Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
curse of flubber
Mar 12, 2007
I CAN'T HELP BUT DERAIL THREADS WITH MY VERY PRESENCE

I ALSO HAVE A CLOUD OF DEDICATED IDIOTS FOLLOWING ME SHITTING UP EVERY THREAD I POST IN

IGNORE ME AND ANY DINOSAUR THAT FIGHTS WITH ME BECAUSE WE JUST CAN'T SHUT UP

That's really cool, I don't know what about copper I love looking at, but the texture is great.

EDIT: From the sketchfab link, I'm guessing it's not supposed to look like copper, that's just environmental shading? Whichever it is, looks cool.

curse of flubber fucked around with this message at 13:08 on Jan 25, 2016

Adbot
ADBOT LOVES YOU

Gearman
Dec 6, 2011


Nice work! My only minor nitpick is the lack of edges on the trigger. I think it's got like, two polys for the whole thing, and it's pretty obvious, especially with the normal bake showing a very smooth curve. Adding four or five more polys there won't hurt you much and it'll make everything else look nicer.

BonoMan
Feb 20, 2002

Jade Ear Joe
The Chemical Brothers/ Beck track has a great video but I need to know how it was done.

https://www.youtube.com/watch?v=BC2dRkm8ATU

I'm assuming that it's mo-capped with CG skin "overlay." Because manually tracking and painting out everything in that would break me as a human being.

Only thing I can think of is the skin isn't real to begin with. Hell maybe the entire environment is fake.

cubicle gangster
Jun 26, 2005

magda, make the tea
The skin is definitely real, the rest of the cg is nowhere near good enough to have had them do skin like that. at 3:50 it really obviously turns into full cg and the clothes switch out.
Would be cheaper to outsource the roto/painting than do anything more than the white mesh in cg. the masks are sliding all over the place whenever you can see up a sleeve or she lifts her shirt up.

cubicle gangster fucked around with this message at 17:31 on Jan 25, 2016

BonoMan
Feb 20, 2002

Jade Ear Joe

cubicle gangster posted:

The skin is definitely real, the rest of the cg is nowhere near good enough to have had them do skin like that. at 3:50 it really obviously turns into full cg and the clothes switch out.
Would be cheaper to outsource the roto/painting than do anything more than the white mesh in cg. the masks are sliding all over the place whenever you can see up a sleeve or she lifts her shirt up.

Yeah I noticed the masks sliding a bit.

I think there is definitely some cg skin where it calls for it (probably for whenever they show skin behind a lattice) - which is what I'm assuming the bodyscanning was for.

Would like to know if the environment was fake too or to what degree. I imagine tracking a markered person while the steadicam is floating around her would be kind of difficult if you're not in some sort of camera equipped room right? Seems like you'd need stationary cameras to get a baseline (which I guess you could just rig up in a warehouse and paint out).

edit: ha and yeah the cloth at 3:50 is really noticeable

BonoMan fucked around with this message at 17:58 on Jan 25, 2016

BonoMan
Feb 20, 2002

Jade Ear Joe
Here's a really cool VFX breakdown for The Force Awakens

note: this is different from the Oscars reel that's been floating around, so it might be new to you.

https://www.youtube.com/watch?v=qRQPwJ0O24M

mutata
Mar 1, 2003


This looks very good, I just wish that the black metal had more areas of rest in the noise. In that lighting there's just a constant and even wash of noisey texture uniformly over the whole thing and it makes it look kind of like an impressionist painter had their way with the patina on there.

That's pretty nitpicky, though, and I know that when I post a thing and say "here's the finished thing!" I'm not looking for critique, so sorry. :shobon:

mutata
Mar 1, 2003

mutata posted:

Find that YouTube video narrated by Freddie Wong about how it doesn't matter if whatever it is is done well and just keep sending that link out until everyone shuts up.

https://www.youtube.com/watch?v=bL6hp8BKB24 This one.

Gearman
Dec 6, 2011

mutata posted:

This looks very good, I just wish that the black metal had more areas of rest in the noise. In that lighting there's just a constant and even wash of noisey texture uniformly over the whole thing and it makes it look kind of like an impressionist painter had their way with the patina on there.

That's pretty nitpicky, though, and I know that when I post a thing and say "here's the finished thing!" I'm not looking for critique, so sorry. :shobon:

This is a good point, and it's very noticeable in the first image. Cleaning that up and creating more contrast in the material would certainly bump it up a few notches in visual quality without a whole lot of work.

RizieN
May 15, 2004

and it was still hot.
Hey guys, I just did a fresh reinstall of Windows 10 on my work laptop, it was slow and getting bogged down on simple tasks for no reason.

Now I've got this weird problem in Maya, looks like things are getting clipped at a certain distance. Also in some other areas it's like the shading(normals hosed up?) is missing and it's just displaying black polygons. All of these are super simple shapes too:






Any idea whats going on?

mutata
Mar 1, 2003

Clipping plane shenanigans? Check the perspective camera settings for your near and far clipping planes? At work I just set near to 1 and far too 9999, but we work in our own metrics so I dunno what will be best for you...

RizieN
May 15, 2004

and it was still hot.
Ah, that was simple enough. Thanks man!

Fragrag
Aug 3, 2007
The Worst Admin Ever bashes You in the head with his banhammer. It is smashed into the body, an unrecognizable mass! You have been struck down.
So I kinda got dropped into the CG world by getting a job at an art studio where they are currently with UE4 for an art project. I spent my first couple months mapping pictures to UV maps and I've started getting my feet wet with some simple 3ds Max projects.

Now they've assigned me to post process some renders which is more in my terrain (Photography degree) and they sent me the renders and passes. Are there any hints or tips on how to approach it? Especially grass, right now it looks like a carpet and I'm having trouble making it look more natural.

Also .exr files, what the gently caress are those. Should I treat them more like jpegs or tiffs?

Fragrag fucked around with this message at 13:57 on Jan 29, 2016

cubicle gangster
Jun 26, 2005

magda, make the tea
.exr has a range far beyond that of raw .cr2 - you know how you can recover slightly burnt out areas in a raw file? .exr holds all information in it, so you can completley re-expose. The CG artists should have set a decent exposure, but it gives you some room for getting more detail back and balancing.
http://www.openexr.com/samples.html

What I do is have 2 psds - one is the base exr with some exposure adjustments, saved as 32bit - the other is the working photoshop file that has all the actual post production at 8 or 16bit. When the image updates, it goes through the 32bit exposure exr then gets copy merged as the base in the other one. Saves you having 100 layers in a 32bit psd (32bit doesnt support curves or some other important things, and your file size will be 4gb before you know it).

Your how to approach this is a bit open ended, there are a lot of ways and you need to do some exploring to find one that is comfortable for you.
Have a look at all of these links:

http://www.creativebloq.com/10-photoshop-post-production-tips-8134073 - basic working with passes. good primer into the basics.

https://www.youtube.com/watch?v=channel?UCBzPV2uSji-Z5-x_svnZV1w?videos - these guys have a few that go over how they do specific things.

Articles like this are good to see what other people are doing, even if they dont tell you the decision making process behind every choice.
http://www.ronenbekerman.com/archviz-workflow-with-cristian-chierici-cc79/
Seeing what is possible is 90% of the battle though, if you know what your tools are capable of it's much easier to figure out how to do it yourself.
(Browse ronan beckermen - he has hundreds of articles like that)

https://www.youtube.com/watch?v=Z-fKgO3is5M another 'seeing what is possible'

Once you've watched everything you should have a good understanding of how to approach a lot yourself - if you want to come back with specific questions after that there will be a few people here happy to help.


If you want a good supply of images to paste in to your psds - http://www.textures.com/
Get someone there to get a subscription, if they dont already. the 3d guys will use it too if they dont already have an account. You'll be spending a lot of time in that 'nature' category.

cubicle gangster fucked around with this message at 17:00 on Jan 29, 2016

BonoMan
Feb 20, 2002

Jade Ear Joe

cubicle gangster posted:



If you want a good supply of images to paste in to your psds - http://www.textures.com/
Get someone there to get a subscription, if they dont already. the 3d guys will use it too if they dont already have an account. You'll be spending a lot of time in that 'nature' category.

Holy crap CGTextures got a revamp. :stare:

BonoMan
Feb 20, 2002

Jade Ear Joe
Also FINALLY got an email to try out nVidia IRay for Maya.

Anybody used it yet? Installing it now.

Kanine
Aug 5, 2014

by Nyc_Tattoo


Made Rey's Blaster from Force Awakens for the Quixel #scifiathlon2016 challenge. You can see it in Marmoset Viewer here.



I also made a quick m24 grenade for some more quixel practice. I'm trying to get better overall with my skills in making good looking materials.

Mr.48
May 1, 2007
Hi guys, I have an acquaintance who used to work as a 3d modeler but has recently suffered a stroke, and wont be able to work in the near future. He is short on cash and is looking to sell some of his 3d modelling software like Substance and 3d Coat Pro (fully licensed, and with a big discount).

Could anyone suggest where would be the best place to do that?

Mr.48 fucked around with this message at 13:51 on Jan 30, 2016

Handiklap
Aug 14, 2004

Mmmm no.
haha wow one of my renders made it onto si.com. I did the streets & sitework, render, and post on the daylight shot at the top. Good thing, too. I'm not sure my submission for the swimsuit edition is going to make it in.

also, another wip shot of the hall lamp


Mr.48 posted:

Hi guys, I have an acquaintance who used to work as a 3d modeler but has recently suffered a stroke, and wont be able to work in the near future. He is short on cash and is looking to sell some of his 3d modelling software like Substance and 3d Coat Pro (fully licensed, and with a big discount).

Could anyone suggest where would be the best place to do that?

I would ask in SA Mart, as that's where any deal would have to go down. I'd say here would be the #1 place to mention a forthcoming post about it, but IANALOARR (I Am Not A Lawyer Or A Rules Reader) so I don't know how that'd work re: you don't own the licenses personally, or if they're legally transferable at all. Sorry to hear about your acquaintance - strokes suck, I'm told.

Handiklap fucked around with this message at 01:07 on Jan 31, 2016

Hernando
Jun 8, 2004

I'm really struggling with Phoenix FD, in particular on making a candle, but I'd really like to be able to do a gas fireplace; what I'm after is that smooth, relatively steady flame.

The thing is, I love the program, the settings more or less make sense, (although I can't say I always appreciate their manual, which is sometimes almost maliciously obscure, like their explanation of Fuel Buoyancy is: "This setting controls the buoyancy of the fuel").

What few tutorials there are online don't really seem to give me the skill set to figure it out without using FumeFX, like that steady, smooth shape that realistically responds to wind. The gas fireplace is something I imagine I could figure out as a next step.

They used to have a sample scene with a candle back in one of the older versions but it doesn't really cut the mustard: https://vimeo.com/17969479a
And the fireplace scene they currently provide could use a lot of improvement.

Any direction would be really appreciated, even just telling me which parameters I should be playing around with or focusing on...

also to contribute something, here's an animation I worked on last summer, my biggest challenges were the first + last shots:

https://vimeo.com/138798765

Ccs
Feb 25, 2011


drat, that Independent spot was awesome. How many people worked on it?

cubicle gangster
Jun 26, 2005

magda, make the tea
For something like a candle, unless something is passing through/disrupting the flame it will always be easier to film one in a dark room and make an animated texture.
I might have some time this week to look at a gas flame for you. It is such a basic shape that I think in a deadline situation I'd just do it with geometry & gradients. The flame is mostly static with a small flicker at the top - soft selection & animated noise can do that.

cubicle gangster fucked around with this message at 17:49 on Jan 31, 2016

Cicadas!
Oct 27, 2010


Is there a generally-accepted or mostly foolproof method for rigging up the more complicated joints, specifically shoulders and hips? I've been bashing my head against this problem for a while and every time I think I make a breakthrough I find out it deforms weird from an angle I didn't consider and it bugs me until I can't take it anymore and have to start over from scratch. It's the source of no end of frustration and has completely stymied any and all progress I'd been making to this point. It's not for a project or anything so there's no pressing time requirements, I'm just trying to learn how to do 3D modeling as a hobby. It's a lot of fun! Until I hit a big ugly snag, I mean, but still.

If anyone can offer any advice/tips/tutorials on the matter it would really help me out. A diagram of common weighting of the bones around those areas or some pictures of a successful rig and a short blurb on why it's successful would be ideal, but personal anecdotes or industry wisdom would be super too. Thanks for your time.

Chas McGill
Oct 29, 2010

loves Fat Philippe

Hernando posted:

also to contribute something, here's an animation I worked on last summer, my biggest challenges were the first + last shots:

https://vimeo.com/138798765
That's brilliant.

Ccs
Feb 25, 2011


Cicadas! posted:

Is there a generally-accepted or mostly foolproof method for rigging up the more complicated joints, specifically shoulders and hips? I've been bashing my head against this problem for a while and every time I think I make a breakthrough I find out it deforms weird from an angle I didn't consider and it bugs me until I can't take it anymore and have to start over from scratch. It's the source of no end of frustration and has completely stymied any and all progress I'd been making to this point. It's not for a project or anything so there's no pressing time requirements, I'm just trying to learn how to do 3D modeling as a hobby. It's a lot of fun! Until I hit a big ugly snag, I mean, but still.

If anyone can offer any advice/tips/tutorials on the matter it would really help me out. A diagram of common weighting of the bones around those areas or some pictures of a successful rig and a short blurb on why it's successful would be ideal, but personal anecdotes or industry wisdom would be super too. Thanks for your time.

There's no totally foolproof method to properly rig those areas without using pose-space deformers (blend shapes/morph targets that trigger depending on the angle of rotation).
Here's a tutorial from Autodesk which is pretty good about shoulder rigging with just skin weights though: https://www.youtube.com/watch?v=O_r6AFXGxPM

Some VFX studios also have character-finaling artists, who after animation take a rig and create custom blendshapes for it so it looks good from difficult angles.

Hernando
Jun 8, 2004

Thanks guys! It was a team of 10 people.

cubicle gangster posted:

For something like a candle, unless something is passing through/disrupting the flame it will always be easier to film one in a dark room and make an animated texture.
I might have some time this week to look at a gas flame for you. It is such a basic shape that I think in a deadline situation I'd just do it with geometry & gradients. The flame is mostly static with a small flicker at the top - soft selection & animated noise can do that.

I'd really appreciate that if you get a spare moment, but your suggestion for just filming the candle is a good idea, I just went out and bought a candle and filmed it, only challenge I can foresee is masking out the black wick in the footage but that seems easy.

Also, I assumed the gas flame in this video was made with some kind of FX package (0.25 seconds in) https://vimeo.com/112683545

although looking at it again now that might just be geometry. What do you think? It seems it would be real tough to pull off something like the video below with geometry though, might actually be worth trying to get footage of this too, no?
https://www.youtube.com/watch?v=SdzcSNRt8gQ

Fragrag
Aug 3, 2007
The Worst Admin Ever bashes You in the head with his banhammer. It is smashed into the body, an unrecognizable mass! You have been struck down.

cubicle gangster posted:

.exr has a range far beyond that of raw .cr2 - you know how you can recover slightly burnt out areas in a raw file? .exr holds all information in it, so you can completley re-expose. The CG artists should have set a decent exposure, but it gives you some room for getting more detail back and balancing.
http://www.openexr.com/samples.html

What I do is have 2 psds - one is the base exr with some exposure adjustments, saved as 32bit - the other is the working photoshop file that has all the actual post production at 8 or 16bit. When the image updates, it goes through the 32bit exposure exr then gets copy merged as the base in the other one. Saves you having 100 layers in a 32bit psd (32bit doesnt support curves or some other important things, and your file size will be 4gb before you know it).

Your how to approach this is a bit open ended, there are a lot of ways and you need to do some exploring to find one that is comfortable for you.
Have a look at all of these links:

http://www.creativebloq.com/10-photoshop-post-production-tips-8134073 - basic working with passes. good primer into the basics.

https://www.youtube.com/watch?v=channel?UCBzPV2uSji-Z5-x_svnZV1w?videos - these guys have a few that go over how they do specific things.

Articles like this are good to see what other people are doing, even if they dont tell you the decision making process behind every choice.
http://www.ronenbekerman.com/archviz-workflow-with-cristian-chierici-cc79/
Seeing what is possible is 90% of the battle though, if you know what your tools are capable of it's much easier to figure out how to do it yourself.
(Browse ronan beckermen - he has hundreds of articles like that)

https://www.youtube.com/watch?v=Z-fKgO3is5M another 'seeing what is possible'

Once you've watched everything you should have a good understanding of how to approach a lot yourself - if you want to come back with specific questions after that there will be a few people here happy to help.


If you want a good supply of images to paste in to your psds - http://www.textures.com/
Get someone there to get a subscription, if they dont already. the 3d guys will use it too if they dont already have an account. You'll be spending a lot of time in that 'nature' category.

Thanks a lot! I honed on a workflow over the weekend and they were happy with the results!

Vilgefartz
Apr 29, 2013

Good ideas 4 free
Fun Shoe


Finished up my high poly for the The Game Challenge comp for a monster hunter. Going to do most of the texturing in Substance, and have my first shot at doing a beauty render. Planning to add a poo poo tonne of tattoos and scars on the guy, and some colourful fish motif paint for the board.

Edit: Any critique is welcome

Vilgefartz fucked around with this message at 06:45 on Feb 4, 2016

EoinCannon
Aug 29, 2008

Grimey Drawer
Looks good but a big thing that jumps out is the feet, the metatarsals are very steep and meeting the shin very high up

Vilgefartz
Apr 29, 2013

Good ideas 4 free
Fun Shoe

EoinCannon posted:

Looks good but a big thing that jumps out is the feet, the metatarsals are very steep and meeting the shin very high up

Thanks for that! Fixed it after i googled what metatarsals are.

Fragrag
Aug 3, 2007
The Worst Admin Ever bashes You in the head with his banhammer. It is smashed into the body, an unrecognizable mass! You have been struck down.

BonoMan posted:

The Chemical Brothers/ Beck track has a great video but I need to know how it was done.

https://www.youtube.com/watch?v=BC2dRkm8ATU

I'm assuming that it's mo-capped with CG skin "overlay." Because manually tracking and painting out everything in that would break me as a human being.

Only thing I can think of is the skin isn't real to begin with. Hell maybe the entire environment is fake.

The making Of is online if you're still curious. You're kinda half right on the entire environment being fake.

https://vimeo.com/154038415

Fragrag fucked around with this message at 13:20 on Feb 4, 2016

BonoMan
Feb 20, 2002

Jade Ear Joe

Fragrag posted:

The making Of is online if you're still curious. You're kinda half right on the entire environment being fake.

https://vimeo.com/154038415

Thanks for this! At work we ended up having a lengthy discussion and we ended up getting pretty close to what they did in the end. Only thing we missed was the mobile mocap suit. I've never seen one of those before. That's kinda cool.

A little more info on the blog:

http://www.themill.com/millchannel/642/behind-the-project:-how-the-mill-brought-the-chemical-brothers'-'wide-open'-to-life

Gearman
Dec 6, 2011

Wow, that is some very impressive stuff. Thanks all for sharing that behind-the-scenes info, really cool to see.

International Log
Apr 3, 2007

Fluent in five foreign tongues!
Grimey Drawer
Hello persons,
Back with one of those dusk renders you see kids doing a lot these days:

Handiklap
Aug 14, 2004

Mmmm no.

International Log posted:

Hello persons,
Back with one of those dusk renders you see kids doing a lot these days:



Love the palette. The last dusk shot I did, client came back all like, "nah, like 4pm" and I was all "oh ok, 'dusk'" got it :rolleyes:

Hernando
Jun 8, 2004

Handiklap posted:

Love the palette. The last dusk shot I did, client came back all like, "nah, like 4pm" and I was all "oh ok, 'dusk'" got it :rolleyes:

You ever had it where they're like, "give it a spectacularly colourful sunset, but under no circumstances should these colours in any way influence the building."

Also, ever since V-Ray 3 I've been getting full max crashes any time I do a progressive render with the red v-ray region. It's much less likely to crash with the 3ds max region but it can still happen. I assumed it was a known problem but 3.3 is pulling the same crap on me.
And when it "saves" the file before distributed rendering, where does it actually save? It sure doesn't save the actual file, and it sure as heck doesn't save in the autoback folder... :rant:

mutata
Mar 1, 2003



Picking up momentum on this project again. Beginning the long cleanup/detailing sculpt process on the Marvelous Designer costuming.

https://instagram.com/mutatedjellyfish/
https://www.artstation.com/mutatedjellyfish

Handiklap
Aug 14, 2004

Mmmm no.
I made a brownwhitestone



Hernando posted:

You ever had it where they're like, "give it a spectacularly colourful sunset, but under no circumstances should these colours in any way influence the building."

pls don't trigger me thx

Handiklap fucked around with this message at 16:34 on Feb 14, 2016

Handiklap
Aug 14, 2004

Mmmm no.
texture test

e: and another

Handiklap fucked around with this message at 05:49 on Feb 15, 2016

Adbot
ADBOT LOVES YOU

Vilgefartz
Apr 29, 2013

Good ideas 4 free
Fun Shoe




Working on an entry for the Polycount beast contest.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply