chico get the fuck out of this nerd thread this is 3d shit you don't BELONG HERE GET OUT OUT OUT I HATE YOU
I loved my cintiq at school and Zbrush and a cintiq are totally amazinggggggg. And just painting in photoshop is pretty great. But yeah no, I don't think I'd spend 2 grand on one.
I really really wish zbrush had a better interface
I need to spend some time with mudbox I think
People give Zbrushes interface shit, but you need to remember that it is designed to be used with just a tablet/cintiq. It is a bit wonky but I got accustomed to it really really fast once I realized i just needed to put my keyboard and mouse far away
Nah
I had to decide between SDCC or PAX because of getting time off work, and I had already made the plans for SDCC, so. SDCC. Come to SDCC next year!!
Doop doop doop lookitme I can make things in three dimensions!
Doopdoopdoop Oh, you're working in Photoshop? HOW SILLY! Oh that's a neat monster! Can I see it rotated? I can't? Oh I can but it will take a few hours for you to draw the different view?
OHOHOHOHOHOHOOOOO 3d3d3d
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RankenphilePassersby were amazedby the unusually large amounts of blood.Registered User, Moderatormod
I really really wish zbrush had a better interface
I need to spend some time with mudbox I think
People give Zbrushes interface shit, but you need to remember that it is designed to be used with just a tablet/cintiq. It is a bit wonky but I got accustomed to it really really fast once I realized i just needed to put my keyboard and mouse far away
I don't just mean GUI
I actually got used to just using my tablet for the most part
I mean the fucking layout of it
how it flips all your fucking UVs all the time
how so much of it is just so goddamn unintuitive
urghhhhh
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RankenphilePassersby were amazedby the unusually large amounts of blood.Registered User, Moderatormod
I really want to try this out but I can't find anyone with a USB Kinect: http://www.ipisoft.com/gallery.php I already have a couple of test models all rigged and ready to go, so tired of keyframing stuff in xsi. If this works and looks good enough I don't care what anyone says mocap saves a TON of time.
Also hi guys I guess I like to animate and do artsy things too?
you have no idea how relevant this is
I actually spent a lot of time this summer working on developing tools for the kinect to do this very thing
it is far, far more complicated then you might imagine
the data you get from the kinect is extremely limited - it's a good way to get a rough start, but the bone structure is incredibly sparse - no rotation/translation on feed and hands, one bone for the spine, no directional rotation for the head, no neck bone and extremely shifty clavicle/shoulder support
the raw data is there, and it can be cleaned up using MotionBuilder tools and such, but it still requires a TON of work
regarding motion capture as animation, of course its animation. There's good and bad motion capture work out there - look at Lord of the Rings, that's phenomenal mocap work. And all good mocap work requires highly skilled animators to go in, clean it up, exaggerate the action and make it work well. Same with any tool.
The idea that "lazy animators just use flash" is a complete misnomer - yeah, lazy fuckers can use motion and shape tweens to get halfway decent results, but they always show and they look awful. A skilled artist can use Flash to create incredible work.
They're tools, not results.
Regarding getting blur-quality art/animation in-game in the next 20 years - you will get model fidelity, texture resolution and higher-quality rendering techniques happening real-time, like subsurface scattering, high-quality displacement maps and physics/simulation-driven distortion, but it can never really achieve the quality you see in the Blur videos in a complex real-time interactive simulation. Every single aspect of those videos is extremely carefully planned and executed by some of the best artists in the world. There are levels of acting, artistry and animation that can absolutely never be achieved by a simulation. You can't have a lumbering dire bear stroll through the woods reacting to changing environments and unpredictable user input/stimuli in a fully believable and compelling manner using mocap and procedural animation nearly as well as you could in an enclosed, carefully planned and keyframed cinematic. You just can't. You can't fucking mocap a dire bear, for one thing. You can't mocap a six-armed chaos space soldier made of fetuses and guns. You can't procedurally animate an entire squad of hyper-elite assassins with their own personalities and back stories dealing with a 60-hour-long sci-fi epic spanning a galaxy in a way that feels entirely organic. You need highly trained artists to create these emotional reactive moments that you simply cannot depend on a computer to produce. And that means paying their salaries.
Yes, we can aim for that pie in the sky, and we can get closer and closer to the goal, but there's a long, long, long ways to go before we're anywhere near that point.
When Pixar and Dreamworks and all those companies started coming out with their incredible CG animated films, Disney straight-up fired their entire animation staff, figuring they didn't need trained animators, they could let computers do the work. Look how well that worked for them.
This is a good post. Thank you for explaining it in a clear way. :^:
These are not so much good points. They are accurate, I am sure, but they merely reflect technological limitations of our current physics simulations. Right now we have only the most basic of physical phenomena that we are able to procedurally generate, so we have to spend thousands of man-hours hand-animating these very details you describe. I do not share your skepticism that it is impossible that we will develop techniques that can be applied in real-time by our vastly more powerful computers in the future to simulate these phenomena. Or at least simulate them close enough to fool us.
The problem is that animating a character picking an object up is always going to be more of an art job than it is a mathematical equation. An as-yet-uninvented working physical situation might get you a quarter of the way there, and some robust interaction scripting so that your characters can determine the orientation of an object and attempt to grasp it accordingly could bring you to halfway, but your human artists will have to do the rest by hand. Throwing more processing power at it will help a little bit, but the vast majority of the work will still be measured in artists man-and-woman-hours, not cpu clock cycles.
I honestly do believe that steering graphics towards more stylistic and symbolic rendering, rather than a push for photo realism, makes for a better visual experience. A lot of pre-rendered movies are backing away from trying to create visuals that are as realistic as possible, there's too much visual noise that distracts from where they want the viewer's attention (and as loathe as I am to invoke it, the uncanny valley becomes a factor the further you push this).
In a game this problem becomes magnified because it's all happening in real time. There's no way of knowing how much 'artistic noise' will be on screen at any given time.
This is also a good post.
Thanks guys.
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BeastehTHAT WOULD NOTKILL DRACULARegistered Userregular
can we still talk about the dawn of war trailer
because thats the first trailer i saw that i felt did its subject justice
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Burden of ProofYou three boys picked a beautiful hill to die on.Registered Userregular
Posts
I loved my cintiq at school and Zbrush and a cintiq are totally amazinggggggg. And just painting in photoshop is pretty great. But yeah no, I don't think I'd spend 2 grand on one.
I wanna talk with you and stuff
Just like
rub your butt on the screen and stuff
hey satan...: thinkgeek amazon My post |
People give Zbrushes interface shit, but you need to remember that it is designed to be used with just a tablet/cintiq. It is a bit wonky but I got accustomed to it really really fast once I realized i just needed to put my keyboard and mouse far away
hey satan...: thinkgeek amazon My post |
I had to decide between SDCC or PAX because of getting time off work, and I had already made the plans for SDCC, so. SDCC. Come to SDCC next year!!
Doopdoopdoop Oh, you're working in Photoshop? HOW SILLY! Oh that's a neat monster! Can I see it rotated? I can't? Oh I can but it will take a few hours for you to draw the different view?
OHOHOHOHOHOHOOOOO 3d3d3d
I don't just mean GUI
I actually got used to just using my tablet for the most part
I mean the fucking layout of it
how it flips all your fucking UVs all the time
how so much of it is just so goddamn unintuitive
urghhhhh
fuck y'all
hey satan...: thinkgeek amazon My post |
hey satan...: thinkgeek amazon My post |
what the hell veretas
http://www.cccakery.com/2011/05/churro-cupcakes.html
http://www.youtube.com/watch?v=l6ZaSipHuO4&feature=related
square you so crazy
Wait
loveless?
isnt that a manga about virgin catboys or something getting fucked?
also I love that Kojima used Volgin as a face model for the new engine theyre using. I love Volgin.
That leather coat is so fucking thick it blocked that sword
hey satan...: thinkgeek amazon My post |
Woah what huh what
hey satan...: thinkgeek amazon My post |
http://kotaku.com/5831721/look-at-the-faces-hideo-kojima-is-making
http://www.youtube.com/watch?v=YiIx9VJWSl8
I don't judge your lifestyle, kochi.
That brown hair guy forced Sephiroth to memorize a gaykittyboysex manga?
hey satan...: thinkgeek amazon My post |
you know
that first minute of CG here is getting pretty damn realistic looking
all things considered they probably could have just filmed it with two actors in makeup and saved themselves a bunch of time and money
like
a trillion times better
FFXIII-2: I CANNOT GIVE LESS OF A FUCK ABOUT THESE DOUCHEBAGS
FF DISIDIA: THEY TURNED MY FANFIC INTO A GAME
best ff
ff12
you all can suck it
within the setting of FFVII, loveless is a famous play.
Thanks guys.
because thats the first trailer i saw that i felt did its subject justice
:^:
I really find it hard to listen to an original after hearing a Cash cover