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Ccs posted:I feel like this is the biggest issue though. If you're starting out in the industry you're not going to have art director credentials. What training would get you to the point where you can be the guy telling the cheaper labor what to do? Would you study 3d or would you study concept-art? That's a great question. Companies are still very much hiring and developing junior talent. There are still a lot of hidden drawbacks and costs associated with offshore work, and junior artists in-house are still very much needed. So it's not like companies are only hiring for senior level talent. For something actionable, the best advice I can give, and the advice I give to most aspiring artists of any field is this: Develop strong fundamentals. Understand value structure, how to use light and shadow, have a strong understanding of color theory and how light works so that you understand basic things like the difference between direct and indirect light. Know how to use contrast, and repetition, when to align and not align things to lead the viewers eye to where you want it to go. There are many more fundamentals than that, but the greater point is that technology is always evolving and changing, but a good artist is a good artist regardless of what tool they choose to use. Software comes and goes, but fundamentals are forever. I've given a few talks and presentations that go over other things that will help aspiring artists not only get a job, but to develop job security and to get those almighty promotions. I'd be happy to share some more of those speaking notes if you're interested.
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# ? Nov 1, 2018 22:08 |
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# ? May 30, 2024 15:50 |
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Here's a thing I did a while back which is kind of fun cos kids can play on it For those who are unfamiliar it's a small endangered Australian marsupial called a numbat, it was commissioned by a conversation group called Project Numbat Modelled in ZBrush, mold cut out of foam with a 5 axis router and then cast in jesmonite by CDM studio in Perth *edit* I changed the tail after those screengrabs, couldn't find any images of it though
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# ? Nov 1, 2018 23:04 |
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EoinCannon posted:Here's a thing I did a while back which is kind of fun cos kids can play on it When you do something like that in Zbrush, how do you know it's actually going to stand up and be stable when it's cast?
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# ? Nov 2, 2018 00:09 |
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Listerine posted:When you do something like that in Zbrush, how do you know it's actually going to stand up and be stable when it's cast? As far as weight distribution and stuff I really have no idea, when it's something like this where it's a hollow shell with metal bracing through it I think you can get a way with a lot I assume the sculptor I work with would tell me if there were any issues but it's never come up The huge turtles I did were very flat to the ground so stability was never an issue I just use zslice and clipRect to make sure the bottom and any parts that need to join flush are completely flat though
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# ? Nov 2, 2018 00:15 |
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Might be interesting to you https://www.youtube.com/watch?v=BLxfzR4mK70
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# ? Nov 2, 2018 03:36 |
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Gearman posted:
I'm interested but more from a "I want broader knowledge about the CG industry" perspective. I'm already in the industry but in an animation role, so it's more about fundamentals of movement and acting skills rather than light, shadow, etc. There are elements of composition and shape design animators have to look out for but not as much as those trying for art director roles down the line. If you know what will help make a CG animation career job secure I'd like to know that though. Cause right now this is the current state of the industry: https://twitter.com/timrudder/status/1055979390364868608
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# ? Nov 2, 2018 03:44 |
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Depends on the animator. Most of the young ones absolutely are. :|
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# ? Nov 2, 2018 03:51 |
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Ccs posted:
A: Be talented B: Become a Houdini FX TD. C:Don't be a jerk* *There's exceptions to this unfortunately, but they're becoming a lot rarer.
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# ? Nov 2, 2018 06:31 |
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Listerine posted:When you do something like that in Zbrush, how do you know it's actually going to stand up and be stable when it's cast? On Disney Infinity, the character artists would export their posed models into the game engine and flag them as physics objects to test if they could actually stand up. They said it was pretty accurate 90% of the time. The rest of the time the test 3d prints would show them. mutata fucked around with this message at 07:43 on Nov 2, 2018 |
# ? Nov 2, 2018 07:40 |
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mutata posted:On Disney Infinity, the character artists would export their posed models into the game engine and flag them as physics objects to test if they could actually stand up. They said it was pretty accurate 90% of the time. The rest of the time the test 3d prints would show them. Would they do stuff like subject them to simulated wind or hit them with other moving objects, or just see if they fell over due to center of mass issues?
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# ? Nov 2, 2018 07:50 |
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Um, they were 4 inch toys, they just wanted them to stand up.
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# ? Nov 2, 2018 07:53 |
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Does anyone have any recommendations on tutorials for Substance Painter/Designer? I'm interested in project based tuts, ones that take you through from start to finish, especially if they explain what's going on under the hood- not a huge fan of tutorials that spend lots of time explaining every tool and option in the GUI, rather learning by doing, if that makes sense. I don't mind paying for tutorials but I'm also not invested enough yet to shell say 300 dollars on a course.
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# ? Nov 3, 2018 02:12 |
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Listerine posted:Does anyone have any recommendations on tutorials for Substance Painter/Designer? I'm interested in project based tuts, ones that take you through from start to finish, especially if they explain what's going on under the hood- not a huge fan of tutorials that spend lots of time explaining every tool and option in the GUI, rather learning by doing, if that makes sense. I don't mind paying for tutorials but I'm also not invested enough yet to shell say 300 dollars on a course. Gnomon has a few if you’re up for a subscription... https://www.thegnomonworkshop.com/tutorials/introduction-to-substance-painter-2018 https://www.thegnomonworkshop.com/tutorials/demystifying-substance-designer
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# ? Nov 3, 2018 18:37 |
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Listerine posted:Does anyone have any recommendations on tutorials for Substance Painter/Designer? I'm interested in project based tuts, ones that take you through from start to finish, especially if they explain what's going on under the hood- not a huge fan of tutorials that spend lots of time explaining every tool and option in the GUI, rather learning by doing, if that makes sense. I don't mind paying for tutorials but I'm also not invested enough yet to shell say 300 dollars on a course. The official Allegorithmic YouTube channel has a ton of start-to-finish tutorials available for free. https://www.youtube.com/watch?v=Qk_YRkDsJrQ
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# ? Nov 3, 2018 18:55 |
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Comfy Fleece Sweater posted:Gnomon has a few if you’re up for a subscription... Have you done the Gnomon courses? I bought some of their Zbrush DVDs maybe a decade ago and don't know how the quality of their training is anymore. Oldstench posted:The official Allegorithmic YouTube channel has a ton of start-to-finish tutorials available for free. Thanks I don't know how I missed that. I also have a Houdini question for the experts here. How would I go about hollowing out an object that is deforming in shape? Is there an easy way to do this or would I have to get dirty writing VEX code? Essentially I would like a result that I get when I hollow an object in Zbrush, where the thickness is more or less uniform all around the object; but since the object is changing shape the ideas I've had aren't quite getting me there. For example I can't simply scale down the object and use it in a boolean subtract because the changing shape of the object screws up the relative position of the scaled down model to the original and I start getting regions that disappear entirely due to the changing overlap of the two models. I feel like perhaps using volumes or the Iso offset node might be the way to go but I don't know much about using them and I'm getting weird results from the vdb nodes I'm using.
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# ? Nov 5, 2018 00:52 |
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turn it into a vdb, scale it down with reshape, boolean it with volume mix, convert to polygons.
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# ? Nov 5, 2018 03:42 |
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ImplicitAssembler posted:turn it into a vdb, scale it down with reshape, boolean it with volume mix, convert to polygons. Thank you so much, this worked perfectly- didn't find the volume mix node because I was just looking at vdb nodes and that one is in a different tab menu.
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# ? Nov 5, 2018 04:08 |
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Funniest bit of vfx inside joke humor I've ever seen: https://youtu.be/_NTsbspMXaQ
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# ? Nov 5, 2018 04:25 |
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Ccs posted:Funniest bit of vfx inside joke humor I've ever seen: https://youtu.be/_NTsbspMXaQ drat that guy is awesome
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# ? Nov 5, 2018 04:36 |
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Ccs posted:Funniest bit of vfx inside joke humor I've ever seen: https://youtu.be/_NTsbspMXaQ That was great. Reminded me a little of Dono. https://www.youtube.com/watch?v=6BMtWFkF3EM
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# ? Nov 5, 2018 14:52 |
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^Hahaha Dono will always be the best. Disney guy testing his rig with some weird controller thingy: https://twitter.com/soyposmoderno/status/1059366956501884928
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# ? Nov 6, 2018 00:25 |
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That's a remote for a drone, looks like a cendence. Not really sure what that brings to the table - he's mapped some things to odd buttons, doesn't look very usable. Maybe I'm missing something not being an animator, I've used a 360 controller to drive cars in max but I would have thought the point of something like that is to record near or 1/4 time inputs live, that seems like control over too many things to actually be useful. A regular gamepad would keep it pretty focused. cubicle gangster fucked around with this message at 03:43 on Nov 6, 2018 |
# ? Nov 6, 2018 03:38 |
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A radio set like that has 6+ analog axes that are controlled by dials or joysticks that can be set to a position and left there while you play with something else. For the kind of work he's doing, I'd imagine this is far superior to an Xbox controller or whatever where each stick/trigger springs back to its resting position as soon as it's released. I don't think it's necessarily about doing it live as much as just having quick access to a whole pile of different controls that would otherwise just be a bunch of onscreen sliders.
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# ? Nov 6, 2018 04:04 |
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Dont forget to t-pose. https://www.youtube.com/watch?v=5zl07Zgy6tA&t=183s
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# ? Nov 6, 2018 04:04 |
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Synthbuttrange posted:Dont forget to t-pose. Who knew being a mime was still a job option in 2018
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# ? Nov 6, 2018 06:13 |
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Finally got around to putting up some of my work on Red Dead Redemption 2! https://www.artstation.com/artwork/EVLZXN
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# ? Nov 6, 2018 19:55 |
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I must be an idiot but I cannot figure out how to extrude all those open edges. If I have polygons selected, I can extrude it easily, but edges, no! Cmon Zbrush help me here! Bridge the two almost works except it leaves out the pinkie. :v And this is a problem I keep running into anyway and I'd really like an answer
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# ? Nov 7, 2018 06:35 |
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Synthbuttrange posted:
Looking through zmodeler it appears that only a few actions operate on the "hole" target, collapse and close, neither of which will extrude the edges out like shift+drag would do in max Not sure you can do that without capping the hole then extruding the resulting polys
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# ? Nov 7, 2018 07:33 |
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Argh unweld almost does it but it only does auto loops which rules out complex shapes
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# ? Nov 7, 2018 07:44 |
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Is there nothing like a loft command that would let you connect those edges together? Or even like just a poly-from-planar-edges command?
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# ? Nov 7, 2018 15:14 |
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Yeah you can bridge it but it'll do a best guess. All I want is to extrude those edges so I can tidy up then connect.
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# ? Nov 7, 2018 23:01 |
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Synthbuttrange posted:Yeah you can bridge it but it'll do a best guess. All I want is to extrude those edges so I can tidy up then connect. So, you can't do what this video shows? https://pixologic.com/zclassroom/lesson/edge-extrude
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# ? Nov 7, 2018 23:11 |
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That doesnt do what I want which is to create a new polygon at an open edge. This is a zbrush specific issue. If I have a polygon selected and ctrl-drag it, it'll create extra polygons between where I'm dragging it and its original location. I want it to do the same thing for edges, because in cases like these it'd be incredibly useful. Zmodeller's Extrude Edge function does something completely different and idiotic. Current solution, fill in the hole with a new polygroup, ctrl-drag it, then delete it. :| Synthbuttrange fucked around with this message at 23:24 on Nov 7, 2018 |
# ? Nov 7, 2018 23:20 |
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cubicle gangster posted:That's a remote for a drone, looks like a cendence. Not really sure what that brings to the table - he's mapped some things to odd buttons, doesn't look very usable. Probably something for the parks via Imagineering, since you see operators ... er cast members running around with remotes like that in the background operating stuff, like the animated trashcan thing. Maybe something like that.
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# ? Nov 10, 2018 21:41 |
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Ccs posted:^Hahaha Dono will always be the best. If anybody is still wondering it's a Taranis x7s, pretty popular as a hobbyist drone racing remote, but capable of controlling any RC thing. It can't do the tilt control stuff though, I'm guessing thats from the phone? that part is neat You could always plug one in to a PC for use as a game controller with a USB cable, but there was recently an update to the flight controller software Betaflight that lets a spare FC/RX plugged in through USB to work as a wireless link to the controller, so he could be using either of those methods. could probably also just have used a 360 controller. bring back old gbs fucked around with this message at 21:58 on Nov 10, 2018 |
# ? Nov 10, 2018 21:52 |
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Wrapping up the final stages of a new project we had in miami. This was me & 3 others, started feb/march of last year but we began very slowly plinking away at some assets while we worked on other things too. Ramped up in summer. Completed 45 images in total - 15 of which are still not public, working on some VR for them of the residence right now too. It's looking likely we'll be doing VR of the entire building and the pool deck. Posting 30 images is a bit much so here's a few for now.
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# ? Nov 13, 2018 19:45 |
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Looks beautiful, not much else to say
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# ? Nov 13, 2018 21:53 |
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bring back old gbs posted:If anybody is still wondering it's a Taranis x7s, pretty popular as a hobbyist drone racing remote, but capable of controlling any RC thing. It can't do the tilt control stuff though, I'm guessing thats from the phone? that part is neat I worked on set a couple of times with Jim Henson guys for Honey Monster commercials and they used RC radios for his face. They were hilarious. We had a very self-important art director (from the ad agency) hoovering around and the Henson guys would loudly go (after reading the 'script') "Who wrote this poo poo???" and the previously very self-important AD would quietly shuffle out of sight. Granted this was erhh, 20 years ago, when animatronics was still cheaper than CG.
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# ? Nov 14, 2018 00:11 |
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It still is - This is from a film we did in 2012. To be fair it looking a bit poo poo and obviously being a man in a suit was the entire point, it was a very old suit. That's gabor & keith from dbox, one was on lips and mouth and the other was on eyes and brows. I'd not long moved to NY when we filmed this, it was my first project in the US... fun day out. cubicle gangster fucked around with this message at 00:31 on Nov 14, 2018 |
# ? Nov 14, 2018 00:27 |
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# ? May 30, 2024 15:50 |
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working on some kind of cold war era battle rifle
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# ? Nov 18, 2018 10:56 |