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Koramei
Nov 11, 2011

I have three regrets
The first is to be born in Joseon.
Cool, thanks guys. Is it fairly simple to swap out a (parts of?) a project between various programs then?

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Putty
Mar 21, 2013

HOOKED ON THE BROTHERS
You'd probably be better off first learning the basics (aka how to actually do things in) your tool of choice. Maya and Max have different workflows but you can probably follow that tutorial well just by looking at the pictures and knowing how to extrude or weld or clone when needed.

Diabetes Forecast
Aug 13, 2008

Droopy Only
I finished the texturing finally. I might go back and do some extra passes for damaged states and such later, but for now this suits my needs. I guess it's time to start working out the rig and figuring out what all I need to add to it. (Might make a placeholder gun to go with it for my own sake, too, since those are stupid easy to make in low poly.
https://sketchfab.com/models/58a6b4c483534d10a753b2c64805e6ef

Kanine
Aug 5, 2014

by Nyc_Tattoo


decided to make a custom star wars blaster pistol out of a tranquilizer dart gun model i made before

SpoonsForThought
Jul 1, 2007

SubNat posted:

Sorry for the upcoming question tsunami:

In response to the tsunami!

We use the app currently in our NYC office with about 12 artists and the London office is in the process of starting to roll it out.

There is a submission script with in Max that prompts you with a few questions about the asset— its name, the designer, its materiality, the type of object it is, etc…, and if you want to add any additional tags. It renders a 3/4 view and a 360 preview. The script does some optimizations to the object and its material textures to make it more efficient to use in scenes. The object and its related data, textures, and proxy file are all saved in a self contained folder to a logical place on our asset drive based on the broad type of object it is. This creates a backup folder structure that is easily navigable by a human if the app breaks somewhere down the road.

I wrote an desktop client application that you give a folder to and it searches that folder for all the data files generated by the submission process above and constructs a database that the application allows you to search through. It uses a fuzzy search with some custom weighting and common word replacement to try to give you the most relevant results and it works pretty well. I’ll end up rewriting it one of these days to be better though. The app gives you thumbnails of your results, and it allows you to view the 360 previews, and allows you to drag and drop your asset from the app right into your max scene.

To answer some of your questions more directly:
In the app you can edit the tags, or you can manually open the data file in any text editor.
There is only a client program.
All the client apps artists are using would access a database stored somewhere on your office server. The database can be rebuilt at any time by any client where it will search through whatever folder you give it, find all the data files and reconstruct a searchable database. There is no permanent central database you have to worry about being corrupted and rendering the app useless. You could even make other applications to interact with this data. The first version was actually a website that you could search and it would just open the relevant object’s folder in explorer.

Right now the app is highly specific to how our office operates, but with time it can be made to be more general. I think if we were to be more serious about letting it loose into the world we’d bring on some programmers and as someone who is just a tinkerer I would probably just help guide the development. I intend for it to be more flexible so you essentially can use it to create a visual search engine for any type of asset as long as you can create an associated datafile for it.

Right now we use it for our own still images, VR files, and 3D models, but there is no reason it couldn’t be used for HDRI’s or materials.

We have about 1800 objects in our 3D model library now, and about 400 in our image/vr database. It has been a huge boost in productivity for a number of projects. It cuts down on the same objects being remodeled time and time again, and it allows you to easily find past images for inspiration or reference. It’s also created a nice 360 image database of everyday object and furniture pieces that could be a helpful for a computer vision dataset but that’s a whole other idea.

Putty
Mar 21, 2013

HOOKED ON THE BROTHERS

Kanine posted:



decided to make a custom star wars blaster pistol out of a tranquilizer dart gun model i made before

drat what shader is that? I mistook it for an illustration.

Pathos
Sep 8, 2000

Kanine posted:



decided to make a custom star wars blaster pistol out of a tranquilizer dart gun model i made before

I’m curious how you got the knurling to look as good as it does, particularly on the barrel

Big K of Justice
Nov 27, 2005

Anyone seen my ball joints?

Koramei posted:

Cool, thanks guys. Is it fairly simple to swap out a (parts of?) a project between various programs then?

It's a bit of an art form since various packages interpret file formats in different ways [scales, etc]. It's not automatic. Alembic and FBX file formats only do so much and you'll have some data loss between packages [in terms of history, etc].

Things that can change.. scales can change in an order of magnitude. Normals can become inverted. Maps may be evaluated differently [-1 to 1 from 0-1, etc], World up may change which will impact other map/geometry types, animation curves may be maintained or may be baked out, etc.

If you break down things by task/department and keep format/package handoffs between those phases of development it makes it less of a headache. But you will have to experiment and be prepared for any issue that will come up.

It never "just works"

ceebee
Feb 12, 2004
Also just because two .fbx files look the same doesn't mean they were exported the same despite export settings. Max and Maya's FBX exporter triangulates differently from each other, if you do triangulation on export.

I had to setup a stable pipeline between Max, Maya, and Modo users and it was a loving nightmare because despite Autodesk saying it, FBX is still not standardized between the packages. We ended up funneling ALL software exports through a batch/cmd line version of Maya to get consistent results.

ceebee fucked around with this message at 16:14 on May 22, 2018

sigma 6
Nov 27, 2004

the mirror would do well to reflect further

Kanine posted:



decided to make a custom star wars blaster pistol out of a tranquilizer dart gun model i made before

Really great work. I am also curious how this was made.

Kanine
Aug 5, 2014

by Nyc_Tattoo

Putty posted:

drat what shader is that? I mistook it for an illustration.

pretty much just the fuzz shader in marmoset toolbag 3 which is essentially just a fresnel shader.

if you're a game artist or even just trying to spit out a quick realtime render of a model marmoset is indispensable.

Kanine fucked around with this message at 18:26 on May 22, 2018

Kanine
Aug 5, 2014

by Nyc_Tattoo

sigma 6 posted:

Really great work. I am also curious how this was made.

Pathos posted:

I’m curious how you got the knurling to look as good as it does, particularly on the barrel

http://thomasrwbutters.blogspot.ru/2013/05/3ds-max-diamond-pattern-tutorial.html?m=1

Kanine fucked around with this message at 18:24 on May 22, 2018

Komojo
Jun 30, 2007

Listerine posted:

Has anyone here ever converted medical imaging data (like CT or MRI images) into 3D volumes? I'm looking for free software tools that can take that kind of data and export it in a common 3D file format.

Not in any professional context, but I did some experimenting with MRI scan data a while ago using Blender.

I stumbled upon this animation and thought it would be fun to try and convert it to a 3D model.

First I just set up a bunch of flat polygon layers with an alpha threshold:


Then I got more clever about it and wrote a marching tetrahedra algorithm in Python to generate models from the image data. I was able to get it to look like this:





Maybe not what you're looking for since it requires a bit of programming and a lot of manual image manipulation, but it can be done.

Kanine
Aug 5, 2014

by Nyc_Tattoo
so for me when my grandparents or other less computer/game oriented folks ask me about what I do for a living (env art/etc.) i usually explain that it's like how films need people to make props and sets for the actors to interact with but instead it's on a computer and the props and sets for a video game. a way i got my grandfather to understand specifically was by comparing environment art to building model train scenery which was something he had experience with.

when ive had people ask more specifically how 3d models/materials/environments are made it's difficult to explain without using technical terms, how do you usually do it?

cubicle gangster
Jun 26, 2005

magda, make the tea

Kanine posted:

when ive had people ask more specifically how 3d models/materials/environments are made it's difficult to explain without using technical terms, how do you usually do it?

"It's really loving boring. i'd have to use a bunch of words that were made up for the software I use to explain and you wouldnt be any better off. it's like lego mixed with clay and then you paint it'

Big K of Justice
Nov 27, 2005

Anyone seen my ball joints?
I usually explain that I do special effects stuff, build models, sets, props, sculptures and blow it up on the computer.

I mean I do traditional stuff, but not for work... vacuum forming plastic props, making molds for silicon and resin pours, etc.

One thing I hated about VFX is when you got an asshead for a VFX supervisor who could have saved a ton of time/money by doing some basic stuff practically and not everything digital.

Vile Pilot
Jan 19, 2018

by FactsAreUseless

Kanine posted:

when ive had people ask more specifically how 3d models/materials/environments are made it's difficult to explain without using technical terms, how do you usually do it?

Modeling- digital clay
UVW- skinning an orange and flattening it out
Rigging- putting wires inside a model
Animating- puppetry

EoinCannon
Aug 29, 2008

Grimey Drawer
I just say special effects on a computer or something like that

SVU Fan
Mar 5, 2008

I'm gay for Christopher Meloni
what's everybody been up to in here

somebody give me the 411 on The SA 3DCG Thread


also here's a new person

Kanine
Aug 5, 2014

by Nyc_Tattoo



blaster update

Comfy Fleece Sweater
Apr 2, 2013

You see, but you do not observe.

Hello 3d thread

I’ve always been interested in 3D, back in the late 90’s I almost pursued a career, using 3D studio in high school, Rhino, etc.

Life took me another way, but now as an adult I’ve decided to get back into it as a hobby/second career - I have more income, more leisure time than my 20’s

I got Modo and Mari Indie from Steam (always admired the lightwave modeling), and bought a couple of courses from Dan Ablan, they seem great.

My main interest is in modelling, rendering said models, and animating short sequences, maybe make game assets for the Unreal engine.

My main question is whether I’ll be fine with Modo for this? Seems like a complete pack.

I think Zbrush somehow became the premier modelling program? Is there a difference between modelling and sculpting? Just the process or does it affect outputs

And for those who use Modo, whether the Indie version is enough or if I should save for the full featured license, I think it has some advantages like GPU rendering.

Anyway nice to see this thread, wish I’d found it earlier, I feel like I wasted a lot of time playing video games instead of modelling things for them

Ccs
Feb 25, 2011


I know of more studios using Blender professionally than Modo, and Blender is free and has some really cool features. I would like to learn it just to get my hands on the sweet NPR features people are developing for it.

Sculpting is different because it's on super-high resoltion meshes that modeling programs can't handle. You can then bake the detail from the sculpting program into maps and apply them to a lower-res model in your modeling package. Modeling can be done with a mouse, but to get the most out of a sculpting program you'll need a tablet/stylus with pressure sensitivity.

Putty
Mar 21, 2013

HOOKED ON THE BROTHERS
It's not really possible for ZBrush to become the premier modeling tool, at least for environments where exact precision is required. It will probably replace Solidworks in 5 years for all I know though.

I never really got into ZBrush because the interface is awful. Is there a less awful custom preset that anyone has?

mutata
Mar 1, 2003

My advice is to just learn the UI. It doesn't take any longer to learn than any other UI-heavy 3d package, imo. It just looks weird.

ceebee
Feb 12, 2004
Even for environments you should learn ZBrush.

cubicle gangster
Jun 26, 2005

magda, make the tea
I had a crack at zbrush again recently and it's not that bad anymore - I asked in here for some help with quirks but it's a world away from what I tried 5+ years ago. Within a couple weekends of loving around I've got enough of a handle on it to import a model, detail it and export a new mesh plus displacements. At the end of the day if you're not a character artist that's all you need. Blocking out in max/Maya as you're used to and finishing in zbrush is not much of a learning curve.

Comfy Fleece Sweater - modo is a better choice than has been implied. If you're pure hobby it's perfect. If you're looking for a career it's going to help you as much as knowing blender will.

cubicle gangster fucked around with this message at 07:30 on May 25, 2018

SpoonsForThought
Jul 1, 2007

Posting some personal work I did for the Evolo skyscraper competition this year:









Each was rendered out at around 5K, combo of Corona + FStorm.

Kanine
Aug 5, 2014

by Nyc_Tattoo
https://www.youtube.com/watch?v=fslO9iagxqs

is 3dcoat worth trying out you think? im interested in the voxel sculpting stuff and i wonder if the texturing is starting to get as good as quixel or substance painter

cubicle gangster
Jun 26, 2005

magda, make the tea
Just make sure you dont create models with nudity and post them publicly, or you'll get your license revoked.

Ccs
Feb 25, 2011


cubicle gangster posted:

Just make sure you dont create models with nudity and post them publicly, or you'll get your license revoked.

Wait seriously, a loving ART program is that sheepish about nudity?

Putty
Mar 21, 2013

HOOKED ON THE BROTHERS

cubicle gangster posted:

Just make sure you dont create models with nudity and post them publicly, or you'll get your license revoked.

Lmao, when did this happen?

I used to use 3D Coat purely for UVing.

cubicle gangster
Jun 26, 2005

magda, make the tea

Putty posted:

Lmao, when did this happen?

There was a big shitfit on cgtalk back in 2013 because someone went to buy it and after they looked at his portfolio they refused to sell it to him - after a bunch of people joined his side they went through some portfolios of users and revoked their licenses. It still happens occasionally.
I think a greek statue with a touch of nipple would be fine, but one guy had some non-exploitation nude life sculpts in his portfolio and got canned. Goes without saying that zombies, gore, demons, anything 'unpleasant' is also against the terms.

have a read of this -
https://3dcoat.com/company/our-voice/
it's still enforced and in the EULA, but i dont think they actively go through peoples work anymore. tag them or share it publicly and it'll happen though.

cubicle gangster fucked around with this message at 22:41 on May 31, 2018

Comfy Fleece Sweater
Apr 2, 2013

You see, but you do not observe.

SpoonsForThought posted:

Posting some personal work I did for the Evolo skyscraper competition this year:









Each was rendered out at around 5K, combo of Corona + FStorm.

These are beautiful vistas, like what percentage of these images is your work? Is it all CG?

Putty
Mar 21, 2013

HOOKED ON THE BROTHERS
Holy poo poo, 3D Coat is run on healing jesus crystals.

Elukka
Feb 18, 2011

For All Mankind

cubicle gangster posted:

There was a big shitfit on cgtalk back in 2013 because someone went to buy it and after they looked at his portfolio they refused to sell it to him - after a bunch of people joined his side they went through some portfolios of users and revoked their licenses. It still happens occasionally.
I think a greek statue with a touch of nipple would be fine, but one guy had some non-exploitation nude life sculpts in his portfolio and got canned. Goes without saying that zombies, gore, demons, anything 'unpleasant' is also against the terms.

have a read of this -
https://3dcoat.com/company/our-voice/
it's still enforced and in the EULA, but i dont think they actively go through peoples work anymore. tag them or share it publicly and it'll happen though.

3dcoat posted:

We would be really happy if 3DCoat could be used to create beautiful works of art to inspire and bring joy, and not provoke hatred, aggression to people, wizardry, witchcraft, addiction or carnality. We are mostly Christian team, so this question is especially sharp for us because we know that God's law treats hatred as murder and infidelity in mind as real adultery, and consequences of our sins influence the whole life.

:stare:

This is definitely a huge warning siren not to touch this software. Better be careful with fantasy stuff too, wouldn't want any witchcraft in your models! What on Earth.

Odddzy
Oct 10, 2007
Once shot a man in Reno.
Sounds like someone at 3D-Coat believes in Jesus.

Although, now that I think about it. I am real tired of going on artstation and finding stuff that's basically almost porn or related to it with no filter applied on it.

In trending, I've found these things and you know, it's alright in the context you shouldn't lose a licence you've bought to create this stuff, but I kinda hate it when I see guys looking at this stuff at work. I think it's gross.

https://www.artstation.com/artwork/4JQa2
https://www.artstation.com/artwork/JLGAa
https://www.artstation.com/artwork/D46nR
https://www.artstation.com/artwork/zye6Q
https://www.artstation.com/artwork/2J3dy

Odddzy fucked around with this message at 00:52 on Jun 1, 2018

mutata
Mar 1, 2003

lol I bet they'd be disappointed to learn I've used it for my Rick and Morty work. Aw too bad so sad.

Synthbuttrange
May 6, 2007

Yeah, its a good program but made by wackadoos.

Synthbuttrange
May 6, 2007

https://www.youtube.com/watch?v=YEdQ3mwyrQ4

https://www.youtube.com/watch?v=WRkYP7wnD40

A short film and the completely inadvisable way it was made.

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Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG
That's great, I remember first hand playing that game and you nailed it pretty well including the dual screens look. :golfclap:

e: the 'making of' piece is amazing, great work all the way through.

Flesh Forge fucked around with this message at 10:40 on Jun 1, 2018

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