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uglynoodles posted:Did a paintover to check volume and stuff. I think those cheeks and mouth are a little bit wide. Easy fix though. This is goddamn awesome (from an almost completely uninitiated point of view). How much prior experience do you have in modelling? E: thanks for the replies to my question about Elysium's vegetation population. What I kind of forgot was that the setting there is meant to be quite pristine and artificial anyway, almost like one giant golf course. I guess I'm wondering whether technologies like Eon's Plant Factory's ecosystem modelling are actually used in production environments. I'm getting properly interested in digital effects tech for the first time in about a decade and it's fascinating to see the huge range of off-the-shelf software available for all kinds of different jobs now, especially to do with landscapes and environment modelling. Seems like with enough RAM, a high end CUDA gpu and a few hundred dollars on top of your maya/max purchase for software to help with environmental effects/models libraries, you could pretty quickly bust out some Avatar-esque (though obviously not avatar-quality) environment sequences (also bar the 6 month rendering times). El Grillo fucked around with this message at 11:05 on Aug 16, 2014 |
# ? Aug 16, 2014 10:48 |
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# ? May 31, 2024 15:55 |
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I've been doing it for about two years or so, but that's in between 2D stuff like painting. Thanks for the compliment!
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# ? Aug 16, 2014 12:56 |
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Help Me! I know what I want, but I'm not sure of the best way to animate it. I want 2D animations, but with the ability to use 3D camera maneuvers and move the characters in 3D space. I'm a huge fan of Ben Hibon's work in The Deathly Hallows, (he did the 3 brothers animation sequence). https://www.youtube.com/watch?v=bN1_h_eGitE But even that example is more 3D than 2D. If I had my way, I'd import the 2D drawing, and rig it to a 3D armature, but so far, a lot of my efforts have been trial-and-error. Here's my latest iteration - turning the flat drawing into a rounded shell, and adding face keys. https://www.youtube.com/watch?v=lDpqw5IvVCI It's alright, but I want to use the armature like a regular 3D model - IK rigging, individual fingertips, ability to do more gestures. Maybe something like this? How the hell do I do this? https://www.youtube.com/watch?v=PGzghUQRVk8 ---- EDIT: SO, what I'm asking isn't "how do I do this?" as much as "Which approach is the way to do this? Animating in flat land, and then dragging into a 3D program? Or doing all the animations in 3? Does anybody on here have any experience in this? magnificent7 fucked around with this message at 19:42 on Aug 16, 2014 |
# ? Aug 16, 2014 19:39 |
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magnificent7 posted:---- EDIT: The way to do something like the Backwater gospel to me would be : - Do an animated storyboard. - Once that's done you'll know what environments and shots are going to be static. Every character and environment in 3D that's going to be seen from different angles should be in 3D. - You then take your final 3D renders and paint 2D animation over them and comp them together in an other package. that's how i'd do it at least but others might have good ideas to share.
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# ? Aug 16, 2014 20:21 |
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The Blackwater Gospel is probably the least of the 3 I'm lusting after; but you're right. Storyboard it, then start with set pieces, etc. This is it - this is what I want. https://www.youtube.com/watch?v=L6RGS2IL3SY
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# ? Aug 17, 2014 01:30 |
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magnificent7 posted:The Blackwater Gospel is probably the least of the 3 I'm lusting after; but you're right. Storyboard it, then start with set pieces, etc. That one looks more like After Effects with some simple puppet tool rigging. There's a plugin called duik that can make this stuff easier (helps you set up IK etc). There's also a free rig called 'rocket randee' and an accompanying set of tutorials on vimeo that might interest you: https://vimeo.com/57328325 Duik: https://vimeo.com/92546892
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# ? Aug 17, 2014 05:06 |
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I have only been using Houdini for two weeks since Houdini Indie came out but I never want to use another CG app again. Everyone should buy it, it is incredible.
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# ? Aug 17, 2014 20:11 |
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A loving DOUGHNUT
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# ? Aug 17, 2014 20:19 |
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keyframe posted:I have only been using Houdini for two weeks since Houdini Indie came out but I never want to use another CG app again. Everyone should buy it, it is incredible.
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# ? Aug 17, 2014 20:23 |
Just finished the first part of this tutorial - kind of want to veer off a little bit now to do my own thing. Early-crappy-render: Getting there. The DOF is off...need to aim the camera a bit better. Also I'm pondering changing the wood. Still its a start for someone who hasn't used 3ds for years.
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# ? Aug 17, 2014 21:24 |
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Whats the difference between Houdini and Maya, 3DS or Blender? Is it just a variety of approaches to the same end?
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# ? Aug 18, 2014 00:26 |
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They all have different strengths. Houdini is very different to the others and its strength is in FX. Max and Maya are very similar, Maya has better character tools, max has a bunch of stuff, idk. Modeling? blenders strength is that its free. Its more like max/maya than it is Houdini though.
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# ? Aug 18, 2014 00:43 |
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Not just FX though for FX it is leagues ahead of any other app. I am currently having a blast building procedural tools that I can use in Maya(with houdini engine) and Houdini. Built a scatter asset that lets me scatter objects on the selected geometry or paint where I want them scattered and offer a ton of control on it's placement and other values. I did this after like a week of learning Houdini, I have been using Maya for close to ten years and I don't think I can do it in Maya to the same quality. It is amazing how easily you can pass data from one area of the app to the next and drive things with it all the while being non destructive and retaining the ability to change anything at any point in your node network. For example you made a node network that breaks a sphere with particles emitting dust when pieces hit the floor. You can pipe in any other model instead of the sphere and it will work on it just fine. That way everything you make in Houdini is reusable and you can share it with anyone once you wrap it as a digital asset and expose its parameters. It is a new way of thinking and it is daunting to learn at first but boy is it fun. A couple cool examples of stuff done with Houdini I came across on the Houdini forums: https://vimeo.com/81299197 (procedural fire escape generator) https://vimeo.com/103468485 (some cool r&d tests from a guy who has been learning houdini for 6 months) https://vimeo.com/78817437 (dominos! from the same guy above) https://www.youtube.com/watch?v=1fVzidO_4dI (procedural FPS game map generation)
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# ? Aug 18, 2014 02:30 |
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Cool stuff Keyframe, would you mind sharing a bit the stuff you've found online pertaining to education in houdini? i've been trying to make myself houdini litterate but it's such a daunting task it's hard to feel like i'm keeping up.
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# ? Aug 18, 2014 04:48 |
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Odddzy posted:Cool stuff Keyframe, would you mind sharing a bit the stuff you've found online pertaining to education in houdini? i've been trying to make myself houdini litterate but it's such a daunting task it's hard to feel like i'm keeping up. I started with these: http://www.sidefx.com/index.php?option=com_content&task=blogcategory&id=202&Itemid=361 and went to these: http://www.sidefx.com/index.php?option=com_content&task=blogcategory&id=203&Itemid=362 http://www.sidefx.com/index.php?option=com_content&task=blogcategory&id=222&Itemid=383 http://www.sidefx.com/index.php?option=com_content&task=blogcategory&id=228&Itemid=389 That's about 60+ hours of video tutorials so it will take a while for you to watch but they give a really nice overview of the software. After that I would recommend the CMIVFX Houdini tutorials. Don't bother with Digital Tutors or Gnomon because their houdini tutorials are for like Houdini 8 and a lot has changed since then so they don't really apply anymore. Odforce and Side FX forums are the best places to hang out and ask Houdini questions.
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# ? Aug 18, 2014 05:25 |
Houdini flat out refuses to install for me. Keep getting Extract: Error writing to File: \nssF690.tmp\nsExec.dll Oh well.
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# ? Aug 18, 2014 11:25 |
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Looks great! Keep it up. Looks good enough to eat!
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# ? Aug 18, 2014 11:36 |
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I dunno the doughy part could stand to be cooked a little longer. It's not quite tasty golden brown looking. Nice chocolate tho.
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# ? Aug 18, 2014 11:56 |
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SynthOrange posted:I dunno the doughy part could stand to be cooked a little longer. It's not quite tasty golden brown looking. Nice chocolate tho. If there's no tiny fingerprints all over the chocolate frosting, it's not real. At least, not in my house.
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# ? Aug 18, 2014 14:57 |
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magnificent7 posted:The Blackwater Gospel is probably the least of the 3 I'm lusting after; but you're right. Storyboard it, then start with set pieces, etc. That's a lot easier to do than Blackwater Gospel. Just build assets in Flash or something, put them in After Effects, rig them with the puppet tool, and make the layers 3D so you can do 3d camera moves. You could also texture backgrounds in a 3D program and do the camera moves there, then export that data into after effects and add the characters.
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# ? Aug 18, 2014 18:07 |
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I know you're not after the Backwater Gospel, but this breakdown is pretty great and shows how simple some of the rigs were: https://www.youtube.com/watch?v=tGwulPmJVBE
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# ? Aug 18, 2014 19:51 |
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keyframe posted:I started with these: Yeah when I first started learning Houdini I was bummed that DT didn't have up to date Houdini material since I already had a subscription. For the basics they're fine but all of their dynamics / fluid / particle stuff is completely outdated. Look out for the sales on cmiVFX - you can get some pretty crazy discounts (50% or more) if you're willing to wait a bit.
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# ? Aug 18, 2014 19:53 |
2nd better render of the chessboard: Think I'll work on HDR and cleaning up the materials next - all good for models. Might try tidy up the rook to make it better, but it's not a huge concern since it'll always be a background object. I've also stopped following the tutorial completely and now i'm doing my own thing. Communist Bear fucked around with this message at 21:04 on Aug 18, 2014 |
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# ? Aug 18, 2014 21:01 |
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WMain00 posted:Chess board Looking very good man! I wouldn't worry about the rook if you aren't looking into practising modelling with this piece, it looks great like it is.
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# ? Aug 19, 2014 01:22 |
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Cyne posted:Yeah when I first started learning Houdini I was bummed that DT didn't have up to date Houdini material since I already had a subscription. For the basics they're fine but all of their dynamics / fluid / particle stuff is completely outdated. Look out for the sales on cmiVFX - you can get some pretty crazy discounts (50% or more) if you're willing to wait a bit. Getting a year sub for cmi vfx is totally worth it for the Houdini and nuke tutorials they have. Some of their Houdini stuff is outdated as well but most are new and they keep adding new Houdini tutorials pretty frequently. Anyone wanting to learn Houdini should go through the video lessons at Side FX before they spend any money on third party sites though.
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# ? Aug 19, 2014 03:02 |
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OtherCubed posted:I know you're not after the Backwater Gospel, but this breakdown is pretty great and shows how simple some of the rigs were: https://www.youtube.com/watch?v=tGwulPmJVBE Holy poo poo that was great. Thanks for this, it's absolutely in the right direction of what I want to do as far as the materials and general layout. Less 3D human models, but still, everything else is spot on.
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# ? Aug 19, 2014 03:50 |
Does anyone know if Digital Tutors is worth the money? Alot of free tutorial locations don't actually seem to supply tutorials, but rather making-of's which don't really help. I can't draw for poo poo which I think always hampers what I want to try do
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# ? Aug 19, 2014 13:39 |
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I don't know about 'worth the money' as my sub was paid for by the studio I worked at, but some of their tutorials are very good. If you want to learn to draw though, there are probably better free resources out there - I find DT useful for learning how to use software, but not so much for artistic principles.
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# ? Aug 19, 2014 14:18 |
floofyscorp posted:I don't know about 'worth the money' as my sub was paid for by the studio I worked at, but some of their tutorials are very good. If you want to learn to draw though, there are probably better free resources out there - I find DT useful for learning how to use software, but not so much for artistic principles. Bleh I don't think I'll ever be good at drawing, but if DT can teach me how to use Max then I won't mind as I can just take resource images from the Internet....or make very rough sketches on a piece of paper!
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# ? Aug 19, 2014 14:43 |
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Odddzy posted:Cool stuff Keyframe, would you mind sharing a bit the stuff you've found online pertaining to education in houdini? i've been trying to make myself houdini litterate but it's such a daunting task it's hard to feel like i'm keeping up. Peter Quint has been posting some great Houdini stuff on Vimeo for years. They're well worth a look too.
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# ? Aug 19, 2014 17:04 |
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WMain00 posted:Bleh I don't think I'll ever be good at drawing, but if DT can teach me how to use Max then I won't mind as I can just take resource images from the Internet....or make very rough sketches on a piece of paper! I don't know how good the 2D stuff is, but they have a ton of stuff for Max and in general their Intro courses are pretty decent overviews and ought to get you proficient in where all the tools are, which shortcuts you need to learn, etc.
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# ? Aug 19, 2014 20:28 |
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ozmunkeh posted:Peter Quint has been posting some great Houdini stuff on Vimeo for years. They're well worth a look too. Yea his tutorials are really great.
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# ? Aug 20, 2014 05:22 |
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I think I'm calling this finished.
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# ? Aug 20, 2014 06:23 |
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That's pretty nice for a first person view model. For extra practice and portfolio material you could always try making a lower fidelity in-world model, reducing polycounts etc.
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# ? Aug 20, 2014 06:27 |
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Does anybody have any dirt on The Mill, apart from standard googling? I have an interview with them tomorrow for a junior position at the Chicago office. What I did find was basically "wah, buku overtime and office politics" but it seemed to be about the New York office and that's normal poo poo ffs.
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# ? Aug 20, 2014 15:44 |
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DiHK posted:Does anybody have any dirt on The Mill, apart from standard googling? I have an interview with them tomorrow for a junior position at the Chicago office. What I did find was basically "wah, buku overtime and office politics" but it seemed to be about the New York office and that's normal poo poo ffs. In my circle the mill is known for paying day rates to non staff positions, could be a bit different in Chicago, but I would adjust your rate accordingly if asked (expect a 10 hour day if adjusting for day rates). Day rates and low pay for jrs. seems to be the theme in their LA and NYC offices(and really at all studios these days sadly). That being said, they've always seemed like a cool group of people, and they do really extraordinary work!
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# ? Aug 20, 2014 15:58 |
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Hey Keyframe, since you've been doing the Houdini tutorials recently, did you happen to work through this lesson? I've started learning Houdini 13 but this lesson was written for an earlier version, everything works except when I make the columns a breakable object and start the sim, the columns disintegrate before the wrecking ball hits them. Just wondering if you knew off the top of your head why they would fall apart before being hit. No worries if you don't.
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# ? Aug 21, 2014 06:50 |
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That tutorial came out before houdini 12, which is when the RBD solver switched itself from using the sidefx built (and slow) rigid solver to the bullet solver as a default. One of the requirements of the bullet solver is you normally need some sort of a glue/constraint network to hold it together. This tutorial goes over the basics of all that fun stuff and will probably bridge the gap between the two solvers for you from that old tutorial. http://www.sidefx.com/index.php?option=com_content&task=view&id=2350&Itemid=344
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# ? Aug 21, 2014 16:25 |
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Oh great, thank you!
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# ? Aug 22, 2014 00:45 |
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# ? May 31, 2024 15:55 |
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Listerine posted:Hey Keyframe, since you've been doing the Houdini tutorials recently, did you happen to work through this lesson? I've started learning Houdini 13 but this lesson was written for an earlier version, everything works except when I make the columns a breakable object and start the sim, the columns disintegrate before the wrecking ball hits them. Just wondering if you knew off the top of your head why they would fall apart before being hit. No worries if you don't. Yea no I haven't watched that. I am trying to make sense of all the internal variables and expressions in houdini and how to use them right now.
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# ? Aug 22, 2014 03:24 |