Search found 211 matches
- 07 Jun 2014, 15:15
- Forum: Maya
- Topic: What's the state of the art fur system in Maya?
- Replies: 3
- Views: 1701
Re: What's the state of the art fur system in Maya?
xgen is good for gras, short fur, feathers and stuff. But if you want to combine combing and curves for stylings thats just not possible. And as far as I know it only support mental ray and Arnold for rendering (so no vray). yeti is quite cool, guides are not dependend on geometry. So you are not fo...
- 31 May 2014, 14:41
- Forum: Finished Work
- Topic: Demoreel 2014
- Replies: 7
- Views: 2136
Re: Demoreel 2014
I guess I should start to use twitter ;)
Were did you saw those tweets ??
Were did you saw those tweets ??
- 31 May 2014, 13:09
- Forum: Finished Work
- Topic: Demoreel 2014
- Replies: 7
- Views: 2136
Re: Demoreel 2014
Wanted to add my Shot Breakdown:
http://www.marioreitbauer.com/MarioReit ... n_2014.pdf
Ty for your comments
http://www.marioreitbauer.com/MarioReit ... n_2014.pdf
Ty for your comments
- 29 May 2014, 22:21
- Forum: Finished Work
- Topic: Demoreel 2014
- Replies: 7
- Views: 2136
Demoreel 2014
Hi there This is my actual demoreel. Responsible for Rigging / Animation / Simulation / Hair / Particle / Shading (not everything on all shots, shotbreakdown gonna follow). If you want to get in touch with me, email me at contact@marioreitbauer.com , I am avaible for hire. [media]https://vimeo.com/9...
- 12 May 2014, 19:11
- Forum: Open Discussion
- Topic: Pixar Presto style rigging in other apps
- Replies: 6
- Views: 2576
Re: Pixar Presto style rigging in other apps
No this would create a calculation cycle (you want to move the object through a curve which is deformed through the object).
- 12 May 2014, 18:45
- Forum: Open Discussion
- Topic: Pixar Presto style rigging in other apps
- Replies: 6
- Views: 2576
Re: Pixar Presto style rigging in other apps
The curves wouldnt deform like the mesh would. So in case of facial controls, your controlls would never fit the actual mesh and it wouldnt be rly intuitive to select through them. What you would need is a plugin. Select a mesh and get the closest controler out of a controller group based on the sel...
- 12 May 2014, 18:04
- Forum: Open Discussion
- Topic: Pixar Presto style rigging in other apps
- Replies: 6
- Views: 2576
Re: Pixar Presto style rigging in other apps
This sort of workaround, in my opinion, is just not worth it cause you loose performance.
- 12 May 2014, 15:20
- Forum: News
- Topic: Mudbox at 10$/month
- Replies: 27
- Views: 4935
Re: Mudbox at 10$/month
Softimage, ähm Mudbox isn't dead !
Nah just kidding ;) Actually Mudbox is at least unique in there product pool so they will continue developing it.
Nah just kidding ;) Actually Mudbox is at least unique in there product pool so they will continue developing it.
- 27 Apr 2014, 23:56
- Forum: News
- Topic: Modo 801 Release
- Replies: 81
- Views: 17623
Re: Modo 801 Release
reberhart wrote:Another Dorito setup in Modo. This one doesn't require a Wrap deformer.
https://www.youtube.com/watch?v=uFumtHd ... e=youtu.be
okey, awwwwesome
- 27 Apr 2014, 11:03
- Forum: News
- Topic: Modo 801 Release
- Replies: 81
- Views: 17623
Re: Modo 801 Release
Well after looking around for a while, I am moving to Modo, I'll keep using XSI for quite a bit still, hopefully until I reach a level where I can be as productive in Modo. I mostly do realtime/videogame assets so Modo seems to be well suited for that, not wanting to use any AD product I don't see ...
- 27 Apr 2014, 03:37
- Forum: Softimage Mod Tool
- Topic: Is there a version of GEAR that works with Mod Tool?
- Replies: 3
- Views: 5614
Re: Is there a version of GEAR that works with Mod Tool?
I have to disagree ;) Gear will never be compativle with the mod tool. Never ever. 1) it uses custom solvers. I don't know if those need a minimum version of Softimage. 2) there are maybe 10 people out there still using mod tool 7.5 not worth investing weeks of time to rewrite anything. 3) Why don't...
- 27 Apr 2014, 02:58
- Forum: Rigging & Face Robot
- Topic: weight painting cursor stays at origin
- Replies: 1
- Views: 916
Re: weight painting cursor stays at origin
Got no idea, just guessing.
Is your object set to selectable ? Because this also would make painting not working (even if u can select the object through the explorer).
Is your object set to selectable ? Because this also would make painting not working (even if u can select the object through the explorer).
- 26 Apr 2014, 17:02
- Forum: News
- Topic: Modo 801 Release
- Replies: 81
- Views: 17623
Re: Modo 801 Release
Hey Mario, just saw this ... but yeah, it needs a clone. Ty for the link. Yea thats a first step to what I was asking for. It works with a cage deform and isn't 100% accurate and probably quite slow cause of what modifier is used here. But maybe they will add some sort of "fit vertex position&...
- 26 Apr 2014, 14:42
- Forum: News
- Topic: Modo 801 Release
- Replies: 81
- Views: 17623
Re: Modo 801 Release
Modo with redshift would be a total win ;) Angus, let us know later what you find about those animation tools. They are looking very interesting. They are really great. I showed them to our students who just started their animation module and they got how it worked right away. The weighting to next...
- 18 Apr 2014, 21:00
- Forum: Announcements
- Topic: emTopolizer2 v.2.2 (featuring "the new polygonizer core")
- Replies: 14
- Views: 12829
Re: emTopolizer2 v.2.2 (featuring "the new polygonizer core")
I would love to see it on actual high resolution simulations and how it would look then.
Is this now also avaible in maya ?
Would love to compare it to the mesher from naiad and just see the different results.
Is this now also avaible in maya ?
Would love to compare it to the mesher from naiad and just see the different results.
- 17 Apr 2014, 23:39
- Forum: ICE
- Topic: ICE and construction modes
- Replies: 3
- Views: 918
Re: ICE and construction modes
What do you want to access ?
You could store attributes on your input geometry in the operator stack you want to have it in.
And then read those attribues.
You could store attributes on your input geometry in the operator stack you want to have it in.
And then read those attribues.