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cubicle gangster
Jun 26, 2005

magda, make the tea

Sagebrush posted:

you don't even have to wait for market forces to drive wages down. a bunch of tech companies out here are already saying that they'll cut people's salaries if they move to a place with a cheaper cost of living.

Why wouldn't they, they're paying people 200k+ to live in the bay area and be present on site. If you're moving somewhere with no income tax and a 40% cost of living reduction, yeah you don't need as much. Salaries have always been tied to cost of living in the surrounding area, it shouldn't change.

If you don't cut based on zip code, the angle is that everyone who wants to continue living in any major metro area is severely punished for it because everyone that hosed off to rural towns got a 40% take home pay increase.
The only fair way to do it is via a totally automated math based % modifier. Everyone knows the rules and can make decisions about where to live without feeling compromised.

cubicle gangster fucked around with this message at 23:49 on Nov 27, 2020

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500
Apr 7, 2019

Captain Splendid posted:

Your cloth stuff looks dope, by the way.

Despite being very much an amateur I'm considering trying to get a few gigs appropriate to my skill level. If I told you that my animation took about 8 hours (half of which was researching the process), what would you charge a client?
Thanks! I honestly have no idea what to charge. I haven't done any freelance since I was much younger. Maybe check out something like Upwork and see what the going rate is for people around your skill level? (Apologies to anyone if Upwork is bad for some reason. I just know some people who use it)

Also thanks ceebee for pointing me to cryptoart. I had to watch some youtube videos to understand what it is. I still don't fully get why people are dropping so much money on some of these pieces, but it's definitely got me curious. I've also noticed some bigger digital artists getting into it too, like gmunk.

I'd still like to know more about how to get started with this stuff if you or anyone has any tips.

https://twitter.com/gmunk/status/1332400591763435525

500 fucked around with this message at 04:27 on Nov 28, 2020

Stupid_Sexy_Flander
Mar 14, 2007

Is a man not entitled to the haw of his maw?
Grimey Drawer
This is potentially an extremely dumb question, but I bought a 3d file of the batman cowl from Injustice. I want to alter the model to look like it's been beaten and cracked and whatnot (based on a drawing from the comic). What's the best overall tool for a complete newb to the game to use?

Kanine
Aug 5, 2014

by Nyc_Tattoo

Sagebrush posted:

you don't even have to wait for market forces to drive wages down. a bunch of tech companies out here are already saying that they'll cut people's salaries if they move to a place with a cheaper cost of living. because apparently they think they pay you in a certain standard of living that they have the authority to set -- not however much loving money the job you do is worth to them.

it's ghoulish

:capitalism:

Kanine
Aug 5, 2014

by Nyc_Tattoo

cubicle gangster posted:

I feel like world creator is a very simplified version of world machine, whereas gaea goes far beyond what was possible with plugins in wm.
For example, you cannot do this in either of the other 2:
https://youtu.be/LWS2vfLLT6A

They are 3 very different pieces of software which when you know what end result you need have very little crossover. World machine is very usable for high detail large scale, gaea seems to thrive at lower scales, and I've tried to use world creator a few times but find despite it's initial ease of use, once you try to push it hard and get a refined result out, it fights back. I guess it's good for less specific and quicker general landscapes.

Yeah my current workflow for terrain is

-paint a rough approximation of what I want in the level in unreal/unity using the terrain tools in engine
-export outputs to substance designer to refine a bit further
-import to world machine and run it through erosion and start colorizing it
-final polish for splatmap happens in substance again
-???
-profit

Kanine
Aug 5, 2014

by Nyc_Tattoo

Stupid_Sexy_Flander posted:

This is potentially an extremely dumb question, but I bought a 3d file of the batman cowl from Injustice. I want to alter the model to look like it's been beaten and cracked and whatnot (based on a drawing from the comic). What's the best overall tool for a complete newb to the game to use?

highly dependent on the state of the model you bought

is the final result going to end up in a render or in a realtime engine/game?

was the model you bought fully complete, low poly with uvs and textures? or was it a sculpt(or 3d printing file) with a buttload of polygons that still needs to be crunched down+uv'd/textured?

if it's a fully finished model you're going to have a hard time getting it to look good beating it up, but substance painter is the software that would be what i think you're looking for

if it's a sculpt/high poly model than you can get a much better result if you import it into something like zbrush or the sculpting tools in blender and beat it up in there, then do more work on it in a texturing software like substance painter.

Taffer
Oct 15, 2010


BonoMan posted:

Can't wait for all these game companies to try to get away with cheaper midwestern talent only to produce poo poo games delayed fifteen times and then crash the entire market circa the Atari/80s poo poo-game-shovelware-crash.

This is a really weird post. Do you believe that game devs and designers outside of LA are less talented and capable?

cubicle gangster posted:

Why wouldn't they, they're paying people 200k+ to live in the bay area and be present on site. If you're moving somewhere with no income tax and a 40% cost of living reduction, yeah you don't need as much. Salaries have always been tied to cost of living in the surrounding area, it shouldn't change.

If you don't cut based on zip code, the angle is that everyone who wants to continue living in any major metro area is severely punished for it because everyone that hosed off to rural towns got a 40% take home pay increase.
The only fair way to do it is via a totally automated math based % modifier. Everyone knows the rules and can make decisions about where to live without feeling compromised.

People should be paid for the value they create for the company, not as little as the company can get away with based on where the employee lives. But that will never happen because the entire structure of capitalism is predicated on theft of surplus value.

Taffer fucked around with this message at 21:02 on Nov 28, 2020

BonoMan
Feb 20, 2002

Jade Ear Joe

Taffer posted:

This is a really weird post. Do you believe that game devs and designers outside of LA are less talented and capable?


People should be paid for the value they create for the company, not as little as the company can get away with based on where the employee lives. But that will never happen because the entire structure of capitalism is predicated on theft of surplus value.

No of course not (I'm one of them!). I was making a derogatory comment about companies and how their chasing the bottom line can lead to a race to the bottom (and how this WFH boom and seeking permanent remote workforces could accelerate that).

It was an anti-capitalist sentiment, not anti-workforce. There are tons of talented devs all across the country!

ZombieApostate
Mar 13, 2011
Sorry, I didn't read your post.

I'm too busy replying to what I wish you said

:allears:
Where's that goon that always pushes for unionizing when you need them?

Taffer
Oct 15, 2010


BonoMan posted:

No of course not (I'm one of them!). I was making a derogatory comment about companies and how their chasing the bottom line can lead to a race to the bottom (and how this WFH boom and seeking permanent remote workforces could accelerate that).

It was an anti-capitalist sentiment, not anti-workforce. There are tons of talented devs all across the country!

Gotcha, sorry for the confusion. I definitely agree, you can already see this happening in some places, which sucks.

mutata
Mar 1, 2003

Being at the skill/experience level I'm at, I would probably love a more remote version of a film union type of structure. Uncouple my pay and benefits from a single company and let me pile onto various projects with other artists. That would be much harder for juniors to crack into, though, probably.

cubicle gangster
Jun 26, 2005

magda, make the tea

Taffer posted:

People should be paid for the value they create for the company, not as little as the company can get away with based on where the employee lives. But that will never happen because the entire structure of capitalism is predicated on theft of surplus value.

If people were truly in an exchange of value, most 3d artists in their first 3 years out of school would end the month receiving a bill instead of a paycheck. Have you been on the numbers side of things?

Salaries have been tied to the surrounding cost of living forever, they have always been about supporting a lifestyle. What do you think a studio should do when someone earning $150k in the bay area says they are moving to a small town in ohio and will be permanent wfh? "Ok, cool, enjoy your massive payrise"? No other knock on effects you can see to this?

I hate Jeff bezos as much as the next guy, but you've said you don't like something without presenting what the alternative is supposed to be.

cubicle gangster fucked around with this message at 00:53 on Nov 29, 2020

Taffer
Oct 15, 2010


cubicle gangster posted:

Salaries have been tied to the surrounding cost of living forever, they have always been about supporting a lifestyle. What do you think a studio should do when someone earning $150k in the bay area says they are moving to a small town in ohio and will be permanent wfh? "Ok, cool, enjoy your massive payrise"? No other knock on effects you can see to this?

I hate Jeff bezos as much as the next guy, but you've said you don't like something without presenting what the alternative is supposed to be.

There would definitely be knock-on effects, any big change in society will result in those. I'm not saying everything would be sunshine and roses if we changed how we do things, but I am firmly of the belief that a change towards equality would be a massive improvement.

One of the immediate knock-on effects would be a massive deflation in property value of the current tech/art hubs like LA/SF/NYC/Seattle etc, which while it would be tumultuous would be an absolute good. People could flow back to places that have been left behind, or go back to their real families/communities (or better yet, never leave them in the first place in search of a career in CA). In fact you're already seeing this a bit - I work at a CA-based tech company that had a strong segment of remote workers pre-COVID. Once COVID hit a bunch of SF-based people realized they didn't need to live there anymore, and have already moved away. In some places prices of houses/apartments have dropped as much as 30% because of the huge flight. This is a good thing.

Of course what I'm describing (people being paid according to their value created) is socialism or something near to it, so I'm not exactly holding my breath that it's going to happen. But the rapid transition to remote-heavy work can be a small but meaningful step towards equality regardless. Of course, there is plenty of room for exploitation to occur there as well, as BonoMan pointed out.

cubicle gangster posted:

If people were truly in an exchange of value, most 3d artists in their first 3 years out of school would end the month receiving a bill instead of a paycheck. Have you been on the numbers side of things?

I'll contend with this specifically too - while I'm sure there are cases where this does happen, I have serious doubts that it's happening at a broad scale. When I broke into the CG industry I worked at a small production studio, and I would regularly have projects where I would work entirely solo, finish something in 3 weeks, and net the company $75k. I made $30k/year. Sure, you can talk about overheads and producers, but that does not account for the difference - the wealth flowed to the top and I was treated like dirt.

That's an anecdote, but on a broader scale it just doesn't make sense - capitalism may be a disease but it's extremely efficient in terms of keeping that flow of wealth going in one direction. Junior artists may have short stints as a sunk cost, but it's with the clear understanding that they will very quickly turn into money generators. That's before we even talk about the rampant abuse of interns, both in the sense of literal abuse and mistreatment of those people but also more broadly as an abuse of a system for essentially having modern slavery - people who are paid literally nothing, and expected to work weeks or months generating value for the company at zero cost. This is also functions as a class separator - people who don't have families or communities willing to support them during those months have no hope whatsoever of surviving through this system, though the insidious effects of that are probably more common in other areas (law, politics, etc).

cubicle gangster
Jun 26, 2005

magda, make the tea
I don't disagree with your issues with capitalism - I agree with pretty much everything you've said wholeheartedly.
I do feel like you're oversimplifying the logistics of tracking what revenue is generated by any given person. To do so fairly without someone either slipping through the cracks or taking money that should belong to someone else would take a significant amount of manpower. I work at what is essentially a small studio but any given job could be touched by 5 people or more, with any given thing touched having a totally different value. If someone asked me to quantify it all, it's the only thing I'd be doing full time (and I'd subsequently quit)

My angle for all the points I've made is coming from trying to find workable solutions. It would be great if everyone got paid based on what they generate, but I feel like you'd end up spending most of it on the staff who are tracking it all once you break out of small bite size jobs. How do you track it in games when the studio can go 5 years before seeing any of the revenue? What do you do when someone has personal issues and needs a bit of space for a month, and as such contributes significantly less than usual?


If I made my company 75k for 3 weeks work I did entirely by myself, every decision following that would be figuring out what I need to do to go freelance and keep it all! We just don't see those kinds of numbers in our industry, we get paid well but our clients are buying our time and there's a degree of transparency with them.

cubicle gangster fucked around with this message at 02:36 on Nov 29, 2020

Taffer
Oct 15, 2010


cubicle gangster posted:

If I made my company 75k for 3 weeks work I did entirely by myself, every decision following that would be figuring out what I need to do to go freelance and keep it all!

That's actually what I did do for a little while after that job, but it turns out that even if you have all the skills to do a job to its completion by yourself, you're both valued lower (paid less than the company would be) and trusted less (given much less work than the company).

Your points about time tracking are well taken - my point isn't that we should exactly quantify every bit of value every person generates on a given project, but a more broad approach. A simple way of looking at it is how much your hourly time is charged to an external client. For example when I first started, I was paid somewhere around $12/h. A total pittance even a decade ago. My billed time to clients was $125/hr - again there are valid points about overhead but it still doesn't account for that. My work was valued an order of magnitude higher than I was actually compensated for. But in general I agree, tracking everything to the minutia is practically impossible and nobody would want to do it anyway, but there are easy steps that can be taken to making a fairer system.

The small studio I worked for then eventually went under due to massive brain drain, as every smart person left for better work. But industry-wide rapid consolidation makes that kind individual action less feasible on a broad scale. To wit, the failing studio was acquired by another much larger studio and continues to exploit its workers.

Funny cap to that story, when I was laid off there (because they were failing) I was given a set of requirements about what I could say to any other place I applied at. I was told that if I ever spoke badly of the company or its owners I would be blacklisted in the city. A pretty terrifying thing to hear for someone just getting started in the industry. After a few years of bouncing around with treatment like that I ended up making a lateral move to working on the development side of 3D, where exploitation absolutely still exists but workers are generally treated much better than on the art side.

BonoMan
Feb 20, 2002

Jade Ear Joe
We track our time with about 80-85% accuracy and goddamn it is *hard* and has taken us like 5 years to get to that sort of accuracy. Good thing is that it keeps our estimates honest and really shows where our time and money goes. It allows for honest estimates to the client, but also allows us to really see what an employee contributes and is worth. I am big on paying someone their value and it's invaluable to be able to clearly see what they are contributing when I go argue for their raise.

Prior to the time traffic effort we spent about 2 years meticulously tracking our expenses to get accurate overhead per department/per person so that we could give very specific rates as well. That way the "but but.. our overhead!" isn't something our bosses can hold over us. We know, pretty accurately, what our portion of rent/utilities/non-billable personnel costs are.

BonoMan fucked around with this message at 03:03 on Nov 29, 2020

Stupid_Sexy_Flander
Mar 14, 2007

Is a man not entitled to the haw of his maw?
Grimey Drawer

Kanine posted:

highly dependent on the state of the model you bought

is the final result going to end up in a render or in a realtime engine/game?

was the model you bought fully complete, low poly with uvs and textures? or was it a sculpt(or 3d printing file) with a buttload of polygons that still needs to be crunched down+uv'd/textured?

if it's a fully finished model you're going to have a hard time getting it to look good beating it up, but substance painter is the software that would be what i think you're looking for

if it's a sculpt/high poly model than you can get a much better result if you import it into something like zbrush or the sculpting tools in blender and beat it up in there, then do more work on it in a texturing software like substance painter.

It's a 3d model for printing, so no texture on it. I'm guessing blender or zbrush might be the best option.

I'm not looking to use it in a game or anything, I just literally want to make it look wrecked, then print the wrecked version and that's it.

cubicle gangster
Jun 26, 2005

magda, make the tea

Taffer posted:

That's actually what I did do for a little while after that job, but it turns out that even if you have all the skills to do a job to its completion by yourself, you're both valued lower (paid less than the company would be) and trusted less (given much less work than the company).

Entirely playing devil's advocate here - but does this not mean the company as an entity has a value beyond its employees? The reputation becomes more valuable than the final output.
How do you quantify the value of an individual within that?
For what it's worth I really appreciate this conversation, I know I'm pushing back hard but this is a subject I think about a lot. I am not going to overthrow capitalism - I have a team who are part of a machine and I have to work and make decisions that ensure their fair treatment (and my own).
Yours and bonomans opinions are much appreciated.

I'm big on time tracking but only make the guys do it on a per project basis where we might either lose money or make a lot.
Having a salary multiplier and pushing for a job to get done in the amount of time allowed by what we quoted is just so much easier than any other way of working. I need to be able to go 'ok, we've got 1500 hours, here's how I think they should be divided up, let's go'. I can't imagine being able to work fluidly with any other system.

One of the things I struggle with is how to weigh the hours if you do try and pay people based on their value. If you're doing this (or arguing for bonuses), how do you quantify the tasks themselves? Any one person might do some modeling, they might do some lighting, they might pipe up on a client call and in 5 minutes have a really significant impact on the project. If we are paying people based on their contribution is it simply based on time alone, or do we somehow attach value to everything they touched?
You never worked with someone who spent a day painting textures which came out poo poo, then someone more senior chose to stay late and redo it all in 2 hours?

ImplicitAssembler
Jan 24, 2013

While I've never been responsible for salaries (or cost), I have managed teams and value goes far beyond actual productivity. It's a lot of small things, as how they work with other people, how they approach problems, willingnes to put in OT when needed, etc, etc.
Super talented people aren't always worth senior salaries, despite being faster, smarter, etc, whereas a person with mid-level talent can be. It's still very much a team effort and how they fit in with that team is more important than outright production.

Taffer
Oct 15, 2010


cubicle gangster posted:

Entirely playing devil's advocate here - but does this not mean the company as an entity has a value beyond its employees? The reputation becomes more valuable than the final output.

I think the answer is yes, though I would phrase it differently. Organizations have more value than individuals for a lot of reasons - a number of people means you have different skills, different connections (maybe there's some kind of personal connection with the client), and institutional inertia that means things like a project being screwed up and dropped (which is always a risk with a solo freelancer) are less likely. But it isn't that the company as an entity has more value than the employees, it's that the group of people by itself has more value than the sum of its parts.

cubicle gangster posted:

For what it's worth I really appreciate this conversation, I know I'm pushing back hard but this is a subject I think about a lot. I am not going to overthrow capitalism - I have a team who are part of a machine and I have to work and make decisions that ensure their fair treatment (and my own).
Yours and bonomans opinions are much appreciated.

Likewise. :)

Though I'd love to chuck capitalism out the window tomorrow, I know that's not going to happen, and things can't change in that direction without people like yourself, who care about treating workers equitably but are inside the system and have a vested interest in making sure it stays working. I also really appreciate the attention to detail, most of the conversations in this topic are of the "spherical cows in a vacuum" variety, where we talk about theoretical value and theoretical capital. It's nice to hear reasonable questions with really specific real-world scenarios.

cubicle gangster posted:

One of the things I struggle with is how to weigh the hours if you do try and pay people based on their value. If you're doing this (or arguing for bonuses), how do you quantify the tasks themselves? Any one person might do some modeling, they might do some lighting, they might pipe up on a client call and in 5 minutes have a really significant impact on the project. If we are paying people based on their contribution is it simply based on time alone, or do we somehow attach value to everything they touched?
You never worked with someone who spent a day painting textures which came out poo poo, then someone more senior chose to stay late and redo it all in 2 hours?

I wrote a big block of text here about worker power but I think I went off on the wrong tangent... I think you may be missing the forest for the trees here - my point is not that we should track and determine the individual value of each worker for each task, but that the proceeds of that work should go to the group that produced it, not the group that owns the organization. To tie it back to where this conversation started, if you feel that worker A and worker B both produced 10 units of value, but worker B lives somewhere cheap, it is not only unethical to scrape 3 units of value off their paycheck, but it's a rhetorical shield that allows that value to be funneled to the person who owns the organization instead of the person who produced it.

I would also say that individual bonuses outside of some kind of exceptional achievement are unhealthy. It increases worker competition and alienation instead of cohesion, not to mention that it's essentially impossible to quantify how much value someone brought. Maybe you have one worker who produces mediocre work, but they bring a lot of creativity to the table, or maybe they improve the mood of everyone, or maybe they jump into help someone who needs it, etc. There are a ton of ways a person in a team can provide value outside of turning in a finished product. Rewards should be done on a team basis (or even across the whole organization - that is what my work does and I really appreciate it being done like that), and salaries should be chunked, not individually determined. Say you have a couple of senior artists with similar experience but maybe one can squeak things out a little faster, or maybe they stay a little later etc - they should be paid the same. If someone is truly not pulling their weight that shouldn't be calculated by precisely quantifying their output, it should be done by A) trying to directly address the problem with the person and resolve it (maybe that have personal problems, maybe they need a new team, whatever) and failing that B) get rid of them (maybe they just suck). Likewise junior people - so one is doing a lot better than another? Doesn't matter, they're in a group and again defining that difference will just breed discontent. If one is truly head-and-shoulders above the others they should be bumped up to another group.

This is all just a lot of words to say that the most important thing is making sure everyone feels valued and trying to avoid the pitfall of a race-to-the-bottom, especially when you get into things like working late and burnout. You want to foster a healthy group who works together, not one where people feel like they need to crawl on top of their team to get ahead, or where they need to stretch themselves to breaking point.

Big K of Justice
Nov 27, 2005

Anyone seen my ball joints?

Kanine posted:

https://twitter.com/AntonHand/status/1332083265734209536
https://twitter.com/AntonHand/status/1332083535432151040
https://twitter.com/AntonHand/status/1332083794203922432
https://twitter.com/AntonHand/status/1332084487539200001

i keep seeing other games industry/vfx folks talk about wfh becoming standard and i get the excitement but it seems like its also going to have the effect of driving down wages across the board even further.

Meh... top talent is going to get top dollar regardless of location, this is a version of the same story some people were saying over in VFX about india/china destroying our wages and people will be willing to work for peanuts. Yeah, at a basic level, but skilled people will rapidly gain geometric pay raises.

Over in Tech, some people believed Facebooks threat about pay cuts if they left the bay area to go WFH. Result? They jumped to a competitor who went "LOL no, we'll pay you the same rate if not more".

I got game companies offering me LA/SF rates to leave my texas job and work remotely for them. I'm thinking of possibly doing that and moving to Las Vegas and getting a house there.

So yeah I'm in the yay-WFH camp. Even before Covid, I've had friends at ILM who were remote working in the mid west and getting paid Bay Area prices. And that was 7 years ago.

Big K of Justice fucked around with this message at 07:17 on Nov 29, 2020

Big K of Justice
Nov 27, 2005

Anyone seen my ball joints?

cubicle gangster posted:

Salaries have been tied to the surrounding cost of living forever, they have always been about supporting a lifestyle. What do you think a studio should do when someone earning $150k in the bay area says they are moving to a small town in ohio and will be permanent wfh? "Ok, cool, enjoy your massive payrise"? No other knock on effects you can see to this?

It cuts both ways. The same studios problably didn't do poo poo for pay raises when the COL doubled or tripled over 10 years in a given area, now the shoe is on the other foot the easy thing to do is go to a competitor and get a raise if anything.

Then buy your big home. With a guest suite. And a pool. And gently caress it a new tesla while you are at it.


Big K of Justice fucked around with this message at 07:09 on Nov 29, 2020

Taffer
Oct 15, 2010


Big K of Justice posted:

Over in Tech, some people believed Facebooks threat about pay cuts if they left the bay area to go WFH. Result? They jumped to a competitor who went "LOL no, we'll pay you the same rate if not more".

So yeah I'm in the yay-WFH camp. Even before Covid, I've had friends at ILM who were remote working in the mid west and getting paid Bay Area prices. And that was 7 years ago.

Yep, same. I live in the midwest and make mid-high SF salary by working remote, since pre-COVID. It's a really great setup and I highly encourage everyone to do the same. You get a huge effective pay raise and you get to live where you actually want, instead of where you're compelled to.

Kanine
Aug 5, 2014

by Nyc_Tattoo

Stupid_Sexy_Flander posted:

It's a 3d model for printing, so no texture on it. I'm guessing blender or zbrush might be the best option.

I'm not looking to use it in a game or anything, I just literally want to make it look wrecked, then print the wrecked version and that's it.

ohh ok, then yes you'll definitely want to bring it into blender or zbrush, remesh it so it's a more sculptable mesh (since i assume its triangulated?) and then use stamp on some damage

sculptris is also a good option if you're 100% new to this, blender if you're fairly intermediate, and zbrush if you're going to be doing this often enough that you can justify the money

(if you do decide to spend money you might want to compare zbrushcore with zbrush since there's a big difference in price but zbrushcore still has most of the features for what you'd probably want to do)

Kanine fucked around with this message at 16:55 on Nov 29, 2020

InternetJunky
May 25, 2002

I'm sure this is probably a rookie Keyshot question, but I'm stumped here. I setup a default scene to do all my rendering for some 3D printing (thanks to the people who helped me with that previously) and that has been working great to keep all my product shots consistent, but I just imported a model into Keyshot that is not behaving correctly in my default scene (attaching photo, the model on the left is just fine but the model on the right has the exact same material and is completely borked). The model is an STL file so there shouldn't be anything extra included that could cause this as far as I'm aware. Any idea why the lighting isn't correct on this model?

Only registered members can see post attachments!

Sagebrush
Feb 26, 2012

Non-manifold mesh? Inconsistent normals?

InternetJunky
May 25, 2002

Sagebrush posted:

Non-manifold mesh? Inconsistent normals?

I'm not sure what was wrong with it but I brought it into meshmixer and then without doing anything else just exported it as stl again and it's all fixed now. It's a purchased model so I didn't expect issues like this.

Gearman
Dec 6, 2011

InternetJunky posted:

I'm not sure what was wrong with it but I brought it into meshmixer and then without doing anything else just exported it as stl again and it's all fixed now. It's a purchased model so I didn't expect issues like this.

Mesh errors from purchased models are very common. If you've ever wondered why companies still hire artists to make models instead of just buying everything from an online store, now you know.

Big K of Justice
Nov 27, 2005

Anyone seen my ball joints?
Yeah, there's some degree of cleanup involved, Maybe inverted normals, that is the vertex and the triangle/surface normals are inverted. This was a common issue with importing models in Houdini generally and there are a few ways to fix it there. Namely deleting any baked in normal data and regenerating it or inverting/inverseing it, if there are non-baked in displacements you may have to be aware of those.

Regarding brought models, When I was at Rhythm and Hue's 1.0, they had sold a good chunk of their model library to viewpoint/TurboSquid/etc. I remember on a few shows that we lost the backup to a particular model we needed. Or it was too much effort to get the tape robot to restore from tape so we would re-purchase the model we already had the rights to because of time issues. :v:

KinkyJohn
Sep 19, 2002

I'm thinking of switching from Modo to Cinema4d + redshift/octane for product renders especially glass. Is this a good idea?

KinkyJohn
Sep 19, 2002

Has there been any good implementations of modeling or sculpting using commercial vr headsets? I heard blender supports it? Are they the only ones?

Kanine
Aug 5, 2014

by Nyc_Tattoo
https://twitter.com/Bytewave81/status/1334581782100979714

Prolonged Panorama
Dec 21, 2007
Holy hookrat Sally smoking crack in the alley!







More Lego Star Wars stuff, styleframes for a teaser trailer I'm working on. Will be animated to show the cockpit lights coming on first, then the engines warming up and casting more and more light as they grow louder. The bottom frame was the initial angle/composition I had in mind, and I still like it a lot, but I think the top frame sells the Lego-ness better, and gives a way better view of the pilot as he starts things up. The middle frame was just me wondering what it looked like from the back. Max/Arnold/Photoshop

Prolonged Panorama fucked around with this message at 06:34 on Dec 4, 2020

Handiklap
Aug 14, 2004

Mmmm no.
those frames rule and the environment setup looks fun as *poo poo* to play with

cubicle gangster
Jun 26, 2005

magda, make the tea
Yeah that's good poo poo.

I've had an inkling to do a lego project for a really long time now but never bit the bullet.

500
Apr 7, 2019

Most creative music video I've seen in a while. Looks like it was made in unity or unreal or something.

https://www.youtube.com/watch?v=1q22f1f6cqM

Jenny Agutter
Mar 18, 2009

KinkyJohn posted:

Has there been any good implementations of modeling or sculpting using commercial vr headsets? I heard blender supports it? Are they the only ones?

blender only supports viewing a scene in VR, no modeling or placement or anything else

Big K of Justice
Nov 27, 2005

Anyone seen my ball joints?
It's nice to have a project finally release and not get cancelled and sent into an NDA black hole. On break now, work just gave us additional monthly money to offset expenses from WFH which is nice. Specifically, I noted my power bill went up by $50/mo since I kept my workstation & devkit running 24/7, for the most part [usually to sync overnight].

Big K of Justice fucked around with this message at 03:39 on Dec 8, 2020

ImplicitAssembler
Jan 24, 2013

But but?...wasn't WFH going to kill all salaries and benefits?

Also what project was it?

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echinopsis
Apr 13, 2004

by Fluffdaddy
This is more just a you may be interested to know kinda post but..

Anyway I upgraded from an i7 4960 to a 12 core 24 thread 5900x and..

Well. I just looked at what I could get out of upgrading my GTX 1060 to an RTX 3090 which seems to be the fastest card there is, and the GPU mark goes from approx 10,000 to 25,000, and I know those numbers don't necessarily indicate how much faster everything would be, but it looks on the surface like I could get a 2.5x increase in speed.

But my CPU mark scores have gone from roughly 7,000 to 39,000. And I have 24 threads to play with.

CUDA can use the CPU cores so I have 24 thread rendering frames in Blender now. I'm not sure why not 25 (24 + GPU) but there we go. I can see the little GPU square progressing between 2-3 times as fast as each individual core, but drat does it feel gangsta now.

What am I trying to say? Well, I am pleased with my upgrade, and I am confident that if I had forked out close to 3k new zealand dollars, which is approx twice as much as it cost to upgrade cpu/mobo/ram, I still wouldn't have gotten close to the same gains. PLUS, these gains are on top of my GPU cores.


one scene I did this:

GPU alone : 28 sec
CPU alone : 10 sec
together : 8 sec

I'd have to increase the GPU by 3.5 times to get the same increase, but wouldn't bring all that CPU power to Blender as well.

What I am saying is that

has served us well


https://giant.gfycat.com/LameUnfortunateChihuahua.mp4

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