Hi there polycounters ... long time since i have been posting something here.
This is a test character of mine and this weekend i was playing with the new tessellation DX11 features inside maya 2013.5 Viewport2.0 as well as marmoset
Changed my rusty gtx295 video card lately with a 680 and now that i have dx11 hardware available thought to do some testing.
A few details on the specs of the character:
-high poly ( zbrush ) was around 25-30 mil polygons
-low poly around 25k tris
-textures 2048 head and 4096 body .. diffuse/ normal/displacement(height)/specular and transmission for head
That should be all for now ... i hope you'll enjoy this
Cheers,
Paul
Wow, you nailed it! The design is really amazing!
I always had some workflow problems with tesselation/displacement maps. Would you mind to show how you got nice displacement maps?
Did you have to make something different in the mesh topology?
Damn man this is so beautiful. I love everything about it . The model is incredible but your presentation is pretty awesome too . Love the skin and the hair - how did you texture the hair looks so perfect.
Congrats on the amazing character man.
This is remarkable. From sculpt, to detail, to texturing to everything! VERY well done! UV layout also seems extremely well executed. It's hard to find any critique to give.
My only request would be, if it's possible, to get a non-triangulated wireframe. It would be easier to read.
Wow this is some really amazing work, nice one! I'm not to keen on the gold though. I looked at your spec maps and I noticed you used a bright, colourful diffuse with a virtually colourless spec. I was experimenting with this recently and I found a dark diffuse with a colourful spec can give nice results. Just a thought though.
Amazing work. Looks like Viewport 2.0 has had some major improvements over what it was in 2012. Looks as good as Marmoset or any other real-time game shader I've seen.
This is absolutely FANASTIC. You should be proud- the quality of that character is outstanding. everything from the model, to the bake, to the material quality, down to the very design- is fantastic.
Below is a screenshot with dx11ubershader settings(or at least the one that i changed from default)
For displacement/height i just did another bake pass with transfer maps .. i have seen people smoothing the low a couple of times before computing the displacement map but i got more predictable results using the low version as base and in dx11 shader setting the flat ttessellation slider to maximum (1) so it will divide the geometry but not smooth it.
Below is low alongside dx11 displaced geo and the according portion of the map.
The same maps from maya were used in marmoset but with very low settigs for the actual displacement height (what was .1 in maya was .02 in marmo or something similar ... just eyeballing really).
There is not much to it as far as the workflow is concerned .. just another map to bake alongside the normals and the overhead on work should not increase much.
Alpha works as expected ... alpha test ... not as nice as the default transparency though ( i've seen there are alot more shaders to start with so there will be more testing ).
The gtx 680 works good enough in viewport 2.o ... in standard (opengl) viewport not that great ( as far as polygon count ) but still a great improvement over the gtx295 ( i did not use any proffesional video card so far ). I did contemplate alot on buying a quadro 4000 because i have read mixed opinions on those ... but it does cost quite some cash and once bought if it is not up to expectations will have a hard time selling it ... though at the rate the new game cards are expanding and the horsepower you are getting is not much of a choice imo:
...............CUDA cores......mem....mem bandwidth (GB/s)
quadro 4000 ......256......2 GB......89.6
gtx680 ..............1536......4GB.....192.2
titan(GK110).....2688......6GB.....288.4
All in all some great stuff added with dx11... especially for game developers ... now you can check the 3d assets inside maya with all the good stuff applied and not have to go trhough another app or in-game/engine.
Still more testing needs to be done thought.
Lastly .. some realtime viewport catpure from maya
Did you color grade or do any other post processing of the image/video material from Maya? Or do you find that the possibilities of the viewport is enough to give a sufficient punch to your work?
One of the things that I've always though Marmoset had going for them that wasn't achievable in Maya is the fact that you have lost of post processing capabilities. I usually tend to get quite bland output from Maya which usually would require some post correction in photoshop or premiere.
Have you tried "diffuse map alpha" and put the alpha map in your diffuse map?
yes but it seems gradual transparency still has issues with ubershader ... depth peeling or not .. or i am missing something.
@kodde
no color grading or postprocess whatsoever ... images are directly from hw2.0.
With good light setup i find it solid enough ( i totally dig the sky/ground ambient color .. it can add a nice touch of faked bounced light ) ... though marmoset has some interesting stuff that cant be used in maya (that fake ibl lighting as well as some filters like you mentioned ... bloom is nice for metals or high spec stuff) my main drawback for marmoset is shadow quality ... they just look horrible and can't adjust anything on that matter as far as i know .. (with ibl at least .. as i do not use standard lights that much ... they are hard to place and navigate around while ibl has intuitive controls ... wish you coud revolve the ibl sphere in all directions not only horizontally) ... in maya i will crank up the resolution to 4k on depthmap shadows and get good enough results.
Crazy detail and what looks like lots of work! Great stuff!
Only thing that stood out is that her eyes seemed too far apart and the whites of them too bright.
very inspiring work. dX11 tessellation is amazingly fast in viewport. I m beginning to wonder if why movie/TV vfx is not using realtime solutions more. I think they save so much more time.
Wow - seeing this made me really happy. I worked with Autodesk and with Kees to help develop this shader - and it's really great to see you make something so beautiful with it, Paul. Thank you so much for sharing your work.
Replies
A few details on the specs of the character:
-high poly ( zbrush ) was around 25-30 mil polygons
-low poly around 25k tris
-textures 2048 head and 4096 body .. diffuse/ normal/displacement(height)/specular and transmission for head
That should be all for now ... i hope you'll enjoy this
Cheers,
Paul
This is awesome!!
I always had some workflow problems with tesselation/displacement maps. Would you mind to show how you got nice displacement maps?
Did you have to make something different in the mesh topology?
Awesome work man!:)
Congrats on the amazing character man.
My only request would be, if it's possible, to get a non-triangulated wireframe. It would be easier to read.
few questions if you can answer:
how is the gtx680 working out in regular Maya viewport ?
can we see a screenshot of the uber shader panel/rollout ?
have you tried transparency, does it work well ?
Anyway great piece, nice work
This image gives me so much joy since I have worked on DX11 features in Maya (with the rest of the Maya team of course).
Thank you for sharing!
Thanks for sharing everything too, it's really nice to see how people organized their textures.
Bravo.
Below is a screenshot with dx11ubershader settings(or at least the one that i changed from default)
For displacement/height i just did another bake pass with transfer maps .. i have seen people smoothing the low a couple of times before computing the displacement map but i got more predictable results using the low version as base and in dx11 shader setting the flat ttessellation slider to maximum (1) so it will divide the geometry but not smooth it.
Below is low alongside dx11 displaced geo and the according portion of the map.
The same maps from maya were used in marmoset but with very low settigs for the actual displacement height (what was .1 in maya was .02 in marmo or something similar ... just eyeballing really).
There is not much to it as far as the workflow is concerned .. just another map to bake alongside the normals and the overhead on work should not increase much.
Alpha works as expected ... alpha test ... not as nice as the default transparency though ( i've seen there are alot more shaders to start with so there will be more testing ).
The gtx 680 works good enough in viewport 2.o ... in standard (opengl) viewport not that great ( as far as polygon count ) but still a great improvement over the gtx295 ( i did not use any proffesional video card so far ). I did contemplate alot on buying a quadro 4000 because i have read mixed opinions on those ... but it does cost quite some cash and once bought if it is not up to expectations will have a hard time selling it ... though at the rate the new game cards are expanding and the horsepower you are getting is not much of a choice imo:
...............CUDA cores......mem....mem bandwidth (GB/s)
quadro 4000 ......256......2 GB......89.6
gtx680 ..............1536......4GB.....192.2
titan(GK110).....2688......6GB.....288.4
All in all some great stuff added with dx11... especially for game developers ... now you can check the 3d assets inside maya with all the good stuff applied and not have to go trhough another app or in-game/engine.
Still more testing needs to be done thought.
Lastly .. some realtime viewport catpure from maya
http://youtu.be/L5fOwSmSaW8
Thanks again for all your feedback
Paul
Does this shader come with maya2013? Where can i get it ?
JohnnyRaptor: I think DX1 shaders come with maya 2013.5, you have to enable dx11 support for viewport 2.0 and dx11 shaders in plugin manager
- BoBo
Hi Paul,
Have you tried "diffuse map alpha" and put the alpha map in your diffuse map?
(might need to enable "depth peeling" transparency in vp2 settings)
-Kees
looks like there is no gloss map texture option.
That is kind of the point of tessellation no?
The Maya UberShader fades out tessellation based on camera distance. So it makes sense you cannot see it further away
One of the things that I've always though Marmoset had going for them that wasn't achievable in Maya is the fact that you have lost of post processing capabilities. I usually tend to get quite bland output from Maya which usually would require some post correction in photoshop or premiere.
yes but it seems gradual transparency still has issues with ubershader ... depth peeling or not .. or i am missing something.
@kodde
no color grading or postprocess whatsoever ... images are directly from hw2.0.
With good light setup i find it solid enough ( i totally dig the sky/ground ambient color .. it can add a nice touch of faked bounced light ) ... though marmoset has some interesting stuff that cant be used in maya (that fake ibl lighting as well as some filters like you mentioned ... bloom is nice for metals or high spec stuff) my main drawback for marmoset is shadow quality ... they just look horrible and can't adjust anything on that matter as far as i know .. (with ibl at least .. as i do not use standard lights that much ... they are hard to place and navigate around while ibl has intuitive controls ... wish you coud revolve the ibl sphere in all directions not only horizontally) ... in maya i will crank up the resolution to 4k on depthmap shadows and get good enough results.
Only thing that stood out is that her eyes seemed too far apart and the whites of them too bright.