Chat about problems or anything relating to game art creation here.
Artists
Cloth Reactor
Hey, In 3dmax whenever i use a cloth reactor to cover a box or anything object, the vertices always go though each other and it never looks real.
Can someone tell me how to fix this?
Heres a Link To kinda what i want it to look like.
http://www.tutorialized.com/tutorial/Reactor-Cloth/6539
Thanks
Blizzard
Blizzard, I tried that tutorial you linked to, and got the cloth reactor to work with no worries:
[img]http://www.thoughtvalve.com/nucleus/media/3/20050125-cloth_test.jpg[/img]
Not sure what your doing wrong. The only thing I could do to make the cloth pass through the rigid body was to move said body after reactor had calculated the animation. So don?t do that.
Edged Faces Colour!!!!
dose anyone know how to change the colour of edged faces when working in 3d max!!!
Hey Blizzard!
To change the UNSELECTED edge colour you can just select your object then on the modify tab, there should be its name and a coloured box at the very top of the panel. Change the colour of that to change your edged colours while they are deselected.
If you want to make the selected object's edges colour change from the standard white you need to go to CUSTOMIZE > CUSTOMIZE USER INTERFACE > (click on the tab) COLOURS
Then you see at the top a drop down list. Select GEOMETRY from the list. Then In the scrolling box underneith it, scroll down and select the word SELECTION. Over to the right you will notice the colour box is white. Change that colour to whatever you desire then make sure you click the APPLY COLOURS NOW button at the bottom of the window. Close the window and your edged faces will be a different colour.
I hope that works for you [:D]
Uninstall Win XP service pack !
Wizenedoldman is right : you have to uninstall Win XP service pack 2 !
I've did it and it works.
Thanks
New Feng Zhu website
Check it out, guys. New art and tutorials as well!
Well, i think that the tutorials needs some more explanation.... you need to have some deep information about it before redthem... or you just can't get them. Anyway, the improvment of his work from the old website to this one is gigantic.. maybe because he was working with Ryan Church in the creation of concepts for Star Wars Episode 3.
Rizo
I know what you mean about the tutes. It?s a bit like this:
Step 1: Draw a quick but really cool looking sketch
Step 2: Colour it in
Step 3: Add highlights and shadows
Step 4: Add heaps of detail
And done! An awesome piece of artwork in only four easy steps [:P]
I shouldn?t complain, it?s great to see the stages of development for some pieces of his work. Those tutorials obviously aren?t meant for amateurs.
The new site?s awesome, anyway.
Personally I think thats excellent, there does seem to be a certain attainable skill level of artwork in which a mojority of tutorials are made for - and once you obtain that level, youll soon find that the chances of finding a master tutorial, or like Zhu's workflow tut's very slim.
Its like Palantir said, Those tutorials are'nt really aimed at amatuers.
Yeh, it's great to see how Feng's work has progressed. Everyone knows of his quick concepts with line art and grey blocking in. It seems howadays he's doing full scale coloured masterpieces! It's great because he's a very creative person and it's being able to finally see his creativity as almost finished art instead of roughs.
I know many people here admire Feng's work, and there's a new article at CGNetworks on Feng's new studio that he co-created called [url="http://features.cgsociety.org/story_custom.php?story_id=3097"]Gamma Ray Studios[/url]. Worth checking out!
anatomy
i don't know how many of you have seen this, but its awsome.
'rey's anatomy' has interactive photos with an underlying muscles drawing overlay.
'ecorche rey' and 'imaginatomy' have interactive anatomy models which you can spin around.
and 'blackboard' is very cool to.
Cult 3D Tool
Ever want to show off you models but not hand over the source files ?
Its a small tool that makes an interactive html file so people can zoom, pan and rotate all around your model.
Its pretty handy and you can setup lights in the scene and get into some easy scripting if you feel the need [:D]
We find it pretty handy for showing clients 3d models especiallywhen they dont have access to 3d softwar like 3DS Max / Maya.
It handles Diffuse and even bump mapping ( not normal mapping though ) [:(]
looking for 2D tutorial: metallic surfaces
I'm looking for a painting tutorial (traditional or digital) for rendering metallic/reflective surfaces. If anyone knows a good tutorial please post link.
Animation
I was wondering if anyone had any tutorials for rigging a character with bones in 3D Studio Max. I am using version 2.5, so I am not sure if the bones system is more advanced in the recent versions. So if anyone could provide some links, it would be greatily appriciated, thankaz in advanced.
Lighting Tutorial
I'm sure level designers and modellers will appreciate a tutorial like this - just the basics on various kinds of lighting.. great to know the basics on realistic kind of lighting for your scenes and model renders..
Normal Mapping Photography
Excellant tutorial on using photography to get normal maps off real world objects (all you need is a camera and a flashlight). Pretty novel idea, although it's more suitable for surfaces rather than complex objects. I can imagine someone doing a keyboard normal map with this technique [:)]
Your opinion on nextgen technology?
With the greater realism afforded by new graphics cards
there is more opportunity for creativity but at the same
time greater quality work expected, possibly on similar
hours and pay. Will you be expected to dig a bigger hole
with the same size shovel?
Your thoughts please.
I'd say we've seen some pretty good examples already ..eg. Doom 3 and Unreal 2.
They were amazing graphically/production values wise, but in terms of actual gameplay and the overall experience games 4-5 years older still have em beat (and by quite a margin IMO). Seems like so much was invested in the look and graphics that the gameplay side was underdone.
I do think sooner or later a company will nail all aspects of art/design/gameplay with a next gen engine though (i've yet to play HL2 incidentally, though the first was too linear for my tastes to be best game evar material and i suspect i'll feel that way about the sequel too).
I do think we're doomed to suffer quite a few more beautiful turds in the future.
quote:[i]Will you be expected to dig a bigger hole
with the same size shovel?
I disagree, only because I think the analogy is a bit incorrect. I would say a bigger hole will be dug, but with a more advanced and larger shovel. I think there is definately more work involved for next gen, but not a multitude greater than it already takes.
I think polygon editing/sub division tools are becoming more sophisticated to encourage faster ways of getting the general shape of those high polygon models done, and tools like Zbrush cap things off by allowing you to paint on the high details with ease. I think the real challenge for artists, however, is with texturing.
All the new tech is gearing towards normal mapping and other texture layers like specular etc so there's no need for artists to paint a textured flat like usual. All this is pointing towards computer generated textures, so the challenge is to get things looking less procedural or computer generated. I mean, for artists to be given a large texture sheet (say over 1024 x 1024) and to add detail (like bumpmapping) to it, it's quite tempting do it quickly with filters... just don't make it so painfully obvious that you did. Subtlety is the key. [;)]
I'd hate next gen artwork to be paralleling the early days of computer CG. You know, quick fix procedural textures that don't look natural/right, bump maps for the sake of bump maps, shiny chrome, all the bells and whistles of CG tech on every damn object. Or for a better example, look at any episode of [url="http://www.optimusprimal.hpg.ig.com.br/ratrap_dinobot.jpg"]Transformers: Beast Wars[/url]. [:D]
Actually Souri its probably going to be more like:
"We need a bigger hole, drop that shovel, use this new electric shovel, oh and btw you don't get any extra time to learn how to use it, oh and yes the hole needs to be done quicker than before, what are you complaining about? The shovel is electric?!" [:P]
Texturing isn't really that hard for next gen but there is alot of bad stuff out there already, check EQ2, way too much bad normal mapping! and Flat shaded diffuse maps!! Argh they look like poser models!!
I actually think modelling is the hardest thing for those attempting next gen, no more lame excuses like "oh its the low polycounts", that stuff is always used to hide a shoddy understanding of anatomy and the deformation needs for animation, oh and it'll finally put to rest the wierd belief that polyflow isn't important, try modelling a 10K character correctly and efficiently without it. [:)]
I'm looking forward to this next cycle of games, the timeframe, cashflow and level of committment for a company to make a next gen title 'should' stop a 'few' dodgy games being made at least.
maya help please...
hi all,[:)]
Im a maya noob.......Just want to ask what is the best way of making roads / tracks geometry also doing cross sections in maya?...[:p]
Thanks [:D]
Using CP curves ...( Control Point ) and EP curves ( Edit Point ) and loft a surface using the Birail tools.. and if you want poly to can convert surfaces to specfied poly counts.. not much more complicated than that.. I'll see if I can find some Tutes on it.. but experimenting should be your best friend..
artist pay
G'day Peoples
I am an Oz game artist in the United States looking to return home but am unsure as to pay levels for modellers/animators in the industry at home. Anyone willing to enlighten me as to the ranges to be expected for a senior level position.
thanks in advance.
[url="http://www.bigkid.com.au/2004/07/28/ambit_salary_survey/#more"]Ambit Game Development Salary Survey[/url]
best cheapest programs
I am thinking of getting Xara X1 [:o)] is this a good idea? I heard good things about this nicely priced program!
but then I want a 3D program too... I am 15 could I get a student price for some top end software?
A number of Professional 3D programs are available in Legal, Free, but limited versions.
For example: Maya PLE, SoftImage|XSI EXP, Houdini (PLE?)
Google around a bit and you'll find that you can learn on the real, top-end stuff, as long as you don't need the elite level suff (ie: hair, fur, fabric etc).
g'day beefcake :)
a couple of free programs that measure up to the rest are
-theGimp, imho latest version is as good as PS6, which is enough for game stuff http://gimp-win.sourceforge.net/
-blender, with all the exporters it has these days, you can export any 3d work u do in this to most engines.
you can do a lot with these two, and your supporting opensource :)
ciao!
Look at all these Maya questions!
It's interesting to see so many Maya questions in here! I know Krome Studios have switched to Maya as their main 3D application, whereas other studios like Atari Melbourne House have a preference for Softimage. Anyway, I'm wondering if you have recenyly made a switch in 3D applications, what did you use previously, and what made you switch.
The uni I go to switched to maya this year, from 3dsmax.
As a result Ive had to learn both packages and im very glad for that, but I have found maya to be much better for my workflow, though max does seem a little more sensible in some things, albeit slightly less powerful.
Im a maya convert i must say.
This is something I posted at cgtalk today, thought I'd test the Maya groupies here with this question. [:P]
------------------------------------------------------------------------------
Does anyone know off a way to invert the direction of the W channel for UVW's?
I can play around with the U and the V but there is no where in Maya I can see of defining or modifying the W channel.
I've always thought that they relate as such, RGB, XYZ, UVW all correspond but in Maya 6.0 I have found you only have access to the U and the V.?! Did they neglect the last channel? Or is it so hard coded into the vertex or face normals that you can't modify it without modifying them also.
To put it in context, I have modelled something with symetrical components and I need them to be a contigious mesh, as such they use the same UVW coordinates.
Now if I apply a map that relates to the pixel normals of a mesh (normal map or similar) the coordinates are taken from the UV's therefore one is correct and the other is inverted, logically.
If I could select the offending UV's and invert them in the W channel then my problem would be solved, I know its possible in most other packages.
Any help on this would be greatly appreciated, if its not accessable then thats a major oversight on Alias' part.
Cheers,
Malus.
max files -> maya
is it possible? if so how and with what plugins and so on. Im sure its been asked before (probably even by me...) but i couldnt find anything.
"Pro" reels
Reading through http://www.sumea.com.au/sarticle.asp?art_ID=16 , I noticed this quote from Steve Stamatiadis.
quote:If you're new to the industry it might be worth getting a hold of a pro reel to see what you should be doing. If you're in a course it would be worth asking your instructors/tutors to show you their reels/portfolios so you can get a better idea.
I know there's a lot of great work posted in member galleries here on Sumea, but can anyone suggest sites where a n00b can find some "pro reels" to see?
-d
www.cgtalk.com - You should be able to find some diamonds in the rough there.
www.raph.com - Another source of high quality work.
www.gamasutra.com - Check out the artist section and have a gander through the professional section ( these guys are mostly over the age of 35 ) some of the students portfolios are also exquisite.
Hope that helps [:)]
One of my personal favs goes to Jason Osipa. His demo reel just has an unusual way of presenting itself :)
http://www.jasonosipa.com/SS_Movies.htm
Get the Legolas test as well. Funny.
Paint Problem
In MS Paint, I use to be able to save in .JPG formats, now since I have formated my computer, it doesn't support that format for some reason. Anyone know how to make it support it? Thankaz in advanced.
It depends what operating system you install. Did you install the same OS when you reformatted?
I'm not sure exactly which have it and which don't but...
XP Proffesional definitely has it
Win95 and 98SE (and i assume 98) definitely don't
I'm pretty sure Win2000 has it.
I'm not aware of their being an "option" to turn it on off, i'm pretty sure it's just related to which OS you install.
CYer, Blitz
I wouldn't use MS Paint for anything unless it was the absolute last option available. That program is just terribly sucky.
If you need a simple program to save things out as JPG (say, you make a screen capture and want to paste it somewhere then save it as jpg), maybe look around at some free small picture viewer utils out there. I use XnView which is great. It'll save out in a tonne of formats, view pics and movies, and it's real small in size. Search for it at download.com
The GIMP is a fully-featured but steep learning-curve piece of software that is free. It's a "competitor" to photoshop in the same way that a Jaycar electronics kit is a competitor to Sony.
However, it works, it's free, it's open-source, and it's infinitely superior in every way to MS Paint.
Check it out at http://www.wingimp.org/
Private Maya Training
If anyone is interested in private Maya training, I can help out either with training for individuals or small groups, from basic modeling and texturing all the way to character rigging and MEL scripting.
I'm based in Melbourne and have been using the package since Maya 1 (5.5 years).
quote:Originally posted by pixelpusher
If anyone is interested in private Maya training, I can help out either with training for individuals or small groups, from basic modeling and texturing all the way to character rigging and MEL scripting.
I'm based in Melbourne and have been using the package since Maya 1 (5.5 years).
Maya Private Tutor needed($$$ offers)
I am doing a digital media course, and I need a tutor for my MAYA assignments(To create a photorealistic render). plz contact me if u r intersted.
weishenme@hotmail.com
maya 5 $2000
I've put a copy of alias maya 5 complete on ebay. Take a look it's in brand new condition.
Maya Training and Reference books
Hi ya! I'm getting a list of 'good' maya books on modelling, rigging etc.. thought I might ask for help and recommendations from you guys... theres alot of shit maya books out there and I'd like to avoid the real basic ones...
one book I'm looking at is Stop Staring..
Cheers[8]
Some of the better books are the New Riders. Inside Maya 5 is good and takes you through the process of working on a short animation, from basic modeling to rigging to lighting and rendering....a good rigging book is Maya Character Creation: Modeling and Animation Controls, though it is quite advanced.
Some others are the Savvy ones once again rounding knowledge and Mata Character Animation brought out by Cybex, the one i have is for Maya 4 and its good, just takes a bit to convert some of the old ways of doing some of the activites to the newer versions, since the newer versions have easier ways of doing things, i.e. subdivision texturing.
cheers
Fixing overlapiing edges in high poly UV mapping
I am currently trying to unwrap a head from a high poly model, but im running into trouble around the nose area...
[img]http://members.optusnet.com.au/~rowanfamily/nosehelp.jpg[/img]
As you can see there are a lot of overlapping edges around the nose. Im not concerned with the nostril area but more with the sides of the nose.
It would be easier if it were a low poly model to fix this but since there are alot more edges, I was wondering is there any tricks or tips anyone would care to give. Or am I doomed to spend an eternity manually tweaking the UVs [xx(]
when unwrapping for high density models, soft select and relax uv's are your friends. Experiment [:)]
ideally, you would relax the uv's out so every area has texture space (inside of nostrils included) and the resulting distortion spread out evenly through the rest of the mesh so that it's not at all noticeable.
Exporting wireframes textures in MAX6?
Anyone know how I can export a BMP of a models wireframe? I used to use texporter but that wont work with MAX 6
Any other plugins?
Light Wave Question
I've been gettin back into Lightwave againa and when i was trying to model something i had trouble doing thisw. How do you divide an edge like in max. I want to add a vert to it so i can add detail. I know there aren't many Lightwavers on Sumea but, can some one help.
Edit: one more question. Is it possible to select another vert or poly without having to deselct my current selection and and having the current selection deselect automatically. EG: i have to rows of poly's and i have one sellected, to select the next row and deselct the current one do i have to manually deselect then select the next or do is there some way to automatically select the next row and deselect the current one.
think you can hold down shift to add to selection (one caveat, i'm still using lightwave 5)
if you have nothing selected, action effect everything
if you have a selection, selection events act to deselect
shift ' [shift and single quote] inverses selection
square back brace flows selection
slash / deselects
right mouse lasso select
= hide unselected
- hides selected // hiding points seems not to hide triangles attached to them
space cycles edit mode [points, polys, exclude, include]
forslash, unhide all
shift + add point mode, left to position cursor, right to place vert
p to constuct triangle (plane) on selected vert
k to delete triangle and leave verts
.... i could easily go on but need to go now
Got another question, like moony's maya help thread this will become my lightwave help thread [:)]
Firstly how do you turn of snapping. When i drag a point i want to get it to a particular spot but it keeps snapping to another bit.
also is it possible to do instancing like in max, where you can mirror a half and instance it, which means everything you do into one side happens to the other as well. I have mirrored and turned on symettry for a object. but when i select a poly on one half and knife it, it doesn't happen to the poly on the other half, even though it appears to be selected. Here's a picture to help you understand:
[img]http://www.sumea.com.au/forum/attached/bullet21/200492621949_prob.jpg[/…]
[img]icon_paperclip.gif[/img] Download Attachment: [url="http://www.sumea.com.au/forum/attached/bullet21/200492621949_prob.jpg"]prob.jpg[/url]
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Edit: I?ve deleted my original response because the thread topic and first post was completely changed and I don?t wont to sound like a complete ********