Do any of you guys have any particular recommendations when it comes to CG tutorials? Wrapped up a 3D course at uni which was quite underwhelming so I have been using various Youtube tutorials to help me along. I have started using Plural sight which isn't too bad but the pace is quite slow, but they do seem to have some quality tutorials. What resources have you guys used in the past that you found were good?
Could we have an objective thread about hair/fur rendering?
How does Disney achieve this level of realism and detail (pic related, upcoming Disney movie)? What software do they use?
Is it okay to fake hair/fur by using onion style texture planes to safe rendering time or is this an absolute no go now? I find it hard to justify 5 hours of rendering with physically correct hair particle systems while the same render without any particle system fur in it would take 10minutes.
lel, a single frame in an animated feature would probably take thousands of hours to render on your home rig, disney probably writes their own software to generate fur/hair per production requirements, they're rendering with Hyperion these days i think, which is also in house
obviously the techniques you use are dependent on the application, it's "ok" to do anything you want as long as the client is happy, how is that even a real question?
>>504520 True. I just wonder about the current climate, for example if people automatically get hair loss and diarrhea when they recognize fake fur/hair on renders instead of state of the art particle usage. I know it's still "ok" for games but just wondering about still renders.
No they really don't. It's dependent on the application and the look you're going for. I'm guessing from your question that you're asking about making pieces for your portfolio? Make shit that's aesthetically pleasing and shows off your talents. Nobody is gonna change their opinion about whether they hire you or not if your otherwise good looking character uses poly/transparency hair unless you're applying to be a hair system specialist.
i'm not really sure what you're talking about. this video is pretty underwhelming from a technical difficulty standpoint. in 3ds max i'd be able to recreate most of it with space warps and particle systems, the part from your screen cap seems like it's cut together pretty cleverly, it's just a repeat of a camera falling down a few levels of a fractal-ish structure cut when objects pass in front of the camera
>>504494 >I want a program that is really easy to use and you don't need any artistic skills
>I want you plebs to find me a program that does all kinds of stuff for me... brings me free popularity and makes free money while I don't have to put any effort into it since I'm a talent less faggot anyway
The self entitlement of this generation of 3D starters is fucking mind boggling
I have been doing a lot of thinking about how software companies like Autodesk prove that someone has been using a pirated copy of their programs recently, because reasons. Other than the phone home and activation stuff in most of these programs, how do companies know? I'd assume other than hose two methods and reports, they'd have to rely on metadata in the files.
How can a regular user get a look at this metadata, beyond just opening the file in a text editor? Is there any sort of algorithm for encoding vertices in a specific pattern to identify the program... Comment too long. Click here to view the full text.
Try adding a piece of irrelevant data into an OBJ or FBX file and you'll see it will corrupt the file and make it unreadable. Formats like FBX and OBJs are universal. They aren't created by Autodesk. They are very old and aren't designed to allow secret information to be hidden somewhere. If you open one you will see it only consists of vertex positions and UVmap coordinates. In the case of FBX it's a bit more complicated where it can also include rigs, vertex colors, bone weights, hierarchy groups and such. But even then any extended data added by Autodesk... Comment too long. Click here to view the full text.
Is there a program to generate a "anime" like 3d model? id like to use one for animation practice, but I don't have time to create one from scratch, nor do I want to go and use someone elses work. Some help would be great.
You don't need hundreds of bones to make a nice rig. If they use bones for clothing then more than half of them would go into that. Just watch youtube tutorials. It really will come down to what you need the rig to be capable of.
when you consider that a typical hand will have 15 joints (without end joints on the fingers/thumb), and a face will easily have upwards of that many, it's not hard to end up around the hundred mark.
>>504411 >I read GGXRD rigs use hundreds of bones.
Because GGXRD was aiming to replicate 2D imperfection via non-traditional methods of deforming the mesh, as to replicate imperfect "drawn proportions" with scaling, overextending and flattening certain poses to fit the camera better as 2D. It's ridiculously advanced and is very specific in it's purpose, so I don't understand why you'd compare it to day-to-day average rigging.
That's like saying... Comment too long. Click here to view the full text.
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