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Ondrej Svadlena

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Posts posted by Ondrej Svadlena

  1. Multithreading in 3DC is definitely a priority for me (where applicable, of course - just take Maya, for example, and what percentage of it's functions are multithreaded. Not much - and the Maya users have been begging for this for years)

    I've spent hours (well probably days, in total) waiting for the quadrangulation process on a 30+ vox layers 40 million poly sculpt and wished it used all four cores on my machine. It was also quite frustrating to find out that Maya was only able to load some of the outputted OBJ's because half the time they had corrupt geometry.

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  2. Thank you all for those warm comments!

    A couple of days ago, I came back from France where my film "MRDRCHAIN" has won the Canal+ award at the International Short Film Festival in Clermont-Ferrand. For those living in the Paris area, there will be a screening of the film at the "Forum des Images" this weekend:

    http://www.forumdesimages.fr/fdi/Festivals-Evenements/Festival-du-court-metrage-de-Clermont-Ferrand-2010/Reprise-du-palmares-de-la-competition-Labo

    Cheers :)

    Ondrej

  3. Thanks heaps for the detailed response. Very inspiring to see your efforts! Is there some way to signup for any updates about DVD or online release of the film? You're welcome to come to tropical Queensland, Australia for a showing! :)

    I'd love to come to Queensland! :)

    Here's my distributors website where there should be info about future releases of my film: www.autourdeminuit.com

  4. Congratulations on completing what looks to be a very interesting film! I love this style of artwork :)

    Can you share any production info, rendering times, production length, man-hours?

    Robbie

    Thank you :). I started the first concept drawings in the summer of 2007 and began to model around October of that year. So roughly 2,5 years production time with many interruptions for commercial "pay the rent" jobs. The animation part took me about 6 months. Render times ranged from 5 to 30 minutes per frame (full HD) - depending on scene, settings and whether DOF was enabled or not... x 13500 frames. Man-hours? Man-year! :)

    I began modeling in Maya, creating the characters that would be animated and the hard-edge architectural scenery first. After that, I began to search for a voxel-based sculpting software to model the more complex and organic shapes needed for the film. First I was pretty desperate cause I could not find any alternatives to ClayTools but after some time I stumbled upon a french forum where someone wrote that there would be voxels in the next 3DCoat version - and that was a blessing. As soon as the first V3 alpha appeared I started using it right away for production purposes.

    Your first was yet very original!

    Waiting next with pleasure! :)

    The film will be premiered at the Clermont-Ferrand film festival. Maybe you live in the same area? :)

    Cheers,

    Ondrej

  5. Hallo Ondrej,

    leider habe ich mit den Voxels gro?e probleme.

    Habe einen dualcore 8500, Win-XP 32, 3GB Ram und eine Radeon 4870 mit 1GB.

    Bei knapp 1mio. tris ist ein weiters Arbeiten unmoeglich,hast du vieleicht ein paar tips

    wie ich da weiter komme.

    Ja, da scheint was nicht zu stimmen... Bei mir wird es ziemlich lahm erst wenn das modell cca 16 millionen polys erreicht (Ich hab einen quad 6600, 8GB ram, NVidia 9800GTX+ 1GB vram, XP64bit (noch vor kurzem 4GB ram und NVidia QuadroFX 3450 256MB vram)). Du koenntest in der "support" section des forums deinen problem beschreiben. Falls es fuer dich schwierig wird das auf englisch zu befassen dann schicke mir den text auf deutsch und ich uebersetze es.

  6. Hi Thomas,

    sei willkommen hier :) . Leider befasse ich mich nur fast ausschliesslich mit der voxel seite von 3DC (falls du fragen hast), bin aber sicher es gibt noch ein paar deutsch-sprechende leute auf diesem forum, die einen besseren ueberblick haben.

    Auf jeden fall viel spass mit 3DCoat!

    Ondrej

  7. I make this case simply to show that there are other, far more entertaining uses that software like 3D-Coat can be employed for. I think many users would spend their money to investigate some of these more rewarding avenues, like that of animation and story telling. And, somebody is going to have to change the tide that is moving the swarms of CG wannabes with software purchasing dollars. I think that Pilgway could directly benefit by this slight change in focus, as well.

    Greg Smith

    Very well said. I just met a 50+ year old feature film director last week and we had a nice chat about 3D. We talked about all the technical hurdles involved in CG and then he told me: "But I heard about this cool Ukrainian software..." :)

    I think a lot of traditional artists interested in 3D will be jumping on the 3DC train seeing the amount of freedom and the absence of polygon-related technicalities that the voxel approach provides. I myself got into 3DC because of the voxel sculpting (...and what I do with voxels would be nearly impossible with any other app). The other modules are nice "bonuses" but not that interesting to me. On the other hand there are people here that have been around since the early 3D Brush days, so it might get hard for Andrew to decide which new or existing features have higher priority.

    Greg, IMO it's unfortunate that you feel you need to criticize the industry and new (wannabees as you put it) and established users in this way. The reason you see so many users creating the characters you are so critical of is due to the fact that the billion dollar film and games industry is largely (rightly or wrongly) made up of these types of fantasy characters. To get a job within this industry, as many aspiring young artist's are trying to do, you need to have work that is similar in genre, thus the as you would put it "narrow" range of content.

    If you don't like the content you are seeing then no one's stopping you from creating something different, but just because it's not your cup of tea don't be so critical and intolerant of other aspiring "wannabees" who are trying to break into the games and film industry.

    Partly true but not the whole story... Again, I've had numerous discussions about this with other film directors and a lot of them told me they have a really tough time finding 3D "artists" that are creative and produce original work. A lot of people are fed up with the absolute lack of originality displayed by 99.99% of people showing their stuff on the net. Another director from London told me they have spent two weeks looking through the portfolios on CGTalk, looking for a 3D artist with a personal style and original ideas. In vain. There IS a demand for those people too. Modelling Hobbits in armor to get a job at Weta is a bit simplistic, and those poor chaps that have to look at all those showreels, that all look the same, must have a hard time not falling asleep. I myself am very critical of that cheesy 3D stuff. It also depends on which community you find yourself in. On CGTalk it might all be "awesome and cool, and look at the amout of detail! And those wrinkles and pores!" but from an outside perspective (film-makers, artists, musicians...) it's mostly regarded as cheesy soulless crap. Sorry if that sounds rude but that's the way it is outside the CG bubble.

    Back to the topic. I just feel I have to step in (because I really care about where 3DCoat is going) when I see that some people request Z-Brush/Mudbox-like features and tools to create those fantasy creatures. "The brushes don't feel right", "The brush feel in ZB/MB is much better"... Really? I think the sculpting in 3DC is great and reminds me of the old days when I modeled with clay. Instead of wasting time with imitating some polypushing tools I'd much more prefer to see Andrew push the boundaries of what is possible to achieve today. I'm not saying 3DC should imitate Maya's FBIK and muscle system. I'm saying it would be nice to see voxels come to life in the near future and in their own way (maybe V4 :)).

    I came close last week to deciding to stop uploading... not really sure why but maybe I'm over it. I hope so.

    The more diversity shown here, the better. Hope to see more of your work soon! I also feel the 3DCoat family is much more open-minded than other CG-related communities.

    Ondrej

  8. And, I'm sure this will come, in time. But, the spontaneity and fluidity of voxels makes me, naturally, want to see them extend their magic, even further, into the realm of animation. All of these creations of ours seem so much more valuable once they have a "life" of their own.

    Greg Smith

    Absolutely. The volumetric nature of voxels just begs for it to be rigged and animated - with true volumetric dynamics. The "cloth simulation" tool Andrew brought us during the alpha days proves it. I really wouldn't mind spending more time inside 3DC to do the rigging and animation part. Although some packages like Maya do have tools to emulate volume it never really feels satisfying - more like a water-balloon where you still feel the skin, not the volume...

    I understand there's still a huge demand for tools to create the "pointy-eared fairy with huge breasts in armor" (z-sphere-like shape creation, mesh masking and extraction for the armor, trillions of polys to "detail", rendering a still frame to place on the countless i-galleries displaying such "art"). Nevertheless, it would be really great, and quite revolutionary, to see "living" voxels in movement in the near future.

    Ondrej

  9. As I wrote, I just guess voxels/volumes are more resource-hungry than surfaces. That's why I think it would be intersting to see how 3DC's voxels compare to ClayTool's voxels.

    As for saying you are getting tired of people comparing 3dcoat to zb and mb; Taros asked a question. I gave him an answer based on my opinion.

    Is your opinion that 3dcoat is just as good as or better for him for high detailed digital sculpting then zb/mb?

    No probably not. Looking at Taros's work, I'd say he would be better off with zb/mb for the detailing part.

    PS. I'm happy you liked my short. The next one will be a lot darker. I hope I'll be able to finish it before winter :)

  10. "Is 3DCoat "only" a basemesh solution for some users?, A discussion"

    Hey there,

    to be more specific, I mostly work on my animated short films and commercials. Since the early Vox3 alphas, I've been using 3DC quite extensively to create models that would have taken me ages to model in any other software. I find the voxels are great to create complex scenery for example. In the last months I've also modeled around 30 characters for my film using 3DC. In fact I stopped using ZBrush since alpha0 came out. For now, the amount of detail I can sculpt in 3DC is more than sufficient for my film (full HD).

    I'm slowly getting tired of people comparing 3DC to ZBrush/Mudbox. The latter two handle surfaces. 3DC Vox3 handles volumes. I would guess volumes are more resource-hungry than surfaces (?). Has anyone used or tested Sensable's "ClayTools". I would love to hear how that compares to 3DC's voxel sculpting.

    Ondrej

  11. Hi Chris,

    try this. This way it works for me, just tested it five minutes ago.

    Do not use the Lamblight shader, it gives you incorrect information about your selection. Instead use the "Default" shader. You will get coloured information about your selection (rainbow colours). Red means 100% selected. If you get artifacts press shift to smooth. Unselecting with control worked for me...

    Hope it helps

    Ondrej

  12. Personally, I think the EULA is very original, and I value originality very much.

    Since the launch of the V3 alphas I've been recommending 3DCoat to many people from the CG industry but also to traditional artists because of the amount of creative freedom the voxel approach brings to 3D modeling. All those people were very enthusiastic about the program. Some of them chose not to use the software because of the EULA.

    The "bad for business" argument seems to be quite redundant. Personally, I have great respect for people that value morality more than money. Especially in post-communist countries.

    I do have criticism regarding the EULA as it could be more clear. It seems to scare off some people that feel they could be legally pursued for modeling nipples, penises...

    As of my own religious beliefs, here is a nice self-explanatory article: http://cheekymax.wordpress.com/2007/03/09/...y-in-the-world/

  13. I completely agree tree321, just wrote something similar in the vox WIP thread, lol. I don't like to use this word, but the voxel part really is revolutionary in the CG world. Some people are still missing that point. There is no other (reasonably priced - cough cough, ClayTools, cough) program bringing such a degree of creative freedom to the modeling process. Just wish it came earlier... All those hours lost, fiddling with loft nurbs and later, polys.

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