Saturday, August 01, 2009

No Talking Tuesday # 96



The List:


i need guidance about something:

so i went to bed really late last night
so i thought well maybe i should give them like half
their food now before bed or something.
since it was only a couple hours from seven

but i noticed their food dish was still full
so i figured alright well i'll just do it when
the big fatso wakes me up

but i wasn't woken up by any fatso
and i haven't seen them yet this morning

so i'm guessing their just sleeping somewhere,

but if there is food in their dish should i feed them anyway
or wait until they eat that first?

this is a clean cmesh type thing
so i can very easily add those rocks
in the sculpt if it saves a hassle

and should i arrange my layers or collapse them in some way
that will aid in the transition shot?

cause it's all sort of procedurally built up
with

isn't it like falling away in parts or something?

so you just need the final sculpt as a target

i don't fully understand what your saying
but you cant use a normal map on this level 0?

it's got right topology

we can also try dividing level 0 in half poly count wise

i think it would still hold up

so this is the low rez mesh reduced from xsi
with the displacement map from my mudbox scene applied

now do you want me to generate another displacement map
using this

ok gotcha
so i saved this file already

do you want me to render out an ao map while i'm at it?

so i can also start texturing it with overhead photos if
we have any

i mean the whole reason i had to model without ref
was because there was no photos

and this is granite right?

ok well i can look into that

there

ok so the best use of my time is to hunt these rock ref right?
i just want to make sure nothing is waiting for me

ok so there is no drama from other shots waiting for me
so others can work or anything?

ok

ok, well

ok

well should i check in first once i find ref photos

just poly reduce, since it's organized

i mean we would have to test to make sure it looks right
with normal map, but hopefully it would

yea i think so

i would bring in the reduced low rez as a different object
and choose it as a target when making the normal map

i wouldn't have to re apply a displacement map

i'm always nervous about applying displacement maps
since it always in my experience but not jun's
introduces all these little artifacts i have to paint out
that take forever

but i'll try and see

ok

i thought that the layout reel looks pretty good
if no one is complaining

how is it falling away now?

is there just two meshes and you animate verts


diss

hmm so we need 15 different objects all low rez
with high rez normal?

so should i still poly reduce this low rez?

so as far as what i'm doing right now
it's poly reducing the mesh and applying a displacement
and get everything together in one mudboxfile?
ok

wasn't this whole shot going to be done in that illustration
texture/render style?

like that palma video you showed me where it was kind of
water color esque?

we can't just dissolve to the realism at the end when it's all scan data?

so for whatever reason when i try to export the decimated
mesh from xsi the obj won't open in either maya, or xsi or mudbox.
the xsi running over there now how up the ready to go obj,
but i can't for the life of me get it out of the scene in
a way that can be recognized by anything. i'm sort of
at a loss of what to do, if this doesn't work we can decimate
in gsi i suppose but i'm not really sure how to work in gsi etc.

i resolved the issue

truly this is a moment in ridiculousness
the good news is that nothing was wrong with xsi
the problem if you can believe it was there was
no more space left on the local drives

so i tried writing to my external and it was fine
that's also why each subsequent attempt got smaller

so it's fine

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