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I'm not sure what they put in the water over there, but French animation students consistently produce some of the best school projects I've ever seen: http://www.yankeegal.com/
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# ¿ Feb 17, 2009 21:43 |
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# ¿ May 15, 2024 15:37 |
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Does anyone have any recommendations for good intermediate Max Particle Flow tutorials/examples? I've just started seriously studying it this week and I've found a bunch of "baby's first particle system" tutorials and extremely sophisticated scripted examples, but not a whole hell of a lot in the middle. I can't help feeling like I'm missing something out there.
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# ¿ Feb 19, 2009 18:10 |
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Heintje posted:Oh I disagree, when you get over 300k it starts to lag whenever you want to even select vertices. They need to rewrite the viewport engine IMO. I've gotta agree on the performance in Max. I've got a Quadro 4600, 4 gigs of ram and dual Xeons in my workstation and I get objects disappearing and adaptive degradation kicking in all the time and I don't even go above 1 million polys very often. You're right about selection, too. If you have performance problems, having anything selected makes it even worse. Sketchup, however, does not handle large, or even moderate, polycounts well at all. It's significantly worse than Max. On the biggest SU file I've created, I could make an adjustment (drawing a line, extruding, etc) then have to wait almost 5 minutes to regain control again. Then once autosave kicks in, go make a sandwich. It's probably Sketchup's biggest shortcoming.
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# ¿ Mar 5, 2009 05:21 |
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I can't wait to start playing with it. That's probably the most significant UI change since I started using it over 10 years ago. Unfortunately, Autodesk always seems to send our disc a couple months after everyone else gets theirs.
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# ¿ Apr 6, 2009 18:58 |
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Rekka posted:Has anyone been using Unity for the Mac? They just released 2.5, and with it Windows editor support! Yay. My friend has been using it for a bit and loved it, and now that this is out, I might try to give it a go, putting something into such a robust engine would be cool. I've been playing with Unity for the past two years and I can't sing its praises enough. It really is fantastic.
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# ¿ Apr 7, 2009 13:39 |
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If those shadows weren't so black, that fruitbowl would look 10 times better. There really needs to be some bounced color in there.
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# ¿ Apr 10, 2009 01:44 |
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KiddieGrinder posted:Hinchu - LOVE the robots. Can't wait to see it done! My biggest issue with this, what I think is keeping all that detail from really selling it as a real object, is that there really isn't any logic behind the weathering. It's got a fairly consistent decay and coloring across the entire object. It looks like you've got some dirt/AO where the vertical casing meets the stool(I think that's what it's called, the horizontal part), which is a good touch, but it looks like you've mapped some cracks to run underneath it which looks really unrealistic. At that location, the cracks would run around it, which seems to be happening on the vertical part, but not on the stool. It also looks like you've got some texture density disparity between those two parts. I like that the paint appears to gain relief as it approaches a crack, but I think the depth is a little bit too much. It looks like the paint is laid on unusually thick.
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# ¿ Apr 11, 2009 16:03 |
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brian encino man posted:Guys how do you motivate yourself outside of work to do 3d stuff? I'm really struggling after doing it all day. Joining up with projects and assigning myself duties that are probably above my abilities. Obligation to someone else is really the only way I can force myself to do any 3D outside of work. This is only occasionally, though. I usually like to spend my time outside of work doing things that have nothing to do with 3d whatsoever.
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# ¿ Apr 14, 2009 23:10 |
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I still haven't used it yet, but it just looks like they've integrated the ribbon like they did in AutoCAD and left everything else mostly the same. Which is still the most significant modification to the UI in over a decade.
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# ¿ Apr 15, 2009 14:28 |
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Unexpected EOF posted:I don't give a gently caress. Why the gently caress haven't they changed the goddamn material editor? That's actually the only part of Max I care about changing and I get kinda angry about it, too, which is why I didn't bring it up. So thanks, jerk.
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# ¿ Apr 15, 2009 15:31 |
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sigma 6 posted:That's really cool that they integrated polyboost. At the risk of sounding dumb; what is "the ribbon"? Have you used the new versions of Microsoft Office? The ribbon is all that stuff at the top. See: It's a context sensitive menu. It's supposed to show you tools that are relevant to what you're currently doing, but sometimes makes things more complicated than they need to be.
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# ¿ Apr 16, 2009 21:11 |
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Kid-A posted:That's not what my Max 2010 looks like. How did you get that? Also, somebody said something about alternative color schemes. Where is that option? Not sure about 2010, but in earlier versions it's in: Customize -> Custom UI and defaults switcher... -> ame-dark
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# ¿ Apr 20, 2009 18:31 |
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Does that rock wall texture have any displacement? It looks really flat and smooth right now, like it's a big vinyl sticker instead of actual rocks and mortar.
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# ¿ Apr 27, 2009 23:10 |
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FWIW, that bounced light on the floor makes the carpet look really good!
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# ¿ May 6, 2009 13:47 |
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A lot of architectural photographers these days merge different exposures to get an even light throughout the scene. Sometimes available light doesn't do nearly enough to make a pretty picture. Many rooms, even in well designed homes are actually pretty badly lit from a photographic standpoint. As was stated before, they also add all sorts of reflectors and strobes that you can't see to accent specific areas. So don't feel bad about fudging stuff to get the look you want.
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# ¿ May 10, 2009 15:22 |
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Ecodazoo is the best thing I've seen come out of Papervision and one of my favorite Flash sites in general. That said, I'd only use Papervision for web3d if you ABSOLUTELY have to use Flash. If that isn't a limitation for you, there are better technologies out there.
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# ¿ May 19, 2009 02:41 |
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EoinCannon posted:He also has plans to get it printed in 3D which would be awesome, but I expect problems I've had a few things printed in 3d, so I'm mildly familiar with spotting problems. What sort of issues are you expecting? From what I see, the biggest problem areas are going to be the brim of his hat and the thinnest part of the bat. Depending on the method and material you're printing with, that brim might be lost entirely until you get around the 8-12 inch height.
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# ¿ May 24, 2009 15:33 |
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Are you using brute force for that?
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# ¿ May 27, 2009 13:23 |
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The Merkinman posted:I kinda like doing architectural visualization. Had a job in it but only actually did one thing (the rest of my time was basic 2d graphics and web development) I would find buildings or scenes that I thought were cool and tried to model them accurately. In some architectural magazines, they print floorplans that can help block things out. I picked one house I thought was cool, the Glidehouse by Michelle Kaufmann, and modeled it as accurately as possible. I found a bunch of floorplans and layouts on her site and got most of the forms from that. Then I went scouring through the internet for real-world pictures since the official site didn't have a lot of good detail reference. I found a ton of stuff from other articles about the house and a lot of great images on Flickr from an open-house a few years ago.
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# ¿ May 27, 2009 21:56 |
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I made that at a lovely casual game company and even there I felt like I was underpaid. That really sucks, dude. It sounds like she's really getting ripped off for working on such a high profile project. Do they at least get OT?
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# ¿ Jun 6, 2009 07:51 |
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He's adorable!!
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# ¿ Jun 11, 2009 18:41 |
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I don't really keep up with CG communities anymore because of that kinda stuff. All of the work at those dark-background-light-text forums, while technically very good, is so devoid of imagination and originality. They all reference the same sci-fi looks, the same creature designs, the same action movies, the same fantasy artists... Instead, I've started reading the blogs of cartoonists and illustrators and Pixar designers for inspiration. If I lived closer to Stuart Ng Books, I'd probably spend days browsing there and disregard the internet entirely.
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# ¿ Jun 14, 2009 22:32 |
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Rekka posted:Someone was talking about Modo a while ago so I gave it a try. Am I the only one in thinking Modos interface / key placement is totally batshit insane? I'm right there with you. It's especially confusing when you hear people all over the internet saying that the interface is so well thought out and intuitive. I've heard the same thing about Blender, so either a lot of people are living in crazy land or it's one of those things that hurts like hell at first, but opens up and makes complete sense afterward. I haven't had the time or motivation to try and get to that point, though.
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# ¿ Jun 16, 2009 13:33 |
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I love procedural cities! What methods are you using to drive the generation? My only main crit is the sparse distribution of high-rises. Those are usually grouped together. Can you specify different layouts like radial or grid, things like that?
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# ¿ Jun 24, 2009 22:27 |
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Have you seen Jimmy The Rigger? http://www.youtube.com/watch?v=DrA7mgtf-T4 It's only for Lightwave so far (I think), but it sure looks interesting.
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# ¿ Jul 4, 2009 05:23 |
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I love the response in that thread from the president of Massive Black. Sounds like the guy who made those statements was a PR person(ouch) and not the actual person making policy. I'd like to hear the lead developer's response.
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# ¿ Jul 15, 2009 10:41 |
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For a while it sounded like he was looking to get out of 3D altogether. Not sure if the photography is going to remain a hobby or what.
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# ¿ Jul 17, 2009 00:51 |
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Archviz is a weird field. It's one of those things where you can make a really good living working out of your house alone or if you work at a top tier shop like Mr. Gangster. It's hard to survive in the middle. Right now is a bad time to get into the field, IMO. Before my company shut down back in May, we were having a hell of a time convincing architects and developers that an extra few thousand for renderings or animations was worth the expense. It seems odd that just a few grand on top of the total cost of a project would be such a dealbreaker, but that's the industry right now, I guess.
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# ¿ Jul 17, 2009 14:52 |
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It's powerful, and much more capable than GIMP when compared to its competition, but I see no reason to punish yourself by working through its interface unless you're a die-hard open source person or you're totally broke and have moral qualms about using pirated software*. *All my way through art school and 3 different cg companies afterward, I have met a total of one person who actually took this stance.
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# ¿ Jul 22, 2009 02:56 |
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https://www.youtube.com/watch?v=VxhejQsrbfs I was browsing around and ran across this series of shorts from 2nd year Gobelins students. 2nd year!! I think these were intros or interstitials or something for an animation festival. I really love what they do with the exaggeration of proportion and line, how much limbs stretch and whip around as a character runs. It's something I've seen in a lot of work from that school, both 2D and 3D. Of course, it's French, so it has fantastic color and art direction, naturally.
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# ¿ Aug 2, 2009 17:42 |
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I'm a little surprised they have Vray RT running through CUDA. I remember a while back where Vlado said that the kind of calculations that Vray does isn't suited for GPGPU. I guess since it's more of a quick and dirty method than the standard Vray renderer, whatever shortcomings that are present on the video card don't matter as much. You can change the bucket progression in Vray in the render settings. It's on the same panel where you change their size. Can't remember the name of it off the top of my head. As far as attending SIGGRAPH, anyone can go as long as you pony up the cash. My first one was back in '96(also in NOLA) and I was just going into the 9th grade at that point. My mom had to go with me though, since under-18s have to be escorted by an adult. DefMech fucked around with this message at 03:15 on Aug 11, 2009 |
# ¿ Aug 11, 2009 02:57 |
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I don't know enough about NVIDIA's product line to say which cards support CUDA, but I think it's basically all of them from the 8 series on up. As far as engines go, Sandbox 2 and the other associated tools that come with the Crysis SDK are the same ones Crytek used to build the game. It's not a whole lot different than UnrealEd as far as publishing goes. If you build something in it, you're going have to play it as a mod/addon level for Crysis, not a standalone application. I can not recommend Unity enough, btw. It's not as sophisticated as Unreal Engine 3 or Cryengine 2/3, but it's one of the best authoring environments I've ever seen. I don't think any mature engine in existence can match its art pipeline. If you want to import a model into your scene, just save the file in your project's asset folder. Unity immediately notices and imports it automatically. There is no need for a custom file format or exporter plugin for your modeling app. If you make a change to the file(anything at all from changing UVs to geometry), just save it to the assets folder and that's it. Unity will have imported and updated the file before you can even alt+tab over to it. To be more specific, it basically filters everything through .fbx. If you save a .mb or .max file into the assets folder, it opens an instance of Maya or Max and exports the file as an .fbx with the correct settings in the background. So if someone gives you a .mb and you don't have Maya on your system, you'll need them to provide an .fbx instead. It does the same with image files as well. Save a .psd into the folder and it automatically flattens and imports into the project. This is a non-destructive process, too, so the actual .psd stays the same, it just imports its own copy. You can leave the file open in Photoshop and make changes with Unity open next to it and see your adjustments immediately in-engine. It's really cool. On the scripting side of things, all the coding is done in C# or Unity's variant of Javascript. You don't have source access, but the vast majority of things(seriously) can be done through what's exposed to scripting. If you've got some other questions, feel free to ask. I've used Unity casually for the past few years and I adore it. The official site and forums are pretty great for learning more, as well. They've got a 30 day trial on the site that I would highly recommend. It's for the indie version, but you can request a trial of the pro version if you ask nicely I've used both Torque and Torque Game Builder for actual published games and it's total garbage. Especially on the art side. The new engine that's coming out soon supposedly fixes a lot of things, but from what I've heard from people who have used it, it's better, but GarageGames still hasn't "gotten it".
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# ¿ Aug 12, 2009 01:55 |
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That's really funny because I was just thinking about that guy/studio's work the other day and the fact that I forgot to save some of the videos last time I ran across them.
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# ¿ Aug 12, 2009 02:21 |
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EoinCannon posted:I know the guys from RenderTitan post on CGTalk a bit. No idea if they are any good. We used them last year and I have nothing but good things to say about them. Great service.
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# ¿ Aug 17, 2009 15:48 |
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Can't have a VJ/video art discussion without mentioning Max/MSP/Jitter. Glanced through my bookmarks and saw vidvox.com as well. Worth taking a look at.
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# ¿ Aug 24, 2009 15:41 |
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Ace of Cakes, Duff and the rest of the crew at Charm City Cakes are awesome. That's really cool that you got your work featured on the show
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# ¿ Aug 29, 2009 19:08 |
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It totally makes sense if you've seen the show. Weed, video games and indie rock are probably a common thread among everyone in that bakery.
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# ¿ Aug 30, 2009 00:23 |
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Something about the tree planters and table setting is throwing me off. Everything else is pretty drat solid. This is serious nitpicking, btw. The foliage looks really great, the house looks really nice, bit then you're just dropped on an empty table. No payoff, yknow?
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# ¿ Sep 11, 2009 03:49 |
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I was so sure that all of the positive comments were plants, but sure enough, they're real people that are actually pumped to see it.
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# ¿ Sep 11, 2009 15:01 |
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# ¿ May 15, 2024 15:37 |
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Already down from Youtube, but I found it here: http://creativity-online.com/news/h5-builds-the-world-of-logorama/138951
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# ¿ Sep 22, 2009 15:11 |