Side effect: i started looking at the video from the last one, should be able to post it in the not so distant future. But its gonna take some editing and cutting up.
Side effect: i started looking at the video from the last one, should be able to post it in the not so distant future. But its gonna take some editing and cutting up.
We don't mind you had to go #2... lmao. Just playing man.
I have the first chunk where i walked over my general process of concept to rendered down model. I'll try and post it before i head over to the school.
COPY PASTE from the email that actually goes out. I don't need you to email jason, I guess I didnt understand the backend of this or the last 2 I would have just posted this.
"Hello,
Thanks for helping us test our online Z-brush class. Here are the directions to join. We will begin around 5pm PST.
Bah, it's not going to work for me. I have the same problem with Scriblink. It freezes no matter what browser I use. I'll just wait until you upload the video of the second session and take a peek at that.
Loved the topogun stuff, havent tried it myself but after watching how awesome it is I will defiantly give it a go.
Got some nice tricks out of the photoshop section too. Overall was really cool. Video did get a little laggy for me, especially when if you would do quick movements, audio would be choppy from time to time but nothing terrible or unexpected from a live stream.
I hope the video will go online, Zip couldn't make it and even though I was there I had to go afk twice for like 40 mins and I missed the texturing part which was what I was looking forward to.
Thanks for the mini workshop guys. I think you guys have a lot to offer once the technical bugs and glitches get smoothed out.
I think showcasing the entire workflow, and how you use all your tools together was very helpful and practical. From merging/combining your subtools, to retopology and how you created and used your maps. I got a lot out of being able to ask questions as well. Seems this approach would be great for more novice artists to see how it's done all the way through, as well as for more experienced artists to pick up lots of little tips and tricks along the way.
My only real constructive criticism would be the technical stuff really. Basically, the sound would kind of tweak out a little every now and then. Either it would cut out, or it would have some sort of funky feedback sound. Which is why you guys are doing these test runs, so that's to be expected I suppose.
Actually - one more thing. I understand that during the retopolgy phase, spending the amount of time necessary to make a nice and clean in game mesh and UV set would have been a bit time consuming, and you made that clear. It would be nice if you had a nice clean mesh to show or skip ahead to though, to show as an example, and to continue on to texturing with. I'd be interested in your thoughts and approaches to how you model/UV a mesh for your needs etc., and I think it would be especially helpful for less experienced artists. (Basically, having a finished mesh done and ready to texture before the workshop starts.)
Maybe if you guys wanted to take it to the next level, you could take it all the way into Unreal, showing the maps you create and a basic shader set up or whatever. Might be asking a lot, but it would be cool to see a model go all the way from concept to in game asset.
So yeah, I appreciated the class and I found it really informative. I dig what you guys are doing on out there at Futurepoly. Keep it up. And thanks again!
Thanks for this, learned alot . Especially the PS stuff.
The audio was a bit choppy from time to time, and got disconnected once, and i had a refresh rate of about 2-3 times a second. But i live in Romania, so that's pretty far away ...
So , yeah , the photoshop stuff was extremely informative , even if it was 6 AM here when the class ended.
Didn't get a chance to stay in to long ( trying to finish up something ) but thought it was definetely cool. My only suggestion would be have an open room of chat, so people can get to know each other and talk about techniques while you are doing it as well. Or get ideas from questions that you might not get to. Just a thought, but really like the idea of continuing this, and seriously have one for polycount montly.
Once again, this was full of helpful tips, some I'm not even sure you knew you were dropping. I had no idea, for example, there was an alt-move. I can't wait to have these lessons chopped up on youtube as they'll be a great resource for myself and especially for people new to Zbrush.
Thanks Matt. I'm actually having problems cutting up the video. I tried to render out the next important 10 minutes or so which was making the mesh and explaining that process, but half the video was a blank white screen with audio. bleh.
haha. Edited that cause I totally looked like a douche when I read it back. I just meant to say that I tried this time to not stop and talk about things I thought people may not know as much as other attempts with this so I would keep steamrolling through. THATS ALL
Nice video, well narrated. I got disconnected in the middle of the last class test run (topogun..) and didn't think to load it back up, but do like these offline videos.
Thanks Vrav. I did end up talking for quite some time about topogun and the like. I also managed to get it all recorded in a similar fashion. Eventually it will all surface online. I'm too cheap to buy the vimeo plus membership or whatever so its gonna have to be in my own time as I edit it.
About to post the first video from the actual modeling before the sculpted dragon, though.
So. We're doing it again today at 5 pst. Not clear what I'm going over yet, but we will see! info@futurepoly.com for link. I'll post it here once I get the room setup.
I'd like to try it as a more interactive experience today, though. Possibly taking a look at other's zbrushing, doing paintovers and talking about processes that may help. We will see how it works out.
Connection blew up at futurepoly and I talked for 20 minutes or 30 minutes to no one. GUGH. Starting this again to do a little testing of screensharing.
Would definitely love to hear feedback from you fine folks that came in before the ninnernet fiasco. Similar complaints? Max is laggy? Any feedback in general is hells of appreciated.
There's like 3 seconds of lag when you switch programs so when switch and jump right into something it can be difficult to tell what you're doing. Thats my only complaint.
For anybody who attended Stoo's class, I found all of the BG matcaps (including BG_Horror) and uploaded them to my site: http://www.curtbinder.com/matcaps.zip
Fuuuuuuuuuuuuuuck yes. I've been looking for BG_Horror forever.
The class was good as usual, technical problems aside, good advice about not getting too committed to your work. As a Maya user a lot of the technical bits are lost on me. I guess if there were anything I'd like to see it would be more advice from a professional level about improving workflow and correcting mistakes at a less knowledgeable level.
Matt: it may be the bourbons, but I actually cannot decipher the last sentence. It sounds like you want direct interaction. I.E. critiques of work. That's sort of the intention, but not necesarilly the outcome of what I'm doing currently.
geez, im looking forward to going to futurepoly in a year or so, figured i'd sit in on your webinar but every time i see you post a 'tonight!' thing, i see it the next day.
Replies
Spark
We don't mind you had to go #2... lmao. Just playing man.
"Hello,
Thanks for helping us test our online Z-brush class. Here are the directions to join. We will begin around 5pm PST.
1. Please join my Webinar.
https://www1.gotowebinar.com/join/900962785
2. You will be connected to audio using your computer's microphone and speakers (VoIP). A headset is recommended.
Webinar ID: 900-962-785
thanks,
Jason Stokes
FuturePoly"
Loved the topogun stuff, havent tried it myself but after watching how awesome it is I will defiantly give it a go.
Got some nice tricks out of the photoshop section too. Overall was really cool. Video did get a little laggy for me, especially when if you would do quick movements, audio would be choppy from time to time but nothing terrible or unexpected from a live stream.
I think showcasing the entire workflow, and how you use all your tools together was very helpful and practical. From merging/combining your subtools, to retopology and how you created and used your maps. I got a lot out of being able to ask questions as well. Seems this approach would be great for more novice artists to see how it's done all the way through, as well as for more experienced artists to pick up lots of little tips and tricks along the way.
My only real constructive criticism would be the technical stuff really. Basically, the sound would kind of tweak out a little every now and then. Either it would cut out, or it would have some sort of funky feedback sound. Which is why you guys are doing these test runs, so that's to be expected I suppose.
Actually - one more thing. I understand that during the retopolgy phase, spending the amount of time necessary to make a nice and clean in game mesh and UV set would have been a bit time consuming, and you made that clear. It would be nice if you had a nice clean mesh to show or skip ahead to though, to show as an example, and to continue on to texturing with. I'd be interested in your thoughts and approaches to how you model/UV a mesh for your needs etc., and I think it would be especially helpful for less experienced artists. (Basically, having a finished mesh done and ready to texture before the workshop starts.)
Maybe if you guys wanted to take it to the next level, you could take it all the way into Unreal, showing the maps you create and a basic shader set up or whatever. Might be asking a lot, but it would be cool to see a model go all the way from concept to in game asset.
So yeah, I appreciated the class and I found it really informative. I dig what you guys are doing on out there at Futurepoly. Keep it up. And thanks again!
The audio was a bit choppy from time to time, and got disconnected once, and i had a refresh rate of about 2-3 times a second. But i live in Romania, so that's pretty far away ...
So , yeah , the photoshop stuff was extremely informative , even if it was 6 AM here when the class ended.
Spark
First ten minutes of breaking down my process from a few weeks ago. I'll post it in my blog thread as well.
haha. Edited that cause I totally looked like a douche when I read it back. I just meant to say that I tried this time to not stop and talk about things I thought people may not know as much as other attempts with this so I would keep steamrolling through. THATS ALL
About to post the first video from the actual modeling before the sculpted dragon, though.
I'd like to try it as a more interactive experience today, though. Possibly taking a look at other's zbrushing, doing paintovers and talking about processes that may help. We will see how it works out.
https://www1.gotowebinar.com/join/346846121
2. You will be connected to audio using your computer's microphone and speakers (VoIP). A headset is recommended.
Or, you may select "Use Telephone" after joining the Webinar.
Dial 916-233-3088
Access Code: 433-432-092
Audio PIN: Shown after joining the meeting
Webinar ID: 346-846-121
GoToWebinar®
Web Events and Online Meetings Made Easy™
https://www1.gotowebinar.com/join/620531865
Connection blew up at futurepoly and I talked for 20 minutes or 30 minutes to no one. GUGH. Starting this again to do a little testing of screensharing.
Have at it folks
The class was good as usual, technical problems aside, good advice about not getting too committed to your work. As a Maya user a lot of the technical bits are lost on me. I guess if there were anything I'd like to see it would be more advice from a professional level about improving workflow and correcting mistakes at a less knowledgeable level.
Ceebee: DAMN YOU!
Matt: it may be the bourbons, but I actually cannot decipher the last sentence. It sounds like you want direct interaction. I.E. critiques of work. That's sort of the intention, but not necesarilly the outcome of what I'm doing currently.
any ways of getting a sooner heads up?
apples: sorry about that. =OO
Matt: rightright
waiting for your next!