What makes this character really special is the viewport technology. He's using
realtime tessellation, and plenty of other Dx11 shaders. I'd say, the character
is top notch, but the technology behind it too. Without the viewport technology
it's just a nice character, with it, it's awesome. So
and probably even my wrist watch) raises the question as to why any
one still cares about DX in the first place. But of course it's hard for
game studios to ignore the Xbox, unless you are a Nintendo- or Sony-owned
studio. Personally I don't understand why support for DX11 was never added
wrist watch) raises the question as to why any one still cares about
DX in the first place. But of course it's hard for game studios to ignore
the Xbox, unless you are a Nintendo- or Sony-owned studio. Personally I
don't understand why support for DX11 was never added to Soft, I can't be
all
From: Matt Lind ml...@carbinestudios.com
Our game has been DX11 for a while now. It would be nice to see our HLSL
shaders applied
natively to the assets instead of having to be wrapped inside of OpenGL
shaders where we
lose some functionality because not all HLSL features can be ported
would also love to see it in all our tools and possibly standalone. Its not
in Maya either at the moment, its only in LT.
On Fri, Aug 30, 2013 at 8:17 AM, Luc-Eric Rousseau luceri...@gmail.comwrote:
From: Matt Lind ml...@carbinestudios.com
Our game has been DX11 for a while now. It would
nope
and probably never will soo ;)
On Wed, Aug 28, 2013 at 2:13 PM, Luc-Eric Rousseau luceri...@gmail.comwrote:
nope
: Dx11?
and probably never will soo ;)
On Wed, Aug 28, 2013 at 2:13 PM, Luc-Eric Rousseau
luceri...@gmail.commailto:luceri...@gmail.com wrote:
nope
2:16 PM
*To:* softimage@listproc.autodesk.com
*Subject:* Re: Dx11?
** **
and probably never will soo ;)
** **
On Wed, Aug 28, 2013 at 2:13 PM, Luc-Eric Rousseau luceri...@gmail.com
wrote:
nope
** **
95% hard work, talent and taste, 5% viewport technology, imho :)
On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy szabol...@crytek.comwrote:
I’m droolin’ on this :
http://www.youtube.com/watch?v=L5fOwSmSaW8feature=youtu.be
**
in that case why did any software move from version 1.0 at first place ;)
On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau luceri...@gmail.comwrote:
95% hard work, talent and taste, 5% viewport technology, imho :)
On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy szabol...@crytek.comwrote:
really nice character design!
On Wed, Aug 28, 2013 at 10:37 AM, Mirko Jankovic
mirkoj.anima...@gmail.comwrote:
in that case why did any software move from version 1.0 at first place ;)
On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau luceri...@gmail.comwrote:
95% hard work, talent and
5%, sure eric, :) this guy is so good he can make Maya show viewport
displacement by shear force of will.
On 28 August 2013 16:46, sue jang suejan...@gmail.com wrote:
really nice character design!
On Wed, Aug 28, 2013 at 10:37 AM, Mirko Jankovic
mirkoj.anima...@gmail.com wrote:
in that
I tend to agree with Luc-Eric.
It sure is nice to see the displacement in the viewport, but it wouldn't
be as nearly as impressive if it were a sphere with a fractal texture on
it. The design, modeling and texture work are very impressive.
Besides, the video is a little misleading because we
But the problem with the current display options is that it forces you
into specific workflows for animating characters with displacement.
Namely, that you have to avoid generating any large-form surface changes
via displacement (and sometimes even medium-to-small-scale features as
well), for
These are pretty impressive as well (both artisically and technically)
http://www.youtube.com/watch?v=lekeZPYCnYQ
http://www.youtube.com/watch?v=nnza8uSo6hE
On Wed, Aug 28, 2013 at 2:31 PM, Tim Crowson tim.crow...@magneticdreams.com
wrote:
But the problem with the current display options is
I agree with Tim.
2013/8/28 Tim Crowson tim.crow...@magneticdreams.com
But the problem with the current display options is that it forces you
into specific workflows for animating characters with displacement. Namely,
that you have to avoid generating any large-form surface changes via
+1. Updated modeling and real-time features would be boon for asset
creation.
On 8/28/2013 1:31 PM, Tim Crowson wrote:
But the problem with the current display options is that it forces you
into specific workflows for animating characters with displacement.
Namely, that you have to avoid
...Back in the day my boss said the ported some SI code and tools into Maya and
3Dmax back when SI was purchased by Autodesk. I wonder if (and hope and pray)
they would port back the Maya viewport into SI. I think that would be something
great and well due. =P
-Draise
From: Rares
As we saw so far only way any code is going is from SI.. nothing really
in
On Wed, Aug 28, 2013 at 9:04 PM, Andres Stephens drais...@outlook.comwrote:
...Back in the day my boss said the ported some SI code and tools into
Maya and 3Dmax back when SI was purchased by Autodesk. I wonder if
...@listproc.autodesk.com] On Behalf Of Sebastien
Sterling
Sent: Wednesday, August 28, 2013 8:00 PM
To: softimage@listproc.autodesk.com
Subject: Re: Dx11?
5%, sure eric, :) this guy is so good he can make Maya show viewport
displacement by shear force of will.
On 28 August 2013 16:46, sue jang
Of Tim Crowson
Sent: 28 août 2013 14:31
To: softimage@listproc.autodesk.com
Subject: Re: Dx11?
But the problem with the current display options is that it forces you into
specific workflows for animating characters with displacement. Namely, that you
have to avoid generating any large-form surface
They simplified considerably the problem in Maya DX11: they created one big
uber realtime shader that does offers all the parameters but it's a black
box. You can't render it in mental ray or anything else.
On the Softimage side, the high quality viewport's goal (let's avoid
debating for now
I dunno, I feel like saying 'What's the point in even asking for
something unless it has to do with ICE?' It's a good thing XSI was as
mature as it was prior to the AD buyout. Call me a Debbie Downer.
-Tim
On 8/28/2013 3:56 PM, Matt Lind wrote:
We need DX11 support to author a game.
Our
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