Search found 30 matches

by Jesse
28 Mar 2013, 04:03
Forum: Open Discussion
Topic: Battlefield 4
Replies: 2
Views: 748

Re: Battlefield 4

A friend of min at Dice says he still uses Softimage, I got the impression that at least the modelers build in whatever they need or want to use.
by Jesse
12 Mar 2013, 05:54
Forum: Open Discussion
Topic: Softimage2014?
Replies: 231
Views: 35160

Re: Softimage2014?

Wow, Maya viewport 2.0 is looking decent, but what is that shader? It doesn't look like a raytrace render (mr, vray, arnold) shader. I don't mean this as a bad thing but it looks like a easy to use DX11 shader (which explains the title of the video doh, my bad :P). Now I'll be the first to admit tha...
by Jesse
12 Mar 2013, 05:26
Forum: Open Discussion
Topic: 100 things Maya should have
Replies: 23
Views: 3142

Re: 100 things Maya should have

The operator stack. To me this is a hidden but fundamental reason I love Softimage. The ease through which I can see and control the order of operations via the operator stack enables so many of the other things I use soft for. Moderator edit: After a PM by mister Luc-Eric Rousseau, I am "force...
by Jesse
15 Oct 2012, 05:28
Forum: Modeling
Topic: Creating Type of Cord
Replies: 31
Views: 7074

Re: Creating Type of Cord

Hrmm, yeah sorry, it's a bit tough to explain cus it's more of an animation thing, I also miss-used the term spiral I simply meant the spring/coil shape you needed. What you want to do is animate 1 null at least 360 degree's on Y (I did 1080). then translate it up on Y also (can't recall how far I t...
by Jesse
13 Oct 2012, 05:23
Forum: Modeling
Topic: Creating Type of Cord
Replies: 31
Views: 7074

Re: Creating Type of Cord

I'm not sure I understand:
*Edit* why would you need 3 curves? You need one profile and one path, I'm saying use animation to generate the path. I used the nulls in the image below to generate the coil curve
cordsoft.jpg
testcord.jpg
by Jesse
13 Oct 2012, 04:17
Forum: Modeling
Topic: Creating Type of Cord
Replies: 31
Views: 7074

Re: Creating Type of Cord

then a coil or helix, or whatever you want, I'm just saying that you can derive a curve from animated nulls (or any other object) and that can easily give you your foundation for an extrude along curve operation.
by Jesse
13 Oct 2012, 03:27
Forum: Modeling
Topic: Creating Type of Cord
Replies: 31
Views: 7074

Re: Creating Type of Cord

Another option you can try is to animate a null spiraling the way you would like (null 'a' offset and parented to null "b" then rotating and translating null "b" upwards for example) then plot animation as a curve and extrude along curve. I use animation to generate spiraling sha...
by Jesse
13 Oct 2012, 03:11
Forum: ICE
Topic: Shrink Wrap Along Curve
Replies: 12
Views: 1754

Re: Shrink Wrap Along Curve

Not sure I understand why you are shrink wrapping? would a constraint along curve or a deform by curve be as good if not better? I may be having a hard time understanding this.
by Jesse
13 Jul 2012, 04:59
Forum: Plugins
Topic: change hotkey sets when changing modes
Replies: 9
Views: 2987

Re: change hotkey sets when changing modes

it switches instantly AND sets it as a new default, yes. unfortunately i don't think its possible to only switch it... but you could create a startup event to override the default keymap at startup if you wish... Neat Idea but wouldn't that defeat the purpose? Since soft remembers what it was last ...
by Jesse
06 Jun 2012, 17:49
Forum: Rendering
Topic: Shadow Problem With Normal Map ?
Replies: 3
Views: 1416

Re: Shadow Problem With Normal Map ?

Not sure if this will help at all, but occasionally I find the tangent map that the ultimapper creates to be better than the one the normal map node can build for some reason. To try it apply the ultimapper property to the object and then it'll just auto apply itself, select the new tangent in the d...
by Jesse
21 May 2012, 05:49
Forum: Rendering
Topic: UV Smoothing on Subdiv Objects
Replies: 12
Views: 3409

Re: UV Smoothing on Subdiv Objects

Theres an option in the UV editor (there may be another way to access this but I'm not sure) File> UV Properties: The option to turn off smoothing is there at the top (Smooth when subdividing), it may not do what you want it to though since it's the same toggle you were talking about.
by Jesse
28 Mar 2012, 02:21
Forum: News
Topic: SPOILER ALERT - general Softimage 2013 description
Replies: 281
Views: 32117

Re: SPOILER ALERT - general Softimage 2013 description

To be fair, if you consider it a 1 year cycle you should include the 2012.5 features as well. There were certainly a variety of improvements there to areas like a small batch of modelling tools (a toolset I still prefer to max and maya and with ICE can be considerably more robust) , the selection im...
by Jesse
16 Feb 2012, 06:29
Forum: Announcements
Topic: ZBrush FiberMesh to strands compound
Replies: 36
Views: 14554

Re: ZBrush FiberMesh to strands compound

Toonafish wrote: What I also miss is a "make hair shorter" brush. Looks like there's only a brush to make it longer.
The smooth brush shortens hair BTW, not sure if this is the intended use or the best way to do it but it works
by Jesse
09 Aug 2011, 17:41
Forum: News
Topic: Siggraph 2011
Replies: 107
Views: 15017

Re: Siggraph 2011

ADD SMOOTH EDGE LOOP!!! YEAH!
by Jesse
20 May 2011, 21:51
Forum: Rendering
Topic: UV Messs
Replies: 6
Views: 1787

Re: UV Messs

UV transfer via gator is unreliable. It does what you see there and often weld or heals points that you didn't want healed. If you are cutting your model in half and re mirroring I would recommend that you duplicate and scale -1 instead of symmetrizing the model to get the 2 sides then merge them an...
by Jesse
07 May 2011, 22:09
Forum: Materials & Shaders
Topic: Map Re-use quesiton
Replies: 3
Views: 1256

Re: Map Re-use quesiton

Theres two ways to deal with that sort of diffuse in soft. the first is to use a shader that actually has this input. The mia material/ architectural material has this input. It's called diffuse weight. The other is to either layer the dirt image on in photoshop or with a mix 2 or 8 color node. Sinc...