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Glad some of you are loving Rizom! They're friends of the studio, I'm trying to pimp it out to as many people as possible because it was such a nice addition to my workflow (and Remi+team are good people). I've been using it at work for a couple months now, and it's made unwrapping as a whole a lot easier. They tried to get me to use it in late 2017 iirc, but the interface confused me, and now I'm kicking myself for not digging in sooner, could've saved me some serious time. Some tricks: - alt+c will choose similar topological loops when you're in edge mode; so if you have something with a million identical bolts and want to cut all them at once without stacking, you select the loop, alt+c, then c for cut. On the right side there's a loop similarity slider, so you can set sameness to fine tune. - in face mode, theres a magic wand selection that uses mousewheel to increase/decrease face selection based on edge angle. Needs to be enabled with right hand panel magic wand button things. - its worth doing like a 50-pass optimization when unwrapping, then setting packing to gold and at least 10 iterations. Will greatly clean up stretching and packs things pretty drat well. You can do this as you go with U and O, if you're unwrapping piece by piece. - Shift+arrow keys will move selected islands to the next UDIM tile in whatever direction you press, while ctrl+arrow keys will move the islands over a tiny amount. - Symmetry is good for setting seams, but causes unwraps to mirror based on the 1:1 space by default, meaning you can have islands at like -10 UDIM. I always double check by pressing F to fill screen, which will show me if I've missed anything off-tile
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# ? Apr 15, 2019 19:58 |
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# ? May 29, 2024 14:46 |
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cubicle gangster posted:I've been playing around with caustics with the source objects invisible just because it's quick to do and the results are fun. Very very cool stuff. Is this in Max? Which renderer? Here are some logo variations I am working on. Doing some promotional stuff for the brewery hosting my upcoming art show. Not great but hey - it's some content. Some more stylized rendering. sigma 6 fucked around with this message at 00:21 on Apr 17, 2019 |
# ? Apr 15, 2019 21:43 |
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Kanine posted:
Good job man, you worked on it a nice clip.
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# ? Apr 15, 2019 21:44 |
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just started blocking out a small torpedo ship meant for attacking mid-to-large ships like frigates/destroyers/carriers/etc. These guys are meant to attack in a swarm along with fighters protecting them in order to overwhelm enemy forces. Kanine fucked around with this message at 20:50 on Apr 16, 2019 |
# ? Apr 16, 2019 20:47 |
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I love that idea, I like non-traditional spaceships Your design makes me think this is like a "slow" ship, not meant for dogfighting or fast attacks, so yes it needs additional protection and escorts, and of course it handles like a slug (like the old TIE Bombers). This is not a Ferrari. Would be cool to make it visually "heavy" with the details (after all it's carrying a shitload of ordinance, you don't want to move explosives around too much). Maybe put a tiny turret/gun somewhere just for minimal protection. Hell, maybe the torpedo-side can detach fully and drop the whole thing on top of battleships, with a booster behind it
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# ? Apr 17, 2019 04:56 |
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Comfy Fleece Sweater posted:I love that idea, I like non-traditional spaceships im glad it communicates that. originally the big box in the middle had a grill on it and it was actually meant to be a space tug-boat. the shape of the cockpit came from a crane
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# ? Apr 17, 2019 06:37 |
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hyped for mandalorian. made a blaster that can be converted between a pistol and a carbine. planning on making this in 3d
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# ? Apr 17, 2019 10:04 |
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started blocking out a big chonky boi
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# ? Apr 19, 2019 09:38 |
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Kanine posted:
That kinda looked like a nice gun at first glance, until I noticed the green dude
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# ? Apr 19, 2019 16:54 |
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Has anyone messed with https://golem.network/rendering/download/macos/ or https://rendertoken.com ? Would be nice to trade rendering GPU time. I noticed Golem back in the 2017 crypto craze but apparently they're still going, and OTOY getting into blockchains gives the idea some legitimacy, but as with everything crypto, it might end up being a load of crap.
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# ? Apr 21, 2019 17:55 |
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Playing around with the stylized rendering stuff in Zbrush 2019. Also a very old stylized render I did a while back. Seemed appropo for Easter. This is a pretty cool thing for people who are generating point clouds (with say photogrammetry.) Kanine posted:
This is pretty cool. sigma 6 fucked around with this message at 18:29 on Apr 22, 2019 |
# ? Apr 21, 2019 23:40 |
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started working on a light freighter type ship
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# ? Apr 25, 2019 18:18 |
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EoinCannon posted:
Thanks! I’m the original author of Mari (well, I began the project, ran the team and did a bunch of the core engineering) I can’t believe that it’s been nearly 13 years since I started it. I moved on from the Foundry a few years ago but it still lovely to see people using it to do real work.
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# ? Apr 25, 2019 20:52 |
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forelle posted:Thanks! Holy poo poo! Congrats on creating a major game changer for insane VFX work! A few of my coworkers use it, seem to really love it's projection painting features, as they absolutely destroy Painter's from what I've heard.
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# ? Apr 25, 2019 22:08 |
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hey so im in substance painter and even though you can clearly see I've made an anchor point for the top layer, the option to add one in the mask micro details is greyed out?
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# ? Apr 27, 2019 02:19 |
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forelle posted:Thanks! Wow that’s awesome I just downloaded the non-commercial version the other day. Why did you name it Mari (or is it MARI) ? Also any idea if Modo perpetual licenses will ever go on sale again? I’ve seen discounts but for subscriptions... Edit: And while you’re here, any uses of Mari that particularly blew your mind, seeing them on screen? Tool devs are unsung heroes Comfy Fleece Sweater fucked around with this message at 07:31 on Apr 27, 2019 |
# ? Apr 27, 2019 07:27 |
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Kanine posted:
Your anchor has to be lower in the layer stack than anything that wants to reference it.
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# ? Apr 27, 2019 10:46 |
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Comfy Fleece Sweater posted:Wow that’s awesome I just downloaded the non-commercial version the other day. Mari comes from the Swahili word Maridadi meaning beautiful. A good friend of mine is an archaeologist who works in Africa and speaks Swahili. We were in the pub spitballing ideas for names and she suggested Maridadi which is too long so ... Mari. The core data engine for Mari is called The ddi. The capitalisation was added by the Foundry marketing team. I left The Foundry ages ago so I can’t comment on the MODO thing I’m afraid. I think dealing with a phone call from a large VFX house saying their Mari project was taking ages to load and finding out just the left hand side of their giant robot had 65,000 4K and 8k textures was a fun one. Also the project with an oil rig texture set weighing in near 1 TB was also fun. Some of the hero asset workstations at Weta had server class fibre channel raid arrays where we only formatted the outer 3rd of each disk to get the speed up. When you only use the outer rings of the disk it’s faster because more of the disk moves under the read head each revolution. Crazy stuff. The bad thing is recognising the default brushes on objects, especially the oils and dirt breakups. I believe that the default Mari brush set has to a small extent homogenised the look of VFX assets. Use different brushes people! forelle fucked around with this message at 18:47 on Apr 27, 2019 |
# ? Apr 27, 2019 18:32 |
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forelle posted:
Deepwater Horizon? Met a dude who proudly told me that his brother worked on the 1/4 scale physical model of that rig and that they spent like 3 months / $5 million to make it. (Or something like that). Didn't have the heart to tell him that it *all* got replaced with the CG model.
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# ? Apr 28, 2019 20:52 |
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floofyscorp posted:Your anchor has to be lower in the layer stack than anything that wants to reference it. god i feel stupid now. thank you so much
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# ? Apr 28, 2019 21:51 |
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ImplicitAssembler posted:Deepwater Horizon? Yeah been through that a few times, the exact thing happened on Superman.. uh.. Returns? The one with Lex Luthor stealing a yacht. Director was adamant to do as much practical as possible until it looked like rear end. The guys who built the model never really built it to proper scale, a lot of the portholes/ decks doors etc never lined up. Me and another dude had to spend months going from the designs and remodeling it and ripping it apart. I think they *Kept* one model shot of a Cessna or something but in the end they basically spent millions on .. model photography reference. Models have a place, if done right, or if you blow up poo poo and its a quick cut/the camera doesn't linger on it too long. That being said its a safe bet that ILM is the king of insanely huge assets and models. My favorite was co-ordinators having to figure out who was working on a certain character or a certain asset at any given time so that too many people didn't load it at once and DDOS the whole network bringing down the farm or storage or both. That was the case a few years ago.. maybe things improved since then but probably not. Big K of Justice fucked around with this message at 03:40 on Apr 29, 2019 |
# ? Apr 29, 2019 03:36 |
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my friends and i counted 10 different vfx companies/contractors in the credits for endgame. drat
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# ? Apr 29, 2019 04:43 |
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That seems low.
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# ? Apr 29, 2019 06:47 |
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That does seem very low for a project that size
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# ? Apr 29, 2019 06:59 |
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now they run a lottery to see if your entire company gets to be in the credits or not
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# ? Apr 29, 2019 11:09 |
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I'm spending more and more time in spreadsheets in my day job, so I started a new personal project. Over the weekend I blocked the scene out, figured out what I wanted it to be & what the full asset list is. It's a bit of a 70's underground research lab in look, with 18 static assets and 4 animated elements. Tonight I made the first asset - Took a little under 4 hours for the model & material. Was nice to switch off snaps and get away from architecture, let myself work a little more sloppy and loose. Going to force myself to create a minimum 2 assets a week. I'll lump a few per post from now on. I know I should really paint masks for scratches and do an indentation of a logo in the seat back, but I also made the decision that I would not take on any work on this project I do not find fun. So 95% of everything will be using triplaner mapping and hopefully the overall scene detail will carry it. if it doesnt i'll go back to it once i'm looking at near complete renders instead of getting bogged down too early. cubicle gangster fucked around with this message at 05:05 on Apr 30, 2019 |
# ? Apr 30, 2019 05:00 |
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working on another homeworld-inspired fighter
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# ? Apr 30, 2019 08:14 |
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Prototyping some concepts for my "Wizard of Oz" from Kaluta / Moebius illustrations. Simple always seems to be better but I like the wings coming out of the head at two different angles. Just need to make it less busy.
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# ? Apr 30, 2019 13:43 |
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handpainting in low res is really fun.
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# ? May 1, 2019 17:07 |
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Kanine posted:my friends and i counted 10 different vfx companies/contractors in the credits for endgame. drat Check out the credits for the Kingsglaive Final Fantasy movie. I’m pretty sure they included all the studios and artists on that one, whereas Hollywood films only get a fraction listed. The credits go on forever with like 30 or 40 studios.
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# ? May 2, 2019 00:31 |
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Do any of you folks have any recommendations on tutorials/courses, paid or free, for learning the basics of shading? I'm working with Redshift in Houdini specifically, but any training that would translate over would be welcome.
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# ? May 2, 2019 00:48 |
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Using 3d to make imagery to laser engrave onto coasters. Sure. Why not? Note: Only one of these is made from a zbrush model. The rest are 2d but my plan is to make more 3d / toon shaded renders into coasters. Listerine posted:Do any of you folks have any recommendations on tutorials/courses, paid or free, for learning the basics of shading? I'm working with Redshift in Houdini specifically, but any training that would translate over would be welcome. Odforce forums and maybe Entagma would be great Houdini resources but I don't know about shader writing specifically. Houdini guys love their VOPS and COPS for this sort of stuff if memory serves but I don't know specific artists I can recommend for that stuff. Learn VEX. That's my best advice I guess - along with Python of course. sigma 6 fucked around with this message at 16:37 on May 2, 2019 |
# ? May 2, 2019 06:07 |
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bring back old gbs posted:now they run a lottery to see if your entire company gets to be in the credits or not My Favorite VFX credits is the smaller companies, one in particular where the owner [who doesn't do a lot of heavy lifting] ALWAYS gets a credit. 3 people credit on a marvel pic? Well I'll take the VFX supe credit even though I wasn't the VFX supe. loving fake hollywood assholes. Big K of Justice fucked around with this message at 04:14 on May 3, 2019 |
# ? May 3, 2019 04:11 |
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I stopped giving a poo poo about end credits after my second or third movie. Usually it is clumped with a wall of text 6 names wide so you have to frame through the credits to even find yourself. Also does anyone know why I am getting a "Houdini and the Redshift plugin versions don't match. Houdini or Redshift may become unestable, with features not available or crashes at render time " message in the log files of redshift. I am noticing a lot of crashes in houdini with it but I am using the latest version of redshift and houdini and on the docs it says it is supported.
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# ? May 3, 2019 16:25 |
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Got a poo poo ton of reference (~2000 shots) for a 1930s train station restoration we're modeling, so I'm taking the opportunity to put together some parts for a personal project. Mostly material exploration so far. Not really sure where it's going, so I'm doing pretty simple geometry for now until I get a plan together. Handiklap fucked around with this message at 22:17 on May 4, 2019 |
# ? May 4, 2019 22:02 |
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Handiklap posted:Got a poo poo ton of reference (~2000 shots) for a 1930s train station restoration we're modeling, so I'm taking the opportunity to put together some parts for a personal project. Mostly material exploration so far. Not really sure where it's going, so I'm doing pretty simple geometry for now until I get a plan together. Question for the guys in arch viz. Do you guys take every asset done and make them into vray proxies and place those proxies in a master scene when you're working on a project? what is considered the proper "optimised scene" workflow for BBB3 type scenes?
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# ? May 5, 2019 01:19 |
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Odddzy posted:Question for the guys in arch viz. Do you guys take every asset done and make them into vray proxies and place those proxies in a master scene when you're working on a project? what is considered the proper "optimised scene" workflow for BBB3 type scenes? Typically we'll proxy anything that's going to be duplicated more than a few times. Anything that needs variation or procedural layouts gets put in Forest Pack and that does it's own proxying. Depending on the size of the scene, we may proxy some larger items (e.g. entire buildings or site features) even though they're only used once, since the proxies do their own memory management per render bucket, which helps when we don't have geometry-detail variations and need to use existing hero-detail stuff from distance, or something like our OKC model, which we've got split up into site/forest/building quadrants. Rendering with that referenced in would be really painful without proxies, bordering on impossible. I imagine Cubicle Gangster has a similar setup for his Miami model, maybe with multi-res? We'll split stuff up into site, hero, context, entourage, etc. xref files so it can all be worked on at once and to aid in troubleshooting when something inevitably goes sideways. Our biggest stuff will get split up into fore-,middle-, and background plates (think: vacation resorts, master plan developments, metro areas). Once all that's together, we compile a render scene for each camera+lights set, and additional scenes for animated items, which are rendered separately. So you might have render files for fg base, mg base, bg base, sky, cars, people, and misc animated items, per camera. We're not a big studio, so there's a lot of not-five-figure-budget stuff that isn't long term, so those get a little more consolidated, up to like, maybe a retail interior still set with everything in one file. I usually won't split up a one-man-job-job until I start muttering "oh my loving gaaawwwwd" under my breath about load times, or if I expect to hand it off to another artist. e: oh, and layers. loving *immaculate* layer organization. straight to my veins unggghhhh e2: and material/object naming convention. none of that "asdfasdf_0274" garbage Handiklap fucked around with this message at 20:02 on May 5, 2019 |
# ? May 5, 2019 05:14 |
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Sorry if I sound rambly, I'm trying to work my way through some thoughts. I really love the look of Quill which is a VR painting software but unlike sculpting software like Medium it's essentially like painting 3D vector art. There's no built-in lighting or rendering so the results look like these liquidy 3D paintings and it looks great. Thing is I don't want to spend hours working in VR and I can't really think of an alternative that produces the same effect. I use Blender for modeling low poly video game assets, I don't have any experience with actual sculpting, so I'm thinking about how I could transfer Quill's workflow to Blender. It looks like it would probably involve sculpting the object and instead of using EEVEE to render outline and highlight effects each vertex would have its own color. The end result should look something like this where everything is painted directly on the model. Anyone have any experience with this or can provide some advice/recommendations?
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# ? May 6, 2019 15:34 |
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Odddzy posted:Question for the guys in arch viz. Do you guys take every asset done and make them into vray proxies and place those proxies in a master scene when you're working on a project? what is considered the proper "optimised scene" workflow for BBB3 type scenes? Handiklap covered the usual way things are done and that's pretty much the way up to 4 week long projects are organised for us too, but i've been switching the Miami studio of dbox over to a much more asset based workflow for bigger projects. It's gone well and NY is adopting some aspects of it. At the start of a project we'll identify every 'asset' that needs creating - from models to lighting setups and procedural and easy to edit floorboard setups. Objects that wont need modifying are proxied, but the non proxy is saved as a group with the pivot point in the same place so they can be swapped out easily. This is all listed in a big spreadsheet with columns for where it'll be used, who's working on it, is it done, has it been checked/approved for use etc. How to handle each asset is varied, but we discuss ones we're unsure about as a group and all decisions are made very openly. Keeps the logic consistent. Also lends itself well to outsourcing but we've not had to do that yet. One of the main reasons I started making people work on assets outside of the main scene files is that in arch viz it's common for people to model objects in their master file - making it hard to re-use models and find them again. I've also noticed that when people are working on assets in their main file they rush them - there's so much to do in that file they are overwhelmed. Breaking everything out and saying 'you have 3 hours to do this one' allows my team to be a lot more focused. It is the reason I spend half my days in spreadsheets, but it is resulting in a lot more consistency and a higher level of detail. By phasing it like this and everyone being aware of what each other is doing, the team is better able to learn from each other too. Obviously this doesnt work on smaller projects as the time spent being this organised doesnt pay off. This is for 6 month+ long accounts - where the final month of production needs to be seamless with no surprises. in other news, i've been playing with tyflow a lot. it's great! https://www.instagram.com/p/BxDg_7UlIMY/ This is a test for the personal project i posted about above. cubicle gangster fucked around with this message at 16:33 on May 6, 2019 |
# ? May 6, 2019 16:08 |
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# ? May 29, 2024 14:46 |
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cubicle gangster posted:in other news, i've been playing with tyflow a lot. it's great! Cool stuff, I've got a coworker that's getting into Tyflow as well and it seems very powerful. thanks for the info Cubicle and Handiklap.
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# ? May 6, 2019 17:16 |