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TPU's own 3D renders

crazyeyesreaper

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there that about does it except for finishing touches but otherwise thats my work flow
 

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there that about does it except for finishing touches but otherwise thats my work flow

that was amazing man thanks a bunch :toast:

I love watching peoples work flows. the end image is pretty and its fun to show it off. its also fun to view them and be like wow alot of work was put into that. What gets me totally geeked though is watching the work diffirent elements and techniques comming together etc. Imo the process itself is even more respectable and rewarding to see then the end resault. A picture may be worth 1000 words. But you dont really know what the artists was thinking or more importantly what the artist himself thinks of his work. Until you see the work itself. Grade a stuff man.
 

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well its not done yet once i get some more free time ill update the maya part showing the final composition and first render pass :toast: to show how it all comes together
 

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So who hates Autodesk products...

I dont use them often but i dont hate them. i love 3dsmax and maya. though honestly im not to great with it i do realize its a powerful program.
 

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i like autodesks products hate the fact they push out unfinished stuff tho

example alias maya 7 was awesome maya 8 had rendering issues 8.5 was awesome 2008 was great 2009 had rendering issues again 2010 was stable and what 09 should have been basically its a crap shoot but rule of thumb

XSI + 3dsmax = the game dev crowd maya = movies and cgi mudbox is autodesks stab at pixologics zbrush market share. out of them i prefer maya once your use to the interface its easier to use and i simply cant stand 3ds max but im forced to mess with MAX because most games dont like to have there meshes edited in maya.. and even EPIC has failed to offer a 64bit extention for maya where as max does. for me its what i was taught in college

started with Blender then moved to Maya then tried 3dsmax then started using zbrush moved to mudbox and back to maya. it all comes down to what you know and at the end of the day for the industry they dont care what u know or what you use your expected to jump in the hotseat and learn the tools of THERE trade. which makes life hell lol.

to wrap up i love autodesks products hate there shoddy Q&A
 

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So who hates Autodesk products...

To put it quite simpley, Autodesk products are with out a doubt the best in their field, their feild being 3D Design wether it be creating digatal prototypes for manufacturing or stunning realistic anmations, everybody see's the final product but most wouldn't even relize it, here check this out for some really good watching -

Best of th Best: http://www.youtube.com/watch?v=_p3MhKh6oXE
Games: http://www.youtube.com/watch?v=lnoo-4liMpE

Who would hate them?
 

crazyeyesreaper

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if you had some of the problems are render team has had there are days you would like to level autodesk HQ tankfully there next release usually fixes it but heres some examples

saving as an ascii file you can edit it to use older maya versions binary you cannout
in maya 8 there was a rendering error when rendering an animated scene so imagine having 6 rigs running for 15 hrs only to realize that your characters arm isnt there because of the rendering bug so you have to start all over from scratch after renaming multiple scene files in ascii format so they ran on maya 7

if you save in binary first you CANNOT save as ascii that is fact its a pain in the ass

theres a multitude of other issues but those are the core problems ive encountered

but for that rendering issue imagine the Jurasic park film it too a god damn super computer it took 2-4hrs and upwards of 6 hrs per frame now imagine 24 frames = 1 second 1 second = 144hrs spent rendering granted they have render farms but you really got to look at it if Industrial lights and magic didnt have the financial backing they did it wouldnt have ever finished almost every scene with a dinosaur is touched with 3d so if just 1 second is 144hrs spent add that up over the course of the entire movie now imagine if the render farm was set to render and do its job only for the render engine to malfunction halfway through the process. Thats why i hate SOME aspects of autodesk because they didnt really innovate Autodesk is to 3d what EA is to game devs

Autodesk just bought everyone out and called it a day :roll:
 
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if you had some of the problems are render team has had there are days you would like to level autodesk HQ tankfully there next release usually fixes it but heres some examples

saving as an ascii file you can edit it to use older maya versions binary you cannout
in maya 8 there was a rendering error when rendering an animated scene so imagine having 6 rigs running for 15 hrs only to realize that your characters arm isnt there because of the rendering bug so you have to start all over from scratch after renaming multiple scene files in ascii format so they ran on maya 7

if you save in binary first you CANNOT save as ascii that is fact its a pain in the ass

theres a multitude of other issues but those are the core problems ive encountered

but for that rendering issue imagine the Jurasic park film it too a god damn super computer it took 2-4hrs and upwards of 6 hrs per frame now imagine 24 frames = 1 second 1 second = 144hrs spent rendering granted they have render farms but you really got to look at it if Industrial lights and magic didnt have the financial backing they did it wouldnt have ever finished almost every scene with a dinosaur is touched with 3d so if just 1 second is 144hrs spent add that up over the course of the entire movie now imagine if the render farm was set to render and do its job only for the render engine to malfunction halfway through the process. Thats why i hate SOME aspects of autodesk because they didnt really innovate Autodesk is to 3d what EA is to game devs

Autodesk just bought everyone out and called it a day :roll:

I might be wrong but i think maya 8 was 4 realeases ago, since then there has been 2009,2010 and now 2011
I would sugest an upgrade :)
 

crazyeyesreaper

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yea and Bethesda still uses 3ds Max 5.0 so whats your point? and still do some legacy work in Max4

$20k per release and since plugin structure changes no studio upgrades year to year because doing so means rewritting ALL your custom tools and scripts for the next version
 

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yea and Bethesda still uses 3ds Max 5.0 so whats your point? and still do some legacy work in Max4

$20k per release and since plugin structure changes no studio upgrades year to year because doing so means rewritting ALL your custom tools and scripts for the next version

LOL, my point is you gonna run it problems and you won't see the full potental of your software if you use outdated/legacy software, $20 per release? any savy busness person would have the software under a Subscription contract.



I don't wanna argue, im just saying you can't judge or a product on an old release. Think of it this way, how good is microsoft windows 4 or 5 releases ago compared to todays win7?
 

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well think of it this way say you have scripts that auto rig your models for a particular game engines that takes a long time to code in mel script or etc ive done it were talking 100s of man hours to debug it and make sure it works now heres the thing say you have that script and 30 or 40 more that work in say maya7 or max 5 but any versions after that it dosent work. now think of it this way in terms of modeling texturing etc max 5 maya 7 or older have the SAME tools that 2010 versions have rendering has improved new tools came out but your still gonna use the same 3-4 tools period now take into account that all those plugins you have that work for say your game engine and implementation wont work at all and have to be remade it greatly impacts a developer or CGI studios abilities to cope. Think of it this way bethesdas tools have changed so little u can import the entire morrowind game INTO oblivion period and simply use the editor to replace tags for old items to be replaced with new stuff from OB. same applies to Unreal engine etc the constant issue of having to upgrade to new software and rewrite plugins negates its usefullness example anything i do for character design above i can do in maya 7 and its takes the same amount of time as it does to do it in maya 2010 but maya 7 offers me full support for the source engine unreal engine etc while maya 2010 does not and since i use the same tools it makes no difference because performance hasnt changed rendering method hasnt changed. Thats my point man :toast: not arguing just putting my point across.

i learned maya 7 maya 8 maya 8.5 and 2008 in college we switched to 4 different version in 1 year and at the end of that maya 7 still did the same job at the same speed as all the others. I dont knock autodesk there improving there software as they go but jumping to a new version makes no sense at all just for the sake of it.

another thing i can think of maya 8 8.5 2008 2009 2010 all have random crashes for me with no explanation but the same operations in maya 7 work just fine and have no issues :toast: just something to think on newer isnt always better and since games or movies can take YEARS to complete developers and studios find it hard to eliminate the tools and items they made specifically to make there work flow easier. hell if i remember right Pixar when i was in college still used maya 4-5 when version 2008 was out and they still use the older maya software if im not mistaken altho they may have finally updated
 

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Agreed, I still use a version of Maya that came out when it was owned by Alias(pre- Autodesk). It's just about the same as 2009. By the time the plugins come out the new yearly versions are out. At least keep the SDK the same, like a Photoshop so plugins don't have to be recompiled.

EDIT~
After I wrote this we got our work copy of Max 2011, and every single plugin we have tried from ver.2010 works. Someone out there is listening. :) Love the new material editor.
 
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alot of maya stuff dosent work between versions sadly... like the Unreal editor took them 5 months to update a 64bit plugin so i could export models for that game engine and that was for maya 2010 and were talking 64bit support as of about a few weeks ago. 2011 has no support period and wont for awhile so i can't make the switch yet
 
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played with Caribbean low bump water today. did a few requests for people. these are what they were.
 
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nice, what'd u use to make those?
 

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Working on a mod for Half Life 2 for a small mod team modeling everything from scratch for a viking era realistic mod aka no guys smuggling melons in there arms so far thats 25mins of sculpting a low res mesh i made that took about 1 hour start to finish. So far at 1.5 hrs in i am making good progress.



 

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The base mesh that will be used in game that the above high res will be normal mapped onto





 

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Low poly mesh from above with the High Res normal map will be redoing the head later once i get a face texture to better liven up the details.



 
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Ive Started the texturing process







 
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Well got a new update

http://www.youtube.com/watch?v=_i5uXFfldW8

got the pants and boots done and normal mapped all thats left is for texture work, added in a shield and axe with basic textures yet to be normal mapped. overall not a bad start work still needs to be done tho.



 
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