on a seperate flat thing and then UVmap the leg to fit with that, right?

https://www.youtube.com/watch?v=WOn6MvY3vDQ
https://www.youtube.com/watch?v=SdIrX-hA_qk
https://www.youtube.com/watch?v=P56v4CBNE7M

Really you can just duplicate the geo and cut out the floater you want, then clean it up and subdiv. I hope these videos helps somewhat.

Diabetes Forecast
Aug 13, 2008

Droopy Only
it seems alot more viable to simply make floating geo now than to do any other method. that's probably what I'll do then.

KiddieGrinder
Nov 15, 2005

HELP ME
3ds max, using vray, using a .tga with alpha for opacity channel, GI is on, and I get this:

Screenshot is (obviously) bottom left, render is right, and rendered alpha channel is top left. It's like theres a black hole or something but it MAKES light for some reason.

is it something to do with the mass convergence of 'leaves' at the center that somehow fucks everything up? I really don't get it and it's annoying me. :arghfist::(

KiddieGrinder fucked around with this message at 16:28 on Aug 7, 2014

Hbomberguy
Jul 4, 2009

[culla=big red]TufFEE did nO THINg W̡RA̸NG[/read]


RizieN posted:

Well, at least it's not just me. I'll have to just man up and stop procrastinating and making excuses, despite how tired I think I am. I miss those days when I could be in a studio for 12 hours a day or just get passionate about something and then it's 5am all of a sudden... but I still felt good the next day and most importantly productive.

I'm in a similar position to you, but probably worse at 3d. Just stick at it. I like throwing myself into an idea and trying to learn the workflow behind it as I go. Once you have that down it's just a case of getting good at every stage and making good examples of your work, or specialising in something. I hear there's money just in rigging nowadays.
I'm trying to start a company in the UK that does video production, editing and effects, and it's difficult keeping a handle on everything but learning a cool skill and having the chance to Make Stuff for a living is too alluring. I don't think I could be passionate about anything else.

uglynoodles
May 28, 2009


More progress with my chimp.



He's still a Dynamesh. I'm getting to the point now where I'm going to want to decimate, then retopo, then ramp up his polycount to do wrinkles and pores and things like that. At least... I think that's how it works. Right?
Because this Dynamesh is at 2 million before decimation, and look at his face. Pixelly as balls:


I don't know why my stuff is so pixelly even when I work at relatively high resolutions. I watch all these tutorials and stuff and their things don't seem to get so pixelly looking. I don't know what I'm doing wrong.
I'm trying to save up to get a years' worth of Digitaltutors, but man nothing beats having someone directly answer your questions about things.

bring back old gbs
Feb 28, 2007

by LITERALLY AN ADMIN

uglynoodles posted:

More progress with my chimp.



He's still a Dynamesh. I'm getting to the point now where I'm going to want to decimate, then retopo, then ramp up his polycount to do wrinkles and pores and things like that. At least... I think that's how it works. Right?
Because this Dynamesh is at 2 million before decimation, and look at his face. Pixelly as balls:


I don't know why my stuff is so pixelly even when I work at relatively high resolutions. I watch all these tutorials and stuff and their things don't seem to get so pixelly looking. I don't know what I'm doing wrong.
I'm trying to save up to get a years' worth of Digitaltutors, but man nothing beats having someone directly answer your questions about things.

I'm really liking the anatomy.

keyframe
Sep 15, 2007

I have seen things

uglynoodles posted:

More progress with my chimp.



He's still a Dynamesh. I'm getting to the point now where I'm going to want to decimate, then retopo, then ramp up his polycount to do wrinkles and pores and things like that. At least... I think that's how it works. Right?
Because this Dynamesh is at 2 million before decimation, and look at his face. Pixelly as balls:


I don't know why my stuff is so pixelly even when I work at relatively high resolutions. I watch all these tutorials and stuff and their things don't seem to get so pixelly looking. I don't know what I'm doing wrong.
I'm trying to save up to get a years' worth of Digitaltutors, but man nothing beats having someone directly answer your questions about things.

Dynamesh is not for detail sculpting. Just disable dynamesh and subdivide regularly if you want to add detail. There is no point in keeping dynamesh on once you got your proportions right.

durpadurp
Jul 24, 2009

uglynoodles posted:

More progress with my chimp.



He's still a Dynamesh. I'm getting to the point now where I'm going to want to decimate, then retopo, then ramp up his polycount to do wrinkles and pores and things like that. At least... I think that's how it works. Right?
Because this Dynamesh is at 2 million before decimation, and look at his face. Pixelly as balls:


I don't know why my stuff is so pixelly even when I work at relatively high resolutions. I watch all these tutorials and stuff and their things don't seem to get so pixelly looking. I don't know what I'm doing wrong.
I'm trying to save up to get a years' worth of Digitaltutors, but man nothing beats having someone directly answer your questions about things.


Checkout the ZRemesher in ZBrush.

When you ZRemesh, you can control the density of the polygons with the "Polypaint" button underneath it. That will give you more polygons in the face and more detail.

1. Sculpt your model
2. Duplicate the subtool
3. ZRemesh the duplicate subtool
4. Project the details onto the duplicate, subdividing up as ya go to capture the detail
5. Delete the original high dynamesh cause it's not necessary

That way you have a model with better topology that let's you hop between high and low subdivisions.

Hope that helps a little. Your model is looking great btw :)

durpadurp fucked around with this message at 15:22 on Aug 8, 2014

Kanine
Aug 5, 2014

by Nyc_Tattoo


Speed model in about two hours.

keyframe
Sep 15, 2007

I have seen things
Holy crap Houdini owns. :stare:

Kanine
Aug 5, 2014

by Nyc_Tattoo
nevermind, i fixed the issue

Kanine fucked around with this message at 11:28 on Aug 8, 2014

concerned mom
Apr 22, 2003

by Lowtax
Grimey Drawer
Are you using a cage? Looks like some rays are miss-firing or possibly hitting both sides of the knife blade. You could put a blocker down the middle of the knife blade maybe?

El Grillo
Jan 3, 2008
Fun Shoe
So I have a very large texture split into a bunch of image files, I'm trying to apply it to a plane in 3ds Max but for the life of me I can't find a way to compile the texture files into one big texture. Seems possible Max doesn't support this natively but wanted to ask you guys, is there a way?
Incredibly new at all this so sorry if this is a dumb question.

El Grillo fucked around with this message at 17:02 on Aug 8, 2014

International Log
Apr 3, 2007

Fluent in five foreign tongues!
Grimey Drawer
Made this in a couple hours basically, model was provided (my life for my automated Revit > Vray material converter):



Distributed render of 30 minutes on 4 pc's, and did some reeeeeeeeeeally botched photoshopping but ofcourse I'm not gonna tell you guys where exactly. Also, there are some inaccuracies in the model that I was simply too lazy to fix. :shrug:

Oh, lighted with a single domelight + hdri, irrmap/LC.
Next ofcourse, is animating this thing, of which I have no clue as of yet.

cubicle gangster posted:

most tools have features for edge detection and smooth those out. Frischluft does a great job of this - I think alex roman just used the built in tools.

If you want to send me a render and z-depth i'll run it through it for you if you like.

Thanks, I might do that sometime.

International Log fucked around with this message at 17:14 on Aug 8, 2014

Cyne
May 30, 2007
Beauty is a rare thing.

keyframe posted:

Holy crap Houdini owns. :stare:

The new Houdini Indie license looks very cool - between that, the Houdini Engine plugins and the demise of Softimage I imagine a lot more people are going to be jumping on that particular bandwagon now. I'll definitely be getting an Indie license once my Apprentice HD expires.

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Listerine
Jan 5, 2005

Exquisite Corpse

Cyne posted:

The new Houdini Indie license looks very cool - between that, the Houdini Engine plugins and the demise of Softimage I imagine a lot more people are going to be jumping on that particular bandwagon now. I'll definitely be getting an Indie license once my Apprentice HD expires.

Do you know if Houdini Indie is simply Apprentice HD renamed as far as restrictions go? I would like to know if Indie allows 3rd party rendering. Couldn't find that on the website.

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