|
Cyne posted:Wow, they really went for it with the naked fat lady scans huh? Yeah, that's fair. Done!
|
# ? Jun 15, 2015 08:54 |
|
|
# ? Jun 3, 2024 19:59 |
|
nice link man. there's good reference in there.
|
# ? Jun 15, 2015 17:45 |
|
Best all in one tablet solution for sculpting right now? Surface Pro 3 or Cintiq tablet? I was told the other day that the new cintiq tablets can plug into any PC or mac and actually use their horsepower instead of the built in stuff. This seems very interesting to me. Any thoughts? I was leaning toward the Surface Pro 3 until I heard that. Of course Wacom always charges a premium, but at least you have more options now.
|
# ? Jun 15, 2015 17:58 |
|
sigma 6 posted:Best all in one tablet solution for sculpting right now? Get the Wacom. It has the side buttons. If the choice was between a Surface pro 2 or a Companion I would consider the Surface Pro 2 but probably still get the companion.
|
# ? Jun 15, 2015 18:05 |
|
Why not the Surface 3 pro? Side buttons and acting as a PC / Mac peripheral are compelling reasons to go with the companion. Of course the Surface Pro does come with a keyboard, but that is kind of minor at this point.
|
# ? Jun 15, 2015 22:41 |
|
sigma 6 posted:Why not the Surface 3 pro? It's not Wacom tech behind the pen/screen. I'll gladly use standalone $80 knockoff Huion because if they suck I replace them. But for my $1000+ drawing tablet with the digitizer built in? Wacom all the way, no messing around.
|
# ? Jun 15, 2015 23:26 |
|
I doubt you'd notice the difference most of the time.
|
# ? Jun 15, 2015 23:37 |
|
I thought the Surface had Wacom digitizers, like the Galaxy Notes. I've heard plenty of other bad things about it mind you.
|
# ? Jun 16, 2015 00:42 |
|
Surface 2 does. Surface 3 is some other tech who's name escapes me. It's pretty similar. I still say that most people wouldn't notice the difference.
|
# ? Jun 16, 2015 00:45 |
|
Megaspel posted:I thought the Surface had Wacom digitizers, like the Galaxy Notes. I've heard plenty of other bad things about it mind you. Surface Pro, not standard Surface. Edit. Oh that was established, never mind.
|
# ? Jun 16, 2015 12:42 |
|
Another heads up, Substance Painter is currently 40% off on steam for the next 16 hours. http://store.steampowered.com/app/273390/
|
# ? Jun 16, 2015 13:15 |
|
This may be a long-shot/wrong thread but have any of you used the DPI-8 handheld scanner from Dot Product? We bought one at work for surveying piping offshore and have had a nightmare using it.
|
# ? Jun 16, 2015 17:00 |
|
Sigma-X posted:Yeah the RAD system was for scanning flat materials. The same concept can be attached to a sphere of cameras to capture full 3d. With a fast enough system you can actually capture moving 3d. The infinite realities blog had a bunch of useful info when I was looking into things a few years ago http://ir-ltd.net/blog/ Yeah Paul is pretty much the father of modern photogrammetry. I would love to be able to go to one of his talks but, as I understand it, they're mostly around his office in USC. And to your final point, you're absolutely correct. I'm finding that I have to regularly remind the artists on my team that photoscanned assets are really just very high definition source materials. If you treat them as the one-stop-shop that is the sole provider of your end product, you're going to be in trouble. It provides fantastically high resolution stock material, you still need to be a good artist to use the assets.
|
# ? Jun 19, 2015 20:10 |
|
Don't forget that Debevec invented HDR techniques as well. Photogrammetry combined with HDR lighting is really the key to producing photo real CGI. Proper understanding of materials / shaders is a must too.
|
# ? Jun 20, 2015 08:52 |
|
32MB OF ESRAM posted:It's not Wacom tech behind the pen/screen. I'll gladly use standalone $80 knockoff Huion because if they suck I replace them. But for my $1000+ drawing tablet with the digitizer built in? Wacom all the way, no messing around. I prefer the ntrig tech in surface 3 to wacom due to lack of parallax and way better responsiveness. It is not some knock off chinese brand , microsoft owns it and develops it.
|
# ? Jun 20, 2015 19:18 |
|
sigma 6 posted:Don't forget that Debevec invented HDR techniques as well. Photogrammetry combined with HDR lighting is really the key to producing photo real CGI. Proper understanding of materials / shaders is a must too. Using IBL derived from HDRi's to remove shadows from photoscan albedos is truly, in every sense of the word, awesome. His recent paper on facial microgeometry is really fantastic as well. It's not something my work can benefit from, as I don't work at the resolutions necessary for it to work, but I can see it being a pretty big deal in the film industry.
|
# ? Jun 21, 2015 06:05 |
|
Sculpted in ZBrush. I already see a few problems with the eyelids, neck and forehead. Critique away, because I want to improve:
|
# ? Jun 21, 2015 19:34 |
|
tango alpha delta posted:Sculpted in ZBrush.
|
# ? Jun 24, 2015 16:38 |
|
Another thread - ruined
|
# ? Jun 24, 2015 20:39 |
|
Some of Grant Warwick's training is on sale until the end of the month if anyone has been wanting to get in on that. Also it seems you now get a free six month V-Ray license if you buy the V-Ray course which is definitely a pretty cool deal.
|
# ? Jun 25, 2015 23:54 |
|
First time posting in the thread! Glad to see some arch viz people around. In architecture school we usually have to churn out 4-6 renders with some post production, scale figures, etc in about 72 hours in addition to maybe some diagrams, sections, floorplans, a model, eating and maybe a quick nap. Now that I have a bit more time I wanted to see what it was like to give the renders a little bit more love. In the winter lobby scene I modeled the light fixtures and everything that isn't the chair. Mountain and snow added in post. The rug is a texture with a little bit of a displacement map, and I painted on some hairs using the grass brush in photoshop to make those edges a little fuzzy. In the jungle scene I modeled the structure on the right and the rocks. I used Forest Pack for the all the vegetation, some grass close to the structure, and for adding some additional little rocks to make the ground less flat looking. Here are a few school renders: Right now I model almost everything in Rhino and export. I need to watch some tutorials on max modeling techniques. If anyone has any good tutorials pass them along. I've seen the Grant Warwick modeling video referenced a couple places, seems like a good starting point. cubicle gangster posted:We have, this one looked that good - http://www.nytimes.com/2013/06/23/realestate/selling-park-avenue-condos-at-250000-a-minute.html I luckily got a chance to see the film. The camera barrel-roll style transitions from private jet to luxury car were pretty amazing. Also, I'm a recent grad in NYC so if you guys are looking for people....
|
# ? Jun 27, 2015 01:12 |
|
Have a pressure cooker of a project coming up and needed to create some assets fast. Having no real experience with 3D painting (or PTex stuff) I decided to try the trial of Mari. Holy poo poo. Within minutes I was able to get my model in and started getting it textured with some insane Paint Through functions. This is going to make my life so much easier. gently caress you UV unwrapping. gently caress you forever.
|
# ? Jun 27, 2015 22:39 |
|
Cubicle Gangster is the reference for archviz stuff here but you probably already know that. He often recommends viscorbel's tutorials, most of them are offered free and others that he makes are downloadable for a small price and quite worth it. Grant Warwicks video on hard surface modeling looks good too but I never watched it. Bertrand Benoit is another dude that does nice process and workflow tutorials that are well worth the time as far as I know. http://viscorbel.com/ http://www.peterguthrie.net/blog/ http://www.bbb3viz.com/ http://masteringcgi.com.au/
|
# ? Jun 28, 2015 08:03 |
|
BonoMan posted:Have a pressure cooker of a project coming up and needed to create some assets fast. Having no real experience with 3D painting (or PTex stuff) I decided to try the trial of Mari. One of the Mari devs posts in this thread. His name is forelle or something similar. I work in games so haven't really got a chance to use Mari yet but I can't wait to in the future.
|
# ? Jun 28, 2015 21:18 |
|
SpoonsForThought posted:I luckily got a chance to see the film. The camera barrel-roll style transitions from private jet to luxury car were pretty amazing. Also, I'm a recent grad in NYC so if you guys are looking for people.... Hey, thank you man! I was in charge of the manor to the end of the jet sequence, and then the clock - living - barcelona pavillion - pool section. How did you see it? some of the partners do classes, were you in any? We are always looking for people - you've got a great eye too, some people cant make better images given all the time in the world. Are those the only 2 images you've been able to spend more time on? If you get a couple more like those together & brush up on modeling in max you should absolutely send them over, the quality of those is great for a recent grad. And yeah, grant warwicks hard surface, viscorbels (good material ones too, grants are a little ott), and these - http://www.evermotion.org/modelshop/show_product/archviz-training-bundle/10827/0/0/ are great The evermotion ones cover all bases to a pretty high standard.
|
# ? Jun 28, 2015 23:10 |
|
I design liqueurs and spirits packaging, and I want to pre-visualize the design in 3d rather than having to photoshop a realistic bottle and label for every different angle. I know how to model in maya and the basics of uv mapping/shaders/rendering in mentalray, but I want to get better at rendering realistic glass bottles specifically. Any pointers or links on that topic? KinkyJohn fucked around with this message at 08:51 on Jun 29, 2015 |
# ? Jun 29, 2015 08:49 |
|
concerned mom posted:One of the Mari devs posts in this thread. His name is forelle or something similar. I work in games so haven't really got a chance to use Mari yet but I can't wait to in the future. Glad you like it BonoMan! I wrote Mari back at Weta and now manage it for The Foundry. If you've got any questions etc please let me know. My bandwidth on this thread is very low, but I'll try and get back to you. I can probably sort out some evals if anyone is interested.
|
# ? Jun 29, 2015 12:45 |
|
You know, I've been thinking recently that I'd love to try a couple of things in it, see if I can do what I'm thinking and make a case for getting a copy. Any chance I could get an evaluation? Thanks
|
# ? Jun 29, 2015 14:31 |
|
KinkyJohn posted:I design liqueurs and spirits packaging, and I want to pre-visualize the design in 3d rather than having to photoshop a realistic bottle and label for every different angle. Viscorbel's material tutorials have a few talking about glass. even if you're not using Vray some of the theory stays the same.
|
# ? Jun 29, 2015 15:05 |
|
forelle posted:Glad you like it BonoMan! I thought you worked with Mari, I didn't know you loving made Mari. That is amazing.
|
# ? Jun 29, 2015 17:41 |
|
Geez, no kidding. I feel bad, you have me a free trial and I said I would make something but like the next week I lost my job and had to move 2 states over and then went right onto crunch at my new place so I totally forgot.
|
# ? Jun 29, 2015 21:41 |
|
32MB OF ESRAM posted:I thought you worked with Mari, I didn't know you loving made Mari. That is amazing. Wow. I am also amazed. Mari is loving incredible. Well done, forelle. You made something awesome.
|
# ? Jun 30, 2015 08:43 |
|
Pathos posted:Wow. I am also amazed. Mari is loving incredible. Well done, forelle. You made something awesome. Heh, thanks. That's nice to hear. It's been nearly 10 years since I started it and I'm still in shock that people actually use it. Going into ILM, Pixar, Dreamworks, DNeg, MPC, Framestore etc. and seeing people painting away still gets me. Actually, them even letting me through the front door is a bit of a shock. forelle fucked around with this message at 12:16 on Jun 30, 2015 |
# ? Jun 30, 2015 12:05 |
|
cubicle gangster posted:You know, I've been thinking recently that I'd love to try a couple of things in it, see if I can do what I'm thinking and make a case for getting a copy. Any chance I could get an evaluation? Thanks In your email. Enjoy.
|
# ? Jun 30, 2015 14:29 |
|
I really enjoy messing around in Substance Designer.
|
# ? Jun 30, 2015 15:33 |
|
forelle posted:In your email. Enjoy. Thank you! A question for everyone here - I've got 20 different objects in my scene, all with the uv channels laid out nicely, one for each object. Now I want to bring all these uvw maps into a tiled setup and bake them all at once, but I cant find out how to arrange or control tiles. i also cant figure out how to move a uvw map between channels while preserving the layout... any good resources that cover this? I've read a ton of tutorials that nearly get to answer these questions but they're all basically quick start/intro's to the subject and dont tell you anything about how to control or understand it if you're coming from a different approach. cubicle gangster fucked around with this message at 17:05 on Jun 30, 2015 |
# ? Jun 30, 2015 17:03 |
|
cubicle gangster posted:A question for everyone here I feel dumb for asking a pro this sort of question, but I have to; what software are you using? If you're using 3D Studio that'd be a pretty simple process. In the "Unwrap UVW" modifier, there's a section that says "Channel", and in there it says "Map Channel : 1". Simply click the up (or down) spinner button and it'll ask if you want to move those uvs, or abandon them; choose move. Voila, you have those uvs in a new channel, no fuss no muss. Now as far as arranging them in a tile like configuration while still maintaining their original layout, I'm not sure if that's possible. You may have to just end up doing it by hand I think. I would move each object's uv 'tile' off to some random spot, attach all the objects, and then bring each 'tile' back to its appropriate place and scale to fit the new giant condensed uv layout. Basically after attaching all the different objects, your uv layout should look like this: (note I've only got two 'tiles' there, you have to imagine twenty) Hopefully that helps, if not then I'm sort of embarrassed. if you're not using 3D Studio then ignore this completely KiddieGrinder fucked around with this message at 17:36 on Jun 30, 2015 |
# ? Jun 30, 2015 17:29 |
|
Nope, that was perfect I am using max, yeah. sorry for not saying! Is there a way to view the tile boundaries in the uvw editor? I could lay out all my objects in the correct places before merging them together, i think this should work great!
|
# ? Jun 30, 2015 18:17 |
|
cubicle gangster posted:Is there a way to view the tile boundaries in the uvw editor? I think only if you've got a bunch of uvs selected, otherwise no. You can see a general border (which also has control button things on the corners, scale, rotate, etc.) if you select uvs and are in the mode thats in my second screenshot, the one after the scale mode button in the top left, before the mirror button? I forget what it's called, but that will give you a border. cubicle gangster posted:Nope, that was perfect Glad it helped!
|
# ? Jun 30, 2015 18:22 |
|
|
# ? Jun 3, 2024 19:59 |
|
You can also select multiple objects and apply a UV unwrap modifier to them all and they'll all show up in the editor so you can position them that way. Just don't relax anything, it doesn't like it.
|
# ? Jul 1, 2015 08:46 |