Re: GDC presentation: Guilty Gear Xrd and Softimage

2015-06-10 Thread Pierre Schiller
and I thought MODO had innovation on that subject. LOL. SI had it first! :D On Wed, Jun 10, 2015 at 4:31 PM, Fabian Schnuer Gohde wrote: > @Pierre > > http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/tex_editonobj_CreatingSubprojections.htm,topicNumber=

Re: GDC presentation: Guilty Gear Xrd and Softimage

2015-06-10 Thread Eugene Flormata
yeah what Fabian said! On Wed, Jun 10, 2015 at 2:31 PM, Fabian Schnuer Gohde wrote: > @Pierre > > http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/tex_editonobj_CreatingSubprojections.htm,topicNumber=d30e591106 > last paragraph explains how to apply

Re: GDC presentation: Guilty Gear Xrd and Softimage

2015-06-10 Thread Fabian Schnuer Gohde
@Pierre http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html?url=files/tex_editonobj_CreatingSubprojections.htm,topicNumber=d30e591106 last paragraph explains how to apply it to component selections via the texture editor and the "auto" Eugene is refering to is simple r

Re: GDC presentation: Guilty Gear Xrd and Softimage

2015-06-10 Thread Pierre Schiller
@Eugene, would it be too much trouble to show a clip of video of what you´re mentioning ? (a combo of unfold then walking on mesh quad regular quad or projection seems to do the trick, didn't even have to click any corners it was auto!)- Thanks! :D On Tue, Jun 9, 2015 at 6:43 PM, Eugene Flormata

Re: GDC presentation: Guilty Gear Xrd and Softimage

2015-06-09 Thread Eugene Flormata
thanks guys! a combo of unfold then walking on mesh quad regular quad or projection seems to do the trick, didn't even have to click any corners it was auto!

Re: GDC presentation: Guilty Gear Xrd and Softimage

2015-06-09 Thread Matt Lind
ue, 9 Jun 2015 10:58:11 +0200 From: Subject: Re: GDC presentation: Guilty Gear Xrd and Softimage To: For the anime content he's showing on screen, there's really no reason to have as many tiles as shown if they all consist of the same dimensions and color. A single tan tile, for exam

Re: GDC presentation: Guilty Gear Xrd and Softimage

2015-06-09 Thread Fabian Schnuer Gohde
Grab patches of polygons and run walking on mesh in the texture editor and play with settings (Ctrl+Shift+O, operator name is PolyUVContourStreching). Also Jester's Toolkit on rray.de has a few nice tools like MoveAndSew that work a treat for getting islands resulting from this patches up. -F On

Re: GDC presentation: Guilty Gear Xrd and Softimage

2015-06-09 Thread peter_b
sed occlusion I think - so they would need non-overlapping UV's for that. Date: Mon, 8 Jun 2015 21:44:13 -0700 From: Eugene Flormata Subject: Re: GDC presentation: Guilty Gear Xrd and Softimage To: "softimage@listproc.autodesk.com" does anyone know a quick way to get poly islan

Re: GDC presentation: Guilty Gear Xrd and Softimage

2015-06-08 Thread Matt Lind
not. So why waste compute cycles? Only valid if the tiles are a solid color, as shown, so no risk of banding or other artifacts showing up. This is an old, but useful, technique for real time content...and engine specific. Matt Date: Mon, 8 Jun 2015 21:44:13 -0700 From: Eugene

Re: GDC presentation: Guilty Gear Xrd and Softimage

2015-06-08 Thread Eugene Flormata
does anyone know a quick way to get poly island UVs to get that square shape? without manually aligning the edges? https://youtu.be/yhGjCzxJV3E?t=27m25s this link has a timestamp to the UV example On Sun, May 31, 2015 at 8:09 PM, Jason S wrote: > Also related to the gator thread, he talked abou

Re: GDC presentation: Guilty Gear Xrd and Softimage

2015-05-31 Thread Jason S
Also related to the gator thread, he talked about using live Gator operators to tweak normals on simpler arbitrary meshes that are transfered to higher rez, but one of the last questions was, ... my other question is weather  there are some key f

Re: GDC presentation: Guilty Gear Xrd and Softimage

2015-05-29 Thread Pierre Schiller
Totally agree with Emilio Hernandez & Tenshi S. AD knew since the very beggining that SI was built with years ahead of concepts and worflows. And every release was a pain to them that the least commercialized/advertised software was the one that got the jobs out the door quicker and paid. Not so mu

Re: GDC presentation: Guilty Gear Xrd and Softimage

2015-05-29 Thread Tenshi S.
I saw this a few days ago, and i was wondering why i still don't understand EOL. To hell with "A". On Fri, May 29, 2015 at 12:44 PM, Sebastien Sterling < sebastien.sterl...@gmail.com> wrote: > they used 2013 for this, and according to the guy this stuff could have > been implemented years ago. do

Re: GDC presentation: Guilty Gear Xrd and Softimage

2015-05-29 Thread Sebastien Sterling
they used 2013 for this, and according to the guy this stuff could have been implemented years ago. do people still use lightwave as an alternative for this kind of shading ? On 29 May 2015 at 15:56, Nicolas Esposito <3dv...@gmail.com> wrote: > o_o > > Thats pretty impressive! > > 2015-05-29 16:5

Re: GDC presentation: Guilty Gear Xrd and Softimage

2015-05-29 Thread Nicolas Esposito
o_o Thats pretty impressive! 2015-05-29 16:54 GMT+02:00 Emilio Hernández : > Beside the amazing job, presentation and tech data. I would like to see > the faces of the attendants showing all of this in an EOL software… > > > > Thanks for sharing and again amazing job! > > > > Long live Softima

RE: GDC presentation: Guilty Gear Xrd and Softimage

2015-05-29 Thread Emilio Hernández
Beside the amazing job, presentation and tech data. I would like to see the faces of the attendants showing all of this in an EOL software… Thanks for sharing and again amazing job! Long live Softimage.

Re: GDC presentation: Guilty Gear Xrd and Softimage

2015-05-29 Thread Rob Wuijster
Talking about surface shading, reading from a Surface ;-) Rob \/-\/\/ On 29-5-2015 16:21, Ahmidou Lyazidi wrote: https://www.youtube.com/watch?t=970&v=yhGjCzxJV3E --- Ahmidou Lyazidi Director | TD | CG artist http://vim