Help and Announcements


#35

You can pick any concept.


#36

Hi there, the first video was nice to look at but it didn’t explain why/how we use UDIMs. Is there a resource which could shed some light on this subject ? on first glance it seems so many texture sets are WAY to expensive (?) Props for, i.e. overwatch, generally use a single 2k texture maximum. Do the characters really get so much more texture space to get even texel density ?


#37

Hi, Omar.

I come from a game industry and I have a question about your pipeline.
It does look like you will be doing\have done some additional sculpting on a posed model. Do you bake any normal\displacement maps from high poly at any point? If so, how do you deal with tricky areas where two meshes\sides are two close to each other? They seem to be easier to deal with before posing.


#38

Udim’s are explained in this past Sundays Q and A which will be posted by Tuesday morning:)


#39

Hi All, as mentioned in the email/in the Q&A, we are extending our timeline a bit to make sure everyone has enough time to work on their pieces. Here are the updated dates:


Duration (extended):
October 1st – November 30th, 2019. Follow along with the bi-weekly lectures, assignments, and feedback to plan, create, and polish an impressive work of art.

Final Submission Deadline (extended):
23:59 Pacific Standard Time, November 30th (SATURDAY), 2019

Winners will be announced Wednesday, December 4th, 2019!

  • Lectures and Q&A’s will be every 2 weeks.
  • The first Q&A for the first homework assignment will be Sunday, 10/13 at 7pm PST.
  • The second lecture will be released on Tuesday, 10/15 by 2pm PST.

If you have any questions, please let us know. Thank you!


#40

Hi.

Can someone clarify when webinar replay will be available?
It said Monday 2pm PST originally, but apparently that’s not the case anymore.


#41

Hi, sorry for the confusion. The video is now available here in Classmate Discussions: Orientation Q and A and extension details:
The Lecture 1 Q&A will be held on Sunday Oct 13.
Thanks!


#42

In the Rebusfarm supported software list, Arnold is not listed. Mental Ray doesn’t come with Maya for years now, and VRay is also a 3rd party renderer, while Arnold is buit-in. Is this a mistake on the website, or is it for real?


#43

Hi Feri,

Correct, RebusFarm does not support Arnold at this time. I passed your question on to RebusFarm and this was their answer:

We would love to offer Arnold to our customers. Unfortunately Arnold doesn’t give us any licenses, so we can’t offer it at the moment. But we are working on it, to get Arnold soon!


#44

Hi MrDojo, I mentioned the advantages of UDIM in the first video and how it allows for a higher resolution for a single mesh as well as for easier file management of the rest of the asset due to the UDIM file naming sequence which is easier to load in maya since it loads the entire sequence without having to load 10s of individual file nodes.
The UDIM workflow is not used in games and especially not in a game like Overwatch. My intention with this character is to make a cinematic/film/TV quality model which is pre-rendered and not in real time as this is a render centric class. This UDIM workflow is standard in those industries for meshes that are seen in close up.
You can check out more information on this topic here:
https://www.artstation.com/artwork/W2PdQ2


#45

Hi Kizkay,
For sure! Yeah I export the displacement map from the non posed model and then I pose the low the res.
In the A-pose or T-pose mesh I usually make sure to have no tight areas where it would bleed from one part to the other. This projection issue usually happens with a normal map or AO, but I noticed in ZBrush’s displacement baking it does not suffer from it. I am assuming it bakes every quad separately or something like that for the displacement. The way it does it behind the scenes does not cause baking issues in tight areas like on closed lips for example. Only with other ZBrush exported maps does it cross project from one thing to the other causing a bake error. In the case of this project I am not using a normal map to render the body/skin mesh and only used the normal map as a standin detail map in Mari. For the body/skin mesh I will be rendering the displacement map. So I was not worried about the lips for example having baking issues since this does not occur in the displacement map. If I was exporting or baking that normal map for a game I would open the mouth so that the lips dont have a baking issue. Since in that case in games the normal map is my final map.

I did export normal maps for the cloth parts and the sword for the purpose of extracting other maps from those normal maps in Substance Painter. I will also be not using those maps for render as I am going to be using the displacement for any mesh that has a high resolution subdivision in ZBrush. My normal map export served only as a proxy standin for detail within Mari for skin, while the cloth/sword normal maps served as a temporary bake map to extract curvuture/worldspace/AO from in Substance painter for the purpose of texturing, but will not be used in the final render. Those meshes did not have bake issues since they had no intersection.


#46

Hello, I have some problems in the creation of my character after sculpting, what’s the next step and have problems in generate Uvs


#47

Hi.
I received an e-mail with updates on week 3 but there is a problem with the links.
When I try to sign up for the week 3 Q & A i get a zoom page saying that I can’t register because the webinar is over.
Also when I click the link for the replay of week 2 Q & A it just opens lecture 3 video page.


#48

Hi, we’re looking into the Q&A link issue…
The link to the Week 2 Q&A replay is here: https://forums.cgsociety.org/t/lecture-2-texturing-and-lookdev-video/2053791

Thank you for your patience!


#49

Hi Everyone,

We’re going to give folks a chance to catch up on assignments, so the release of Video 4 is going to be delayed to early next week (week of Nov 17).

Thanks, all!


#50

ok thanks.
I’ll just catch the week 3 Q & A when the replay is posted.


#51

Hi again, the Week 3 replay is now posted here: https://forums.cgsociety.org/t/lecture-3-hair-grooming-and-contd-lookdev-video/2053795

Thanks!


#52

Hi. Does anyone have the link to the webinar? The one I usually use says the webinar has expired and to enter a new meeting ID.


#53

So is there going to be another Q&A for the last video lesson? Assuming the last lesson drops sometime this week we only have around 10 days till the deadline for final renders and we only have 1 weekend left (without counting the weekend of the deadline).


#55

Hi all,

Here is Lecture 4 – I apologize for the delay. It would have been up yesterday except for some technical difficulties!

The Lecture 4 live Q&A Webinar will be this Sunday, Nov 24 at 7p PST.

@yeapthatsamira The webinar link is functioning again, thank you! https://cgmasteracademy.zoom.us/webinar/register/WN__Ye2f2oNSD-fMoMPqQ--WA