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JML
10-06-2004, 10:44 PM
just in case somebody didn't know,
you can put a lot of cars, people, plants in your scene without adding too much polygons, go to www.lowpolygon3d.com

they have some free samples if you want to try.

I just tried the pack of 3 cars and it works great, it's a 3ds file but LW modeler(8)
reconized the UV map inside the 3ds file and loaded everything perfectly fine.

I made a quick scene for fun with 258 cars, roughly 300 000 polygons, not bad
for that many cars, and it rendered in 18 seconds ! really good..

I tried one of their 3d people and it's really amazing, really good work.

gaushell
10-07-2004, 03:47 PM
Cars work pretty well, especially at a distance.

Not wild about the people though. We prefer to us the Marvin Studio library of walking and standing people. Good investment. If you are careful with your animated camera, you can't tell they are polys.

And now RPC has a beta of their plugin. I still prefer the more realistic people. And if you learn how to tweak their surfaces, you don't get that washed out look that people complain about.

Ade
10-07-2004, 08:21 PM
Even better: http://www.axyz-design.com/

JML
10-08-2004, 11:00 AM
seems pretty good ade, a lot cheaper too.
the cloth of some their people have too bright colors I think,
but most of them looks very good.

did you buy any from them? is it easy to animate in LW ?

Hervé
10-11-2004, 04:33 AM
sorry, but I really dont like the people at low poly.... they look very goofy even from distance.... they were made using image modeler... I've made my wife 's face 20 times better.... with Image Modeler4... he he

axyz are a bit better... :D

JML
10-11-2004, 11:18 AM
UVmaps from axyz seems to be a lot cleaner.. but lowpolygon3d seems to have a lot more choice..
low poly objects are not mean to be seen up close..

in this attached picture, there are 297 cars, 300 000 polygon total...
that's really good to create parking or others stuff...
our cars are usually 60 000 polygon just for one..

if you create a street filled with lowpoly cars and close the camera you put a high polygon car, that would look beautiful and without 50Gb of ram..

(I used the free 3 cars sample to create this picture)

oh yeah and it rendered in 20 seconds too..

Hervé
10-11-2004, 11:44 AM
I am 1000% ok with the cars, but people do look goofy.... and the wireframe is not even clean lean....

I'll post ssomething when I have 5 min... :)

nice parking lot..... :D

vpii
10-13-2004, 10:25 AM
I also used the same cars in a parking lot setting.

JML
10-20-2004, 10:36 PM
that's looks good,
you used radiosity on the building ?

JML
10-20-2004, 10:51 PM
question for ADE , (or anybody else who used axyz models)

about http://www.axyz-design.com/
did you try the animated people ? does it come nicely in LW with UVmap
and bones in place?
do you need to put bones yourself ?

thanks

ingo
10-21-2004, 03:13 AM
Now that looks odd, every car has the same reflections. Even a normal polygon count car renders fast with that settings.

JML
10-21-2004, 08:07 AM
there are like 40 cars in his render, if he would have used
high poly cars with raytrace reflection, it would have looked better of course,
but it would have also taken 10 times longer to render..

ingo
10-21-2004, 08:47 AM
From my experience cars with less polygones didn't render faster. Raytraycing makes a big difference, but polygoncount not.

vpii
10-21-2004, 08:53 AM
You are right, If I traced the cars my computer would still be rendering right now and I finished this about three months ago. Here is a wide shoot showing how many cars there was.

JML
10-21-2004, 12:54 PM
you save time but also if you want to use high poly cars with raytrace
reflection then it's going to take a lot of polygons.

let's say a high-poly car would be 80 000 polys, in vpii's picture
if there are 100 cars (?), it would take 8 000 000 polygons.
good luck rendering this amount of polys in LW at high resolution....
(not including the buildings)

Hervé
10-22-2004, 01:34 AM
I think a pretty High rez car starts at 25,000 polys.... I guess Ingo does not like carton decor (ala hollywood) well he right, we're in 3D.... ;) :D

JML
10-22-2004, 02:05 AM
high polys cars are of course a lot better, I usually use high polys
cars in our renders, but sometimes, in some projects I think you can not use them because of the time and hardware it would require to render..

Hervé
10-22-2004, 02:31 AM
Oh yaeh I understand... I just dont like them... but IF I HAD TO, I'd use them.... :rolleyes:

Lewis
10-25-2004, 03:53 PM
Hi guys :)

For low poly cars wih UV maps they look pretty nice (I see some Reanault Clio(BLUE) models but i wonder how they ll ended with exact same reflection ? And none of them refelcts neighbour car ???

Herve - hi-poly cars starts at 25K ? I'd say that RIMS at hi-poly cars start at 25K EACH and without tyre threads;). I modeled windshield whipers who have 2200 SubD polys ;).

Hervé
10-26-2004, 01:09 AM
Yes but Lewis, I know your cars, they are not high polys, but super high polys... he he... no in fact I was referring to what point you start to see bad contour due to low polys.... and the cars at low polys are really too low polys.... Marlin studio has some nice ones for arch-viz.... I remember your Audi TT Lewis.... yeah just the wheels.... :D

Lewis
10-26-2004, 03:27 PM
Yes but Lewis, I know your cars, they are not high polys, but super high polys... he he... no in fact I was referring to what point you start to see bad contour due to low polys.... and the cars at low polys are really too low polys.... Marlin studio has some nice ones for arch-viz.... I remember your Audi TT Lewis.... yeah just the wheels.... :D

Hehe Herve yes i was just teasing ;). I do have one complete car what i would call low poly ;). Mercedes A class under 50K traingles but without UVs. Everything modeled (door insets, interior, lights...) It's nice for architectural work but not for too close shots at 1600*1200 ;).

BTW i never modeled Audi TT :P. I did model in my early days Audi A3 and Audi A4 but both of them were actually modeled wrong with way too many polygons ;).

Here is one of my current rims for Maserati Quattroporte 2003/2004
http://www.lwg3d.org/upload/general/2004/10/25-748373.jpg

cheers

Hervé
10-27-2004, 01:20 AM
really it was not from you ? well then no big deal... 50K sounds good... are you doing a series for archviz...? and ya know in archviz the attention is rarely on the cars... I mean they are rarely in close up in a render.... :o ;)

Lewis
10-27-2004, 03:39 PM
Yep really none of TTs from me :). When i got will to do TT tere was already too many of them so i skiped TT ;).

Nope I'm not doing archviz series (yet) since i have very busy with hi-poly ones (around 2,5-3,5 million polys) for commercials and movies.

BTW yes i know and agree tha archviz versions aren't too important in image :).

JML
10-29-2004, 09:03 AM
the car we used from meshfactory (nice models) are from 60k to 300k...
we put those ones close the camera, (and the lowpolys ones far)

one time I wanted to use a car from them and it was 280 000 polys(triangles)
thanks to new LW tools reduce polygons+ , in a few steps I was able to
lower it to 140 000 which is okay for us (as long we don't put 30 in our scene.)
they also have some cars which are very nice and only 70 000polygons

lewis , your cars are really good, do you have any tutorials ?

Lewis
10-29-2004, 03:17 PM
they also have some cars which are very nice and only 70 000polygons

lewis , your cars are really good, do you have any tutorials ?

Yes cars for archviz can be very nice in 50K polys but not for commericals ;).

Ofcourse i have Car modeling tutorial :). It's ben online for generations ;). If I remember correctly i finished tutorial before 2,5 years :). It was made in Lw 6.5b so you can imagine when that was :).

FREE HTML version
http://www.lwg3d.com/forums/showthread.php?t=14554

PDF version in Store
http://www.lwg3d.com/v3/storeitem6.htm

JML
10-29-2004, 10:02 PM
thanks for the free link :)

Matt
12-09-2004, 02:58 PM
Excellent - thanks for the link, they work really well - much better than the 2D cut-outs I've used in the past.

Had to have a little play with the freebie ones:

Lude
12-10-2004, 04:09 AM
Hi Matt, are u using an area light in that render?

Matt
12-10-2004, 05:54 AM
One area light as well as Image World.

Here's another test (hehe, looks like everyone is trying to get out of the train though!) :)

Lude
12-10-2004, 06:26 AM
Class, i think the lighting you got on ur train rocks!!! Really really nice. Any chance of telling us a bit more about it in your thread?

Matt
12-10-2004, 10:08 AM
Sure - check the thread in a while

lunarcamel
12-11-2004, 03:12 PM
I've been using the Axyz T-Pose people for a viz job I'm working on. Rigged them up and piped them into motion builder to add mocap - they look great. The models are far from perfect but for $94 dollars they make RPC's and Marlin people look like dog poo.

I'll post some examples as soon as I'm done.

trick
12-12-2004, 05:52 AM
Here (http://pre.limburger.nl/filmpjes/filmpjehoog.htm) is a recent animation I did, which contains animated people from Axyz-Design (http://www.axyz-design.com) and non-animated from 3D-Figures (http://www.3d-figures.com). I have looked into LowPolygon3D, but they were too vague and relatively expensive. They will even raise their price more in februari. Not that pricing is a big issue, but if you look at 3D figures and put some time in them, you can have a lot of medium to far range people for far less money. Spending 2 weeks on them and I have 200 people that can be changed in color and texture very rapidly.

Music has been removed because of copyright issues and people are walking a little bit too fast because of time issues. A little bit of color correction in DFX but besides that: straight out of LW7.5. Diffuse lighting in separate front projection mapped layers (buildings and infrastructure) or vertex mapped (people, trees, cars and interiors); then only one raytraced sun. I don't have any influence on how long the link will be up!!!

Hervé
12-12-2004, 09:10 AM
Hey Trick, this is a wonderful movie... I really love it ! very even nice lighting... did U used radiosity or F_Prime to render... jeeez how many frames ! Did U use a render farm...?

Anyway, I know that city pretty well, I live in Luxembourg (not far), I've been there for Carneval... very crazy cool town... :D

Could you elaborate on your technique of lighting...? :o

Really great ! (BTW, I love the day to night time lapse...!)

Hervé

Ade
12-12-2004, 09:13 AM
Trick thats excellent, could I ask is it all done in lw or 3dmax? Also did u bake radiosity onto the buildings n streets? How does one setup something like ths, its ezxcellent! LW lacks alot of archi tutes.

trick
12-12-2004, 10:10 AM
Thanks for the nice comments :o

EVERYTHING is done in LW7.5.

The MC-radiosity (white background) diffuse lighting for cars, people and trees is surface baked in object mode (which is acceptable speedwise).

The lighting for Buildings and Infrastructure is a seperate pass with use of Shadow Designer and/or some kind of EKI's Overcaster like setup and/or some direct lighting setup. All to keep rendertime for this pass under 30 GHzMinutes. This pass is mapped in the Illumination channel with front projection mapping. Setting the edge behaviour to EDGE and setting the main illumination value to 60% helps avoiding reflection errors.

Frame time on the final render pass is also around 30GHzMinutes (30 Minutes on a 1GHz machine).

I also use MAX/VRay but scene handling in LW is way better. I could get a slightly better result using VRay but rendertimes may at least triple. It's mostly up to the customer.

Luxembourg....also Nice town: Maybe I will be doing some animations on the Belval Ouest developments in the near future.

Hervé
12-12-2004, 10:12 AM
Trick... after watching it three times (so good), I 've found a big mistake in your film.... Where are the bicycles ?? he he... I remember sooo many people riding bicycles... something to consider... he he...

I recognize that moving 3D people are the Rolls royce for archi anims... compare to that "outdated poor cardboard people" that are RPC's, it is miles better this way... !

Keep up the good work.... :D

Hervé
12-12-2004, 10:17 AM
Belval... very nice project...

I am not working at all here in Luxembourg. I have no contacts or relations here, and one really need some to make business... crazy enough I am working a bit for US and France... go figure...

trick
12-12-2004, 10:28 AM
People on bicycles were planned but did not make it because of deadlines. Let's say they are in the tunnel next to the tower :D

Character animation in this movie is something I'm not completely happy about. For future animations all characters will be animated either with Motionbuilder, ACS4 or Character Studio/Pointoven. I'm also considering Messiah because of it's new cheap workstation version. ATM I'm doing new stuff with better people. But it may take a long while until I'm allowed to show this in public :(

Ade
12-12-2004, 10:13 PM
Thanks for the nice comments :o

EVERYTHING is done in LW7.5.

The MC-radiosity (white background) diffuse lighting for cars, people and trees is surface baked in object mode (which is acceptable speedwise).

The lighting for Buildings and Infrastructure is a seperate pass with use of Shadow Designer and/or some kind of EKI's Overcaster like setup and/or some direct lighting setup. All to keep rendertime for this pass under 30 GHzMinutes. This pass is mapped in the Illumination channel with front projection mapping. Setting the edge behaviour to EDGE and setting the main illumination value to 60% helps avoiding reflection errors.

Frame time on the final render pass is also around 30GHzMinutes (30 Minutes on a 1GHz machine).

I also use MAX/VRay but scene handling in LW is way better. I could get a slightly better result using VRay but rendertimes may at least triple. It's mostly up to the customer.

Luxembourg....also Nice town: Maybe I will be doing some animations on the Belval Ouest developments in the near future.

Trcik you made some interesting points here:

Lightwave is better at handling scenes than 3ds... -HOW SO?

Vray would take 3 times longer???

I know with Vray and walkthroughs you get artifacts with radiosity.
how does lightwave perform when walkthroughs and radiosity?

As you can see there are alot of us archi lw'ers but we dont have many tutes on these sorts of things so we are very keen to listen.

trick
12-13-2004, 02:06 AM
Ade-

Read again: I do NOT use radiosity in my FINAL renderings, only for BAKING.
Radiosity can give slightly better results, but the longer rendertimes are not worth it. VRay is the fastest (but IMO still too slow) option for rendering with radiosity-GI but you loose a lot of time when you need animated elements by using a very complex include/exclude process (WITHOUT artifacts if you use the right GI methods for exteriors or interiors).

About scene complexity:

The scene in my animation is somewhere around 700K polys and a lot of HDInstances (Actually it is one of my smaller scenes). ATM I have a comparable setup in MAX7/VRay with the use of proxy objects, GI-excluded animated objects, etc. You can try it yourself and you may like it because of the "easy" lighting setup. But when you are rendering parts of the scene for testing materials you will know what I mean. Doing this in LW/FPrime with my explained setup is almost realtime...

Ade
12-13-2004, 02:16 AM
Just eagerly excited.. I love the walkthrough.

ingo
12-13-2004, 05:50 AM
Very nice animation, picture quality is really good. What did you use for baking, LW or MicroWave ? And what have you done with the windows in case of reflections, i haven't seen a lot of reflections ? Otherwise the people look really convincing, as long as their movement looks a bit believable noone looks if they are photorealistic or not, they are just one part of the animation. I think that the RPC or Marlin 2D people would be a bit to distracting in your animation.

trick
12-13-2004, 06:20 AM
Ingo:

Baking has been done with LW Surface Baker: if the mesh density was not sufficient, objects were subdivided - after UV mapping - solely for baking purposes. Since I can bake models with VRay too, I find Microwave too expensive. Microwave may be a lot faster for GI-baking, but Max/VRay or even Max/MR is easier AND faster to set up. I'm still considering Microwave because of it's projective rendering feature, which can reduce your polygon count drastically...

All the windows are reflecting but interior was more important to give the building more depth. Actually I don't like too much reflection: it can be distracting too. I only do this when a client specifically asks me to.

About RPC and Marlin: I hated doing animations because my clients wanted animated people and these were the only options. Every MAX archviz-company uses them, they are dressed bad, they have ugly lighting, and more. They may be realistic, but they distract from the main purpose of presenting architecture. And try to do some artistic bird's eye animations :D The same goes for trees and cars. I'm really hoping for a program in which you can easily dress up and texture multi-res (3k-20k) realistic people for archviz animation purposes: this can not be that hard and it really is the future. Until then I'm trying to make my own collections to give my presentations some unique touch ;)

ingo
12-13-2004, 08:13 AM
Thanks for the reply. I have tested the demoversion from Microwave and was impressed since it was faster and easier to work with than with LW's baker. Since you mentioned the projection, one thing i'd like to do with Microwave is to bake the interior of a building to a plane just behind the windows to reduce polygones.

And the problem with the 2D people/cars/trees is simply, well they are 2D. No chance to give the same light and shadows you have on your other objects. So if you have all your objects in 3D the scene looks more believable, since lighting and texturing is made with the same tools. If you want to achieve this with 2D trees and people you need a lot of Photoshop work, but changes are much harder to do their since you cant simply rerender it.

Regarding ShadowDesigner, do you have the actual version ? I still use the first version of ShadowDesigner for the same task like you, but mainly for interiors. And i'm not sure if i should upgrade to the new version.

trick
12-13-2004, 08:59 AM
Ingo:

I use SD2.1 (Highest settings and optimize ON with 32 nulls parented to a hemisphere which is 75% above ground level, backward shadow 40%) for calculating shadows on the buildings: 15-30 GHzMin per PAL frame, AA Enh.Low. All objects have the same material (255,255,255) and are triangulated. Ambient lighting is 100% white. So you'll have to see if the first version is slower to make a good decision.

Ade
12-13-2004, 10:41 PM
what advantages does Microwave have over lw baking?

Hervé
12-14-2004, 01:06 AM
One of them is to be multithreaded... :D

messiah
12-14-2004, 02:28 PM
About RPC it seem there are a few loose ends in this thread :)

RPC 3D content can be lit and shaded in the same manner as other LW objects.

RPC 2D/2.5D content cant for obvious reasons.

The main reason to use RPC content is speed of setup/rendering, if one is after Photorealism, accurate motion and scene intergration RPC might not be the best choice. A better choice would be handbuilt models, mocap+ cleanup / animate , texture, light, render, comp, color correct/conform but the time difference and cost would be uhm in a different price bracket aswell. The devil is in the details as they say and that is quite apropriate for this aswell.

As a quick reference, the time it took you to read this is about the time it takes to fill a parkinglot with cars, people, trees, flowers or trinkets(or all the above), if you read it outloud a second time they would be animated aswell :D

Later

Jonas Gustavsson
TuffLittleUnit

vpii
12-14-2004, 02:47 PM
I waited years since rpc back in 5.6 days, its back again and is a big time saver,
which is in theory shoud make me more money.

ingo
12-14-2004, 03:10 PM
Thanks for the reply from the Fortress Europe, Jonas. But what about the memory management with RPC ? I have seen it in 3D Max and its terrible, lots of memory needed for only some RPC "objects". And it would be nice if you can post an example.

cheers

ingo

messiah
12-14-2004, 03:23 PM
Hey Ingo

The Lightwave implementation of RPC does have a few tricks implemneted to help out in terms of Memory management, but any time you use large image sets you will use quite a bit of resources(there is no way around it given how the LW renderer works).

I cant realy speak for the Max version as Ive only seen it, but then this is NEwteks board so I should prolly say MAX suck big time or something :)

My best tip in terms of how it handles is simply to go to archvision and grab the demo then go paint the town red with RPCs :)

Latero

Jonas Gustavsson
TuffLittleUnit

trick
12-14-2004, 03:24 PM
...RPC 3D content can be lit and shaded in the same manner as other LW objects.

RPC 2D/2.5D content cant for obvious reasons...

I know RPC from their 1st collection but you can still correct me if I am wrong.
For people and plants I thought:

2D content is a simple image on a plate photographed from ONE side
2,5D content is a simple movie seen from ONE viewpoint
3D content is a series of still images shot from a 180 degree surrounding circle
3,5D content is a series of movies all taken at the same time on that surrounding circle.

So it is either an image or a movie that is mapped to a plate. But I never saw a real 3D human model or tree/plant that can be lit differently then they were filmed or photographed.

That RPC's are fast is beyond a doubt...that lighting is bad too...and my customers agree.

Speed is just relative: I can put zillions of real 3D cars and trees with the push of a button in HDInstance and still render PAL frames under 30GHzMin.

It's just a matter of time and PC power before RPC's are extinct. I asked for the RPC-plugin 6 years ago and would really have welcomed it then. Nowadays I can convince my clients to spend a little more money to have better integration. And if they won't spend more money, they are still satisfied with non-moving 3D people.

vpii
12-14-2004, 03:42 PM
Here is an example of a recent rpc render. everthing above the fence is rpc. I have never had any troubles with memory with rpc. And the content can be rendered from 360. the only thing I would like to see is archvision to let you create your own 3d content not just 2d the way it is now.

messiah
12-14-2004, 03:49 PM
Alright, Ill correct you if you insist :)

I think the variants you describe are the realy realy old variant of the format(available some 5-7 years ago),most of the currently available content is of the 3D or 3D+ variants.

3D content is a series of still images shot from a 180 degree surrounding circle mapped on a cross section poly(X shaped from above).
3.5D is the animated variant of the above.

3D+ content are low poly objects with a series of still images shot from a 180 degree surrounding halfdome.

Then you have enviroments and a few other types aswell.

Im sorry if we didnt hear your request 6 years ago about a LW port of RPC, but saying that all clients are as understanding as yours in terms of time and resources is quite speculative. Also the extinction of the human race is inevitable but I dont realy see a need to drop dead today, the same goes for RPC or any other current technology available ;D

Regards

Jonas Gustavsson
TuffLittleUnit

ingo
12-14-2004, 04:17 PM
Thanks for all the fast answers. But actually when i look for example at their new content, the HighRes people http://www.archvision.com/hirespeople.cfm , the main photo shows exactly what trick mentioned, they just dont fit into the cg scene (i know its hard to look not only at the blond girl, but give it a try ;) )

cheers

messiah
12-14-2004, 04:32 PM
you mean the 100% luminosity look they have in that image?, not realy a problem to get around(simply kill luminosity and add diffuse, just stay clear of specular), I dont know if this is available on other platforms but it is available in the Lightwave version.

Trick question: why do you think they put the blond girl right there??? :)

Seriously though incorporating Imagebased objects into a 3D enviroment requires the same thought on light rigs as normal 3D objects, this is the part most tend to forget when they deal with these things.

Later

Jonas Gustavsson
TuffLittleUnit

trick
12-14-2004, 05:00 PM
Alright, Ill correct you if you insist...

I think it's great that finally there is a RPC-plugin for LW. Next to real 3D animated people I now have the choice. I really hope you're right and lot's of animations use the RPC-content: then a small number of companies keep their edge (CrystalCG, Infarq/UrbanSimulations...).

The first reason I do this kind of work is for fun, followed directly by money for living of course. Using RPC's is living to your clients demands, which can be really boring in the long run. I now ask you to make realistic cyclic animated (real) 3D content, because that is what I'm after. Thesedays everybody is after the perfect render - VRay, Brazil, Maxwell, Mental Ray, Final Render, etc -so I can't imagine that at the end of the process you put some badly lit humans in that perfect artwork (hmmm, actually ZeroFractal does IT). I have huge collections of photographed people, both from collections and selfmade, and it still is a hassle to find the right ones for stills. Sure there are lots of artist, like architects, who really don't care how people look: it's not their core business to make the perfect art piece.

There is a big contradiction in using realistic RPC people that have bad lighting in a realistic environment. So to prevent this from resulting in a YES-NO game: I really would like to see an example of RPC PEOPLE that (light)fit in their environment, because I can not find it on the Archvision site.

ingo
12-14-2004, 05:03 PM
....

Trick question: why do you think they put the blond girl right there??? :)

.....

Quote from their website text next to the photo (really !!) ... It's easy to look at them and see the value.

Is it one of the girls from your hometown ? If yes i'm on my bike and on my way to Stockholm, cu tomorrow ;)

cheers

ingo

trick
12-14-2004, 05:05 PM
you mean the 100% luminosity look they have in that image?, not realy a problem to get around(simply kill luminosity and add diffuse, just stay clear of specular), I dont know if this is available on other platforms but it is available in the Lightwave version...

Like lighting a cardboard human in a shopping window ;)

vpii
12-14-2004, 05:28 PM
Maybe I am crazy but I like rpc people alot more than the animation flythru posted earlier here. It was very good animation but the peoples pant legs where very stiff, walk cycles where very stiff like robots maybe mocap here with dynamics would change my mind but rpc out of the box or at least the rpc people stationary with arm gestures I feel gives much more impact. I guess my clients are not so picky or aleast I have never been instructed not to use rpc.

trick
12-14-2004, 05:45 PM
...the peoples pant legs where very stiff, walk cycles where very stiff like robots...

As said before, I am not completely happy either with the animation on the humans (which BTW do not differ much from the 3,5D people from RPC). But believe me, a year has past and in the latest projects, animations are much better. I agree that they don't look perfect, but I prefer the integration in the scene to get a more homogeneous image. In this one may have different opinions. ATM I'm doing a wireframe/surface shaded animation with contour edged people just to get a specific look.

There is however one important thing: humans in my scenes never should distract your attention if placed as entourage (so NO impact !!). The thing that bugs me about RPC is that they do. Maybe you favor the looks of RPC above the looks of the used 3D models in my scenes: then I surely agree. But it's first and foremost the architecture that should be in the picture.

vpii
12-14-2004, 06:07 PM
You are correct, That is why I avoid people rpc or 3d if I can. I do think if you went back and put mocap on your 3d walks some cloth dynamics it would take it to a new level. I have not ever seen anyone do this yet. For me it seems the more you put into your animations/renders the more the client complains or wants more and most of the time does value the art.

trick
12-14-2004, 06:27 PM
A walking human being is one of the most complex movements in the animal kingdom. Next to the fact that you see them everyday. So a faulty walk alone (without secondary movements) can be distracting as hell. ATM I'm using MoCap files as basis for repetitive movements, and yes it makes a big difference. But this is done between projects and my clients know that they can expect improvements in due time. Never seen it: look here (http://www.urbansimulations.com) and here (http://www.crystalcg.com) .

I want to offer my clients tailored presentations for their projects. A part of their money goes to my experience and knowledge. There is a whole pipeline in which they can give feedback about animation, color, texture, entourage, etc. A project can last even 3 or 4 years: most projects are big developments with lots of inbetween viz and concept anims. But in the final phase where everything comes together and where realistic animation is added deadlines get really tight and there is no room for feedback. Actually in that phase I never had complaints about feedback or anything.

It's not about adding as much details as you can...it's about functional content: if I'm building a shopping centre, I want shopping people...if I'm building a swimming pool, I want swimming people...if I'm building an interior for a famous fashion brand, I want my movie to start with some kick*** models on a catwalk...Show me where I can find these models and you make my day :)

vpii
12-14-2004, 06:45 PM
Your business is completly different from mine. I would love to have projects that lasted a few weeks let alone years as you have. I feel I am sometime the McDonalds of the render world, In regards I should cut a driveup window in my wall so my clients can order and just drive thru to pickup. My jobs for the most are 2 to 3 days max modeling to final render. That is why I need as much help as I can and rpc fills the need slightly. I also use alot hypervoxel sprites for everthing. i set all my sprites up as presets, so its pretty much plug and play.

trick
12-14-2004, 06:57 PM
Your business is completly different from mine...

There is something to say for both: in mine you need nerves and patience, in yours you need air and rest:D

Hervé
12-15-2004, 01:27 AM
at the end it all depend when do U want to go..

I am strarting to notice, there will be soon two worlds in the Archviz area, so we should have two sections here... one for Drive thru 3D.... mmmmh give me 5 stills, some cardboards people, and some voxels sprites... do U want Radiosity on your stills...? no Thanks...... --- ... $5.99 please....

and one large 3*** restaurant, where U come with family and stay for the afternoon... Garçon !... Garçon ! Could we have another bottle of radiosity....?
-- the 25 bounces Sir ? No , Gimme the 100 bounces.... oohh and some caustics for the kids... :D :D

In Topic again... I really dont like RPC's, but I understand people are using it for time reasons...

trick
12-15-2004, 03:56 AM
...there will be soon two worlds in the Archviz area...


It's more like there are clients who agree with my signature, and the ones that don't :D But I could always change it to Fast Food...or Haute Cuisine??

Hervé
12-15-2004, 04:19 AM
right now I think you made your own creative cuisine... and it rocks... !!


keep up the good work Trick...! ;)