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Anyone using Sager for 3d animation\Modelling? - Page 4

post #61 of 78
I will become mayaman eventually. It is the software they teach at my school. But I plan on mastering animation the motion not just to make fancy talking heads. I want to be able to work for 3d animation studios, but I want to be good at all types of animation for an impressive portfolio. I also don't want to just make the most realistic creation, but more animation style with lots of texturing. Why make an ultra realistic thing if it can be made in real life in minature or it can just be filmed? You should always push animation. If you do use a real style you should crazy and make the eyes pop out and have the nose run around the face occasionaly as a gag. I will probably learn the ultra realistic style as well, but I think I am enjoying the animation friendly style better. Sometimes just simplicity and composition and make the difference. Alright that's enough of that.
post #62 of 78
Quote:
Originally Posted by mayaman2
I will become mayaman eventually. It is the software they teach at my school. But I plan on mastering animation the motion not just to make fancy talking heads. I want to be able to work for 3d animation studios, but I want to be good at all types of animation for an impressive portfolio. I also don't want to just make the most realistic creation, but more animation style with lots of texturing. Why make an ultra realistic thing if it can be made in real life in minature or it can just be filmed?
I couldn't agree more. The industry needs more people who understand that. Too often the choice to go digital is made just because you can rather than because it's really the best choice to tell the story.
post #63 of 78
i'm currently in the midst of manually coding ray casting. the next step is to do full all out ray tracing

i'm having problems, maybe i'm just retarded

can anyone help me? if so, my yahoo is DJKidVicious and my AIM is DJKidV


thanks in advance!
post #64 of 78
Hey were you the guy who xfired me when I was playing cs source?
post #65 of 78
nope, not I, but i will take out whoever is using my name!!!
post #66 of 78
Quote:
Originally Posted by proffesso
Discreet as a whole support all platforms...but anyway, thats another story.

anyhow, thats a rather bizarre reason to change apps...you dont like the hardware / OS.



some current/old wips, ive re-textured the robot (not completly, so no renders) ive been too busy for the last few months to even look at this stuff again

http://img127.exs.cx/img127/1025/kaori_hair1.jpg
http://img127.exs.cx/img127/1683/girl_face.jpg
http://img127.exs.cx/img127/6389/Kitaro1_small.jpg


my workstation - dual 3.06 xeon, 2gb, quadrofx2000, dual G5 2.5ghz, Decklink HD Plus, HDLink. (the PC has the two samsung 21" which are switched (on the monitors, not via a kvm) to the mac which runs the 2 lcd's on the radeon, and the 23" via the decklink / HDlink combo (for shake broadcast monitoring)




Large Workstation Pic
Nice renders. You were really able to capture some personality in those renders. Do you plan on doing a whole character eventually? I'm currently in the process of modeling a photo-realistic style model, but getting the muscle groups looking right has proven to be very time consuming. It's starting to take shape.

As for switching apps... Obviously there's more reasons other than the ones I listed. I like the fact that in Maya you are forced to be a bit more precise and organized with your projects. In Max it's just too easy to throw something together and let things get messy. I prefer the character animation and cloth simulation capabilities of Maya over max. I also think sub-d modeling in maya is waaaay superior. I also like maya's shaders more than max's material editor. I think maya's procedural textures are much better. On the other hand, I'll probably always use max for low poly game models unless developers start to embrace maya as much as they have max. It's starting to happen, but I still prefer max for that stuff.
post #67 of 78
Mayaman, I finally got CS Source(and steam). Man have my CS skills really deteriorated.
post #68 of 78
Quote:
Originally Posted by bigtrouble77
Nice renders. You were really able to capture some personality in those renders. Do you plan on doing a whole character eventually? I'm currently in the process of modeling a photo-realistic style model, but getting the muscle groups looking right has proven to be very time consuming. It's starting to take shape.

As for switching apps... Obviously there's more reasons other than the ones I listed. I like the fact that in Maya you are forced to be a bit more precise and organized with your projects. In Max it's just too easy to throw something together and let things get messy. I prefer the character animation and cloth simulation capabilities of Maya over max. I also think sub-d modeling in maya is waaaay superior. I also like maya's shaders more than max's material editor. I think maya's procedural textures are much better. On the other hand, I'll probably always use max for low poly game models unless developers start to embrace maya as much as they have max. It's starting to happen, but I still prefer max for that stuff.
all the big japanese houses use XSI or Maya for games, hardly anyone uses Max for games seriously outside of the US. most of the big titles you see around are Maya/XSI. even at Atari we were using SI|3D then XSI. when we were switching from SI|3D to a next gen package, Max wasnt even a consideration.

become a good op in either of those, and you will be far more valuable than a max user
post #69 of 78
Quote:
Originally Posted by proffesso
become a good op in either of those, and you will be far more valuable than a max user
Well, when I was working in the game industry a few years ago it was all max. Firaxis, EA, 2015 studios, 3do and Accliam all required me to work in 3dsmax.

Maybe your right that internationally SoftImage and Maya are more popular, or maybe the industry has changed and I missed it.

BTW, what's a 'good op'?

-BT
post #70 of 78
'good operator'

knows the app inside out, can do whatever someone needs.

like I said, you've listed western companies...

I havent been in the industry myself for a few years, but I keep up with it. my friends keep me informed, which is handy.

on a side note, im doing some freelance for something rather interesting now with MS, and that's being done in XSI...
post #71 of 78
Got another question for everyone here...

What do you guys use to color correct and what are your settings???

I'm using powerstrip atm, and am getting soso results. The screen on my AX7 (4750) is REALLY blue by default. I've gotten it close to the correct color but I had to play with things like color temps and gamma which tends to wash out things like fonts. Any suggestions?

-BT
post #72 of 78
Quote:
Originally Posted by proffesso
on a side note, im doing some freelance for something rather interesting now with MS, and that's being done in XSI...
care to elaborate?
post #73 of 78
Quote:
Originally Posted by zacharac
care to elaborate?
YEah, I'd like to hear about it to, that is if you are able.
post #74 of 78
what is the range of salary for someone in the game industry? not so much the traditional artists aspect, but hte modelers, programmers, and leads?
post #75 of 78
Quote:
Originally Posted by KidVI
what is the range of salary for someone in the game industry? not so much the traditional artists aspect, but hte modelers, programmers, and leads?
I'm not sure now-a-days, but the offers I got 4-5 years ago ranged from 40k-55k with a small % of successful titles that I worked on (I never asked them to elaborate). One thing is for sure... You don't get into this industry for the money. To make really good money you need to establish yourself and make your way up to some type of art director position.

I applied to be a modeler/animator/texturer. Not sure about the level design guys and programmers.

-BT
post #76 of 78
As for cs source. The sdk was released, not the final but a beta I think. And the modeler that use for it is xsi softimage. I downloaded that its free if you bought on steam. Seems like I will have to learn softimage as well. I won't to make some characters for half life 2. As for the cel animation project, I just finished filiming my animatic (the first time) and painted my background in gauche. Later on today I will paint the first cel (using older paints from my school) so I can do an exposure test tomorrow with the cel and background.
post #77 of 78
Quote:
Originally Posted by mayaman2
As for cs source. The sdk was released, not the final but a beta I think. And the modeler that use for it is xsi softimage. I downloaded that its free if you bought on steam. Seems like I will have to learn softimage as well. I won't to make some characters for half life 2. As for the cel animation project, I just finished filiming my animatic (the first time) and painted my background in gauche. Later on today I will paint the first cel (using older paints from my school) so I can do an exposure test tomorrow with the cel and background.
There's no 3dsmax or maya export plugins or models??? I would find it very strange that valve wouldn't support 3dsmax after developing plugins for it in HL1.
post #78 of 78
Like I said its the beta. And that's the official program mentioned in the sdk.
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