Crazy awesome :O, making me want to go back and finish my dom war... (which is a very good thing... i need stuff for my portfolio).
Wish the subtitles were slower though, i have to pause the vid on the long ones.
I think the most impressive thing is how he does stuff like retopo in tris without any special tools, regardless of how much difficult it is. I guess that just proves how badass he really is.
The scary thing is that he doesn't even model faster than I do - he just put in that much more time and effort. Very inspiring, I want to do something similar every time I see that model.
the tool he uses at 11 mins or so with the tube and chain link.. is there something in max like that? I usually use the spacing tool on a line, but it'd be nice to be able to grab the points of a line and edit the attached mesh with it.
ya, known about that, but he is able to control how many links are in there as well. would be nifty to have a path deform and spacing tool all in one. unless there already is and I just haven't looked hard enough thx tho
damn, to see that he spent the time to make sure the mechanics animated properly for a contest that only takes still shots - frickin blows my mind. nice find - thanks!
Yeah. Just watching him in those videos I learned more about SDS highpoly mechanical modeling than I have in the last several months of solitary practice.
Glad he made the video, it really clarifies how much crazy much effort went into that piece. As per Johny it shows how much he's a poster child for hard work and talent.
Although it's funny to me how many 'lazy' tricks work so well for the design. -The copy/smooth/make selection/delete inverse/extrude all over the place. I guess really solid planning and topology on the base models really make those flow well.
You don't even have to use NURBS with skin wrap in MAx. I use it all the time for a lot of things.
Like, I've had a head model with a good set of blendshapes (morph targets in max). I've made a very simple face mask model and wrapped it on top of that head, then created blendshapes for it.
Then for new heads I've created another shape that morphed the original face mask to fit the new face. Then I wrapped the new head to the face mask and created a raw set of blendshapes using the face mask... it has worked surprisingly well.
So it was a two stage thing:
1. original face -> lowres generic face mask
now fit the face mask to the new face, then
2. lowres face mask -> new face
And it was fairly easy to perform some quick tweaks to the new blendshapes while the head was wraped to the generic face mask, as there were only a few vertices to edit.
I got the idea from MGS4 by the way, see here: http://www.softimage.com/products/xsi/customer_stories/metal_gear_4/default.aspx
although my mesh is a little more detailed and it's a single part covering mouth, eyes, jaw and brow.
But there are many other uses for skin wrap too. It's faster then Maya's wrap, has more parameters too, but sometimes it's harder to control the deformations...
Damnit, any idea what codec he used. Downloading the .avi's off of Vimeo, and VLC, MPC, or WMP can't display the videos. :[
As nezach rightly said. they are .FLV's.
I use FLV Player to view them offline and its the best i have seen so far.
When you combine it with the Combined Community Codec Pack and Media Player Classic, you are good to go with just about anything really
ok....this whole skin wrap thingy. i tried setting up just like your example MUZZ. however i am missing something. i add the plane at the bottom.....max does calculations.....but nothing happens.
I've found that Skin Wrap works better if you have more polys in your "deformation driver" mesh.
Also the settings you choose determine how well it deforms (if at all).
In both apps you don't need to worry about NURBS, the video is his specific workflow - the Wrap deformer in Maya and Skin Wrap in Max both work perfectly fine with regular polygon meshes...
Maya's Wrap deformer has only a few options to mess around with so it's usually easy to get a solution working quickly - in Max I've often had to fiddle with settings a lot just to get it deforming nicely.
It's also worth making a Morpher modifier (something that the SlideKnit Max script does automatically) so that you can flip back and forth between the "deformed" position and the "source" position.
anybody know where this duplicate along spline dialogue is hidden or if its a custom script ? this would work way better as a tutorial if he didn't crop out the menus !
its mega pimp though already his thumbnails in the beginning were super awesome ! each and everyone of them could carry a game as a hero or enemy archetype
anybody know where this duplicate along spline dialogue is hidden or if its a custom script ? this would work way better as a tutorial if he didn't crop out the menus !
its mega pimp though already his thumbnails in the beginning were super awesome ! each and everyone of them could carry a game as a hero or enemy archetype
It is mel script Extended Duplicate Options
You can get from Highend3d
He uses the script that gaganjain linked (in fact he said what it was called in the video!), although you can do the same thing without a script by using Animate -> Motion Paths -> Attach To Motion Path and then do Animate -> Create Animation Snapshot.
It's pretty much like Max's "Spacing Tool", except it keeps the connections to the curve afterward, so you can move the curve around and the objects follow it. More like Max's "Path Deform WSM" modifier, except that it doesn't actually deform the objects, just orients them to the path. So it's kinda like a halfway house, but it's pretty good.
Yeah fritz try not to have them so far apart, i only had it like that so it was easier to understand. I think it might be working but you might have bent your surface first, you need to do this with the flat plane then deform it. If that wasnt the problem make the blend distance much larger.
Also as said use a nurbs surface. Its in the nurbs drop down in the create panel.
Replies
Wonder what that final segment is rendered with, looks to clean to be marmoset, maybe prerendred mentalray?
Awesome awesome find!
if only people could make games where every asset is that quality
Vimeo will keep those original videos for one week. Register and download the source files in the bottom right corner.
...and I’m still waiting for Cg Academy promised game workflow tutorial DVD from Rawkstar back in 2006...
Wish the subtitles were slower though, i have to pause the vid on the long ones.
I think the most impressive thing is how he does stuff like retopo in tris without any special tools, regardless of how much difficult it is. I guess that just proves how badass he really is.
Sick video though.
Um it kinda does work the same way...just create an array if you want several objects layed out over it.
Amazing video. Im even more awed at the entry now.
Someone should make a really indepth video tutorial on marmoset...looks like theres tons of buttons and sliders in there.
like FFD but w/warping to geo?
Although it's funny to me how many 'lazy' tricks work so well for the design. -The copy/smooth/make selection/delete inverse/extrude all over the place. I guess really solid planning and topology on the base models really make those flow well.
use skin wrap and a nurbs cv surface.
http://i42.photobucket.com/albums/e305/muzzoid/skinwrap.jpg
btw skin wrap is awesome to simplify cloth physics, by doing it on a simple peice of geometry then skin wrap your high to the low.
Like, I've had a head model with a good set of blendshapes (morph targets in max). I've made a very simple face mask model and wrapped it on top of that head, then created blendshapes for it.
Then for new heads I've created another shape that morphed the original face mask to fit the new face. Then I wrapped the new head to the face mask and created a raw set of blendshapes using the face mask... it has worked surprisingly well.
So it was a two stage thing:
1. original face -> lowres generic face mask
now fit the face mask to the new face, then
2. lowres face mask -> new face
And it was fairly easy to perform some quick tweaks to the new blendshapes while the head was wraped to the generic face mask, as there were only a few vertices to edit.
I got the idea from MGS4 by the way, see here:
http://www.softimage.com/products/xsi/customer_stories/metal_gear_4/default.aspx
although my mesh is a little more detailed and it's a single part covering mouth, eyes, jaw and brow.
But there are many other uses for skin wrap too. It's faster then Maya's wrap, has more parameters too, but sometimes it's harder to control the deformations...
They are FLVs.
Man, i love watching this type of thing!
As nezach rightly said. they are .FLV's.
I use FLV Player to view them offline and its the best i have seen so far.
When you combine it with the Combined Community Codec Pack and Media Player Classic, you are good to go with just about anything really
wrap not warp and in max its called skinwrap
whoops has already been said, damnit should read further before posting
Also the settings you choose determine how well it deforms (if at all).
In both apps you don't need to worry about NURBS, the video is his specific workflow - the Wrap deformer in Maya and Skin Wrap in Max both work perfectly fine with regular polygon meshes...
Maya's Wrap deformer has only a few options to mess around with so it's usually easy to get a solution working quickly - in Max I've often had to fiddle with settings a lot just to get it deforming nicely.
its mega pimp though already his thumbnails in the beginning were super awesome ! each and everyone of them could carry a game as a hero or enemy archetype
You can get from Highend3d
It's pretty much like Max's "Spacing Tool", except it keeps the connections to the curve afterward, so you can move the curve around and the objects follow it. More like Max's "Path Deform WSM" modifier, except that it doesn't actually deform the objects, just orients them to the path. So it's kinda like a halfway house, but it's pretty good.
Also as said use a nurbs surface. Its in the nurbs drop down in the create panel.