What the hell is Gordig doing now?

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  • GordigGordig Posts: 9,245
    edited February 16

    Meet Mikey, the owner of the garage, and Clara, his ace mechanic. Looking at them next to the garage, it looks like I may have to scale the entire scene down, because Mikey, my first troll, is 226cm tall, well over 7', and even he looks small.

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  • GordigGordig Posts: 9,245

    I also spent an inordinate amount of time over the last several days combining a bridged figure and a couple different FBX exports to get all of Mikey's JCMs and morphs working correctly. It was probably unwise to spend all that time on a character I don't see myself figuring very largely into the story, but I guess it's good experience.

  • TynkereTynkere Posts: 834

    If you don't mind my asking, what do you do with the sets once you've made them?  Liked the gunstore for example.  Signage looked like you had fun.

  • GordigGordig Posts: 9,245

    They're for an animation project I've been developing based on Shadowrun. This set is one of the major recurring locations, and while I'm working on it, I'm also creating new characters and fleshing out the world.

  • GordigGordig Posts: 9,245
    edited February 17

    I moved Mikey and Clara into the gun shop to see if the scale worked out. To my relief, it does. I finally "finished" up with Jimmy Chang, the owner of the gun shop and dropped him in there.

    I say "finished" because there's more work to be done. For one, the War Dog shirt doesn't cleanly fit him, but that would be a relatively easy fix. After all the work I put into making his various prosthetics work with his base skeleton, I'd need to start over with a different approach if I wanted to have any hope of using his morphs and expressions. Perhaps most frustratingly, I made him a dwarf, but didn't give him pointy ears.

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  • TynkereTynkere Posts: 834

    Gordig said:

    They're for an animation project I've been developing based on Shadowrun. This set is one of the major recurring locations, and while I'm working on it, I'm also creating new characters and fleshing out the world.

    Missed that one & would’ve been right up my alley.  Oh well.  Some amazing stuff out of Houdini & Arnold.  He looks pretty good.  Tempting to hare off & try it but better learn more in DS.

    Anyway, leave you to your work without any more interuptions.  Thanks for reply & best wishes.    

     

  • GordigGordig Posts: 9,245

    "Missed" what? The project is still very much in development, if that's what you're talking about. Everything there is to see about it at this point has been showcased in this thread.

  • GordigGordig Posts: 9,245

    I'm a substantial part of the way through getting Jimmy fully rigged and ready to go. I really should have started this process with the main characters, but I'm certainly learning some important procedural lessons. Really wish the bridge correctly transferred morphs. I only get a couple pairs of JCMs, a lot of expressions are missing, some morphs horribly overfire or trigger things that they shouldn't....it's a mess, but I am learning that it's important to start with a bridged character because at least then I get properly aligned joints.

  • TynkereTynkere Posts: 834
    edited February 18

    Gordig said:

    "Missed" what?

    Game you mentioned.  Looked it up & would’ve been around the time a group of us playing pencil & paper RPGs.  My bad.  Sloppy writing with implied the pronoun.  How the heck were you supposed to know what was referring to!

    Anyway, won’t interrupt further.  Enjoy your week! 

     

    Post edited by Tynkere on
  • GordigGordig Posts: 9,245

    Started focusing more on characters, which has largely involved finding the best workflow for bringing characters from DS into C4D and Houdini. To my great delight, FBX export has been fixed in recent versions of DS such that I can now export a character with geografts and not only get the entire character with geografts, but also morphs. The most recent version of the Daz to C4D bridge still has some bugs, but it's not too terribly hard to get it fully working. I also figured I should get back into experimenting with facial mocap using Moves by Maxon. I won't share my previous tests with it (although it might be worthwhile for me to go back and apply lessons I've learned to those), so here are the two most recent, both made after trimming my beard and moustache such that the camera can actually see my lips.

  • HylasHylas Posts: 4,798

    Wow, you've been busy! Some very cool work.

  • WendyLuvsCatzWendyLuvsCatz Posts: 37,898
    edited February 26

    very cool yes

    I use PoseRecorder in DAZ sometimes and it hates my crooked face, works fine on videos of other people's faces so feel your pain with the beard and mustache

    I think any markerless facial mocap will have that issue

    Post edited by WendyLuvsCatz on
  • GordigGordig Posts: 9,245

    Because I'm incapable of focusing on one thing at a time, I downloaded a free horse animation and did a quick and dirty retarget to a G8M centaur.

    I could probably make it look better if I put a bit more work into it, but there's a pretty affordable pack of good-looking horse animations on CGTrader that I just bought in the middle of typing this post out, so I'll give those a more thorough working over. If I understand the license correctly, I could even sell the animations retargeted to centaurs and DH2/3 if I wanted to.

    Apart from that, I've mostly just been working with naked people, so not a lot to share about my recents goings on.

  • GordigGordig Posts: 9,245

    That's more like it. It's a little frustrating that all the animation is in a single sequence rather than different takes, but it'll be easy enough to extract different parts,

  • GordigGordig Posts: 9,245

    I spent a while setting up a centaur for ragdoll simulations, and there were some...unexpected results.

  • GordigGordig Posts: 9,245
    edited May 6

    Thought I'd finally experiment with Redshift, so I took a Kitbash3D set that I'd set up for Arnold and reconfigured the materials for Redshift. It's not exactly 1:1 because I didn't focus enough on the lighting, and this was one of the first KB3D sets I prepared for Arnold, so I was less fluent in Arnold at the time and made some mistakes with things like displacement (see, for example, the lantern at the bottom to the left). I also applied the roughness map to ALL the glass instead of just one of the glass materials in the scene. Even accounting for all of that, there are some weird discrepancies in the color of certain materials. I'm making peace with Redshift after some initial difficulties, and there are still some things I don't like about it compared to Arnold, but it does have at least one massive advantage over Arnold: since Redshift is made by Maxon, the company that makes C4D, it can include C4D's powerful suite of noise generators, whereas Houdini's noise generators are highly inadequate unless you're willing and able to do some complex math, and Arnold's are not that much better. Redshift is also quite a bit cheaper than Arnold, which is another point in its favor, but I'd happily pay for Arnold (once I can afford to pay for either of them) if I thought the results were worth the extra money. I've got two weeks total to try out Redshift, so it's going to require more testing.

    Arnold:

    Redshift:

     

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  • GordigGordig Posts: 9,245

    Continuing to experiment with Redshift by going back to an old scene. It's missing the camera motion because I forgot that a Protection tag would protect it even from keyframed movement, and motion blur on the water effect got real screwy because of inconsistent topology. Other than that, I didn't put a ton of effort into optimizing this, choosing instead to try to match the settings of the Arnold version of this scene.

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