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Thread: David Ridlen Picking up the pace with TurbulenceFD and Bullet-Building explosion hit.

  1. #16
    Super Member LW_Will's Avatar
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    Quote Originally Posted by Mr Rid View Post
    That robot was the first thing I modeled (beyond simple shapes), back in 1996. I'm getting old. Does anyone else have that problem?
    No problem with growing old. Happens to me every day.
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  2. #17
    Super Member OlaHaldor's Avatar
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    Woaah! Awesome destruction and explosion. You should make a short video to show off how/what. Or share the scene.

    How long did the dynamics take to solve? And the TFD sim?
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  3. #18
    Profesor Pixel Poo Mr Rid's Avatar
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    Quote Originally Posted by OlaHaldor View Post
    Woaah! Awesome destruction and explosion. You should make a short video to show off how/what. Or share the scene.

    How long did the dynamics take to solve? And the TFD sim?
    I don't know exactly. I always left the computer, or let it go overnight, and came back later when it was done. I tinkered with it off and on, over 3 months, and let sims/renders go in the background while I was working on other things.

    The original discussion is here, btw- http://forums.newtek.com/showthread....p-TurbulenceFD
    "O K, so what's the speed of dark?"

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  4. #19
    oh corks
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    Quote Originally Posted by Mr Rid View Post
    Artbeats Strikes Back.
    Hah! Now there's an experienced eye. There really weren't (m)any alternatives at the time. (That's my excuse and I'm sticking to it.) I had to argue and beg to get the company to buy that explosions CD because a) the kind-of lead artist said it was totally impossible to map explosions onto flat polys in a 3D scene and have it look good, and b) the company had not long since paid half a million Dollars for a half dozen turquoise SGIs with software so, yeah, money.

    Quote Originally Posted by jwiede View Post
    Did you create all the models used yourself, or if not, which were provided by Lucasarts? How heavy was that SSD mesh?
    LucasArts sent over an X-Wing model, but if I remember rightly (it was a while ago, and all done at a frantic, semi desperate pace, so I might be woolly on some things) I had to mostly rebuild it. To the best of my memory I built almost everything else. Nothing was just "high res". The SSD in the distance was as low as I could get it and closer in things were dressed just for each shot. If we're close then it's usually just a little patch of a larger object we're seeing. The SSD is just a lot of simple boxes with textures. I tried to hide how undercooked all the models were with composition, lighting and a dynamic camera.

    To get accurate reference I phoned the ILM model shop and they said "Oh, just drive over and look through the photo library!" So I took several trips down there and got copies of their reference photos for all the ships (and no, Totally Games kept the photos, not me.) Shortly afterwards we were all Banned From The Ranch (because of some artists at LucasArts dicking around and breaking a couple of models in the model archive. Nothing to do with us! No fair!) It didn't matter anyway, I just phoned ILM and said "Hey, apparently I'm banned..." and they said "Oh ignore that, that's just those idiots at LucasArts. Come on over, get what you need." Which was nice.

    One model that I definitely know is mine is the TIE Advanced. I (re)designed it for the in-game model and then made a fancier version for the cutscenes because I didn't know there had already been a version in the previous game and I was told to "Make it look however you like!" by the boss. The original artist was offended (and I can see why) but recently I went off looking, just out of curiosity, and my TIE-A design, or something like it, seems to have become the official version (although it was renamed TIE Avenger at some point). I iz fa-moose.

    Was HDInstance available yet? What pkg were you coming from previously
    No instancing, no. That's why there are only three ships on screen most of the time! I'd used 3DS v3 (the original DOS 3DStudio) for about 12 months, but as a character animator at Neversoft, on Skeleton Warriors. Before that I was a pixel art character animator.

    ...interesting to hear about how old "A-title" cutscenes etc. were put together back then.
    Well, at Neversoft on Skeleton Warriors there was a single guy in his own room who did 95% of the cutscenes because when he was hired he was the only one who'd ever used 3DS before. The rest of us were hand-drawn art guys. While we spent six months working up to proper competence and doing the in-game graphics he did cutscenes. And then at the very end, three days before delivery, he said he wasn't going to finish the cutscenes in time and I had to make the end of game cutscene on a Sat/Sun to deliver on Monday. (It was terrible. Of course. Two days, and I was already fried.)

    For the cutscenes I linked to above, that was just me with my own personal copy of LightWave. Four other artists were doing one cutscene each on their half million Dollars' worth of SGIs. I was only supposed to do a single cutscene (The TIEs attacking the space station, and you can tell because it's the best of the three) but I ended up doing all three in the original amount of time.

    So "A-title" cutscenes back then were complete and utter panicked, frantic chaos. As far as I could tell. Great fun though.
    Last edited by stiff paper; 01-27-2015 at 06:56 AM.

  5. #20
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by Cardboard View Post
    Hah! Now there's an experienced eye. There really weren't (m)any alternatives at the time. (That's my excuse and I'm sticking to it.) I had to argue and beg to get the company to buy that explosions CD because a) the kind-of lead artist said it was totally impossible to map explosions onto flat polys in a 3D scene and have it look good, and b) the company had not long since paid half a million Dollars for a half dozen turquoise SGIs with software so, yeah, money..


    I am not that experienced..but I could spot that artbeat explosion too

    That stuff works in space, but for a shot like Mr Rid did, it wouldnīt work..so fluids, yes.

    you are mapping it on to polys I reckon? you havenīt tried with particles and sprite clip maps?

  6. #21
    oh corks
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    Quote Originally Posted by prometheus View Post
    ...you are mapping it on to polys I reckon? you havenīt tried with particles and sprite clip maps?
    I don't think I've ever had to do an explosion since then!

  7. #22
    Almost newbie Cageman's Avatar
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    Quote Originally Posted by Cardboard View Post
    Oh, and that problem? Yeah, I have that one, too. There's a lot of it going around. Still, getting older beats the alternative.
    This got me curios... what is the alternative?

    EDIT: Cool work you did!
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  8. #23
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by Cardboard View Post
    I don't think I've ever had to do an explosion since then!
    working with real clips on polyīs..or mixing in compositing, sure...but I ment if you tried mapping the artbeat explosions to sprite clips? not hypervoxels by themself.

    I might have interpreted your respons in the wrong way?..maybe you ment you just havenīt had the time and occasion for it, rather that you were trying to say..it works so well with that method, so no need to try something else?

  9. #24
    oh corks
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    Quote Originally Posted by Cageman View Post
    This got me curios... what is the alternative?
    Why, not getting any older, of course. (The only known way of doing that being... a dead end.)

    Quote Originally Posted by prometheus View Post
    ...I might have interpreted your respons in the wrong way?
    I did the cutscenes way back in 1997, and since then nobody has ever asked me to do any work that had explosions in it, that's all.

    Also, and I know from experience that this is going to seem strange to people, but I've never been particularly obsessed with 3D or VFX, I learned 3D just as part of my job at the time, and so I've never done much experimenting on my own time. I've always just worked out how to do something when I've needed to do it.

    If anybody needed me to do explosions these days I'd buy TFD. We've kind of reached the end of being able to cheat things like explosions now (well, unless it's not meant to be photorealistic).

  10. #25
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by Cardboard View Post
    Why, not getting any older, of course. (The only known way of doing that being... a dead end.)


    I did the cutscenes way back in 1997, and since then nobody has ever asked me to do any work that had explosions in it, that's all.

    Also, and I know from experience that this is going to seem strange to people, but I've never been particularly obsessed with 3D or VFX, I learned 3D just as part of my job at the time, and so I've never done much experimenting on my own time. I've always just worked out how to do something when I've needed to do it.

    If anybody needed me to do explosions these days I'd buy TFD. We've kind of reached the end of being able to cheat things like explosions now (well, unless it's not meant to be photorealistic).
    well..I am a little obsessed with VFX, but never got in to it really, nor asked to do explosions, then I havenīt made such connections either, whatever I do.itīs just for hobby and fun.

  11. #26
    Super Duper Member kopperdrake's Avatar
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    I like it

    Again - for the sake of nostalgia - here are a couple of images from way back:

    2CV - pre sub-D modelling era, so all with spline curves and patching. Probably about '96 at a guess.
    Click image for larger version. 

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    Chairs - pre-radiosity, Gaffer used for the metallic paints, can't remember the date but sometime between '96 and '98 at a guess. Again, no sub-patch modelling.

    Click image for larger version. 

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    - web: http://www.albino-igil.co.uk - 2D/3D Design Studio -
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  12. #27
    Profesor Pixel Poo Mr Rid's Avatar
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    Quote Originally Posted by OlaHaldor View Post
    ...
    How long did the dynamics take to solve? And the TFD sim?
    I found a note I'd written that one TFD sim took 4 hours. 141gb of cache. A 577x434x263 container, 66 million voxels, 6.7gb ram.
    "O K, so what's the speed of dark?"

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  13. #28
    Registered User octopus2000's Avatar
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    newtek needs to get something like this inside lightwave.

  14. #29
    Profesor Pixel Poo Mr Rid's Avatar
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    Quote Originally Posted by LW_Will View Post
    No problem with growing old. Happens to me every day.
    I find everything diminishing, getting more difficult, and knowing that it will only continue to get worse until you inevitably lose.

    Happy New Year!
    "O K, so what's the speed of dark?"

    Demo reel 2017
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  15. #30
    RETROGRADER prometheus's Avatar
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    Quote Originally Posted by Mr Rid View Post
    I find everything diminishing, getting more difficult, and knowing that it will only continue to get worse until you inevitably lose.

    Happy New Year!
    Thatīs the theory of everything
    I Got to go and see that movie when I get a chance.

    Donīt let that stop you, just go on and on til the fuel is out...eventually it will though, but you got to burn as bright you can..while you can I guess, and be thankful for every day you get.

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