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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. 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 |
# ? Aug 3, 2014 20:05 |
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# ? May 16, 2024 13:19 |
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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.
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# ? Aug 5, 2014 03:59 |
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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?
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# ? Aug 5, 2014 15:07 |
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Hbomberguy posted:Everyone post your demo reels so I know what the hell kind of things I should be putting in them. What job are you applying for?
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# ? Aug 5, 2014 15:17 |
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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
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# ? Aug 5, 2014 15:38 |
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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.
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# ? Aug 5, 2014 16:02 |
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Here's mine. Currently looking for a job in Montreal if anyone has any plugs or knows about an opening. http://polycritters.carbonmade.com/
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# ? Aug 5, 2014 19:34 |
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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!
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# ? Aug 6, 2014 01:07 |
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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.
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# ? Aug 6, 2014 01:41 |
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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
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# ? Aug 6, 2014 01:50 |
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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 |
# ? Aug 6, 2014 03:33 |
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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.
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# ? Aug 6, 2014 03:40 |
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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 |
# ? Aug 6, 2014 04:44 |
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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.
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# ? Aug 6, 2014 05:13 |
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mutata posted:General video 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.
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# ? Aug 6, 2014 14:55 |
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this is a good motion graphics reel - https://vimeo.com/70399199
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# ? Aug 6, 2014 16:18 |
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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.
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# ? Aug 6, 2014 17:58 |
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RizieN posted:I really dig that reel, super slick. Yes, is the answer to all of your questions. Yes, that is all true.
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# ? Aug 6, 2014 18:58 |
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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.
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# ? Aug 6, 2014 19:00 |
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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.
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# ? Aug 6, 2014 20:18 |
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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?
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# ? Aug 6, 2014 20:24 |
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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?
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# ? Aug 6, 2014 20:29 |
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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.
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# ? Aug 6, 2014 20:55 |
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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.
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# ? Aug 6, 2014 21:05 |
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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.
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# ? Aug 6, 2014 22:08 |
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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.
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# ? Aug 6, 2014 23:16 |
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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. KiddieGrinder fucked around with this message at 16:28 on Aug 7, 2014 |
# ? Aug 7, 2014 16:14 |
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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.
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# ? Aug 7, 2014 16:31 |
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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.
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# ? Aug 7, 2014 23:24 |
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uglynoodles posted:More progress with my chimp. I'm really liking the anatomy.
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# ? Aug 8, 2014 00:05 |
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uglynoodles posted:More progress with my chimp. 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.
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# ? Aug 8, 2014 03:32 |
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uglynoodles posted:More progress with my chimp. 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 |
# ? Aug 8, 2014 04:51 |
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Speed model in about two hours.
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# ? Aug 8, 2014 05:41 |
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Holy crap Houdini owns.
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# ? Aug 8, 2014 07:37 |
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nevermind, i fixed the issue Kanine fucked around with this message at 11:28 on Aug 8, 2014 |
# ? Aug 8, 2014 10:16 |
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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?
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# ? Aug 8, 2014 10:45 |
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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 |
# ? Aug 8, 2014 16:26 |
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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. 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. Thanks, I might do that sometime. International Log fucked around with this message at 17:14 on Aug 8, 2014 |
# ? Aug 8, 2014 17:09 |
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keyframe posted:Holy crap Houdini owns. 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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# ? Aug 8, 2014 22:38 |
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# ? May 16, 2024 13:19 |
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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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# ? Aug 9, 2014 01:14 |