As with all recommendations a lot depends on what you want to do and what you already know. My programming experience roughly is advanced MEL, some Python, Java, JavaScript, and familiar with C/C++ syntax. I've already gone through a lot of Allars Awesome Blog, all of wildicv's and The Guild Hall's youtube tutorials. Still, I wanted to get Eat3D's UnrealScript - An Introduction and Application to help fill in gaps and felt it was worth a check out being from Eat3D.
If you're like me, with some programming background, then I'd say its still worth it despite being an introduction. Just realize you're mostly paying for the second half. I'm really happy with the skill level and quality of instruction. I still recommend it, b/c he has production knowledge and good examples. Its nice to have them b/c I'm sure I'll re-reference the second half again and again.
I give this DVD a 3.75 stars out of 5 (4.25 if you have less experience). Great, full of useful information, He doesn't explain a few delete & adds in the weapon example, but does a great job explaining most other things. I'd highly recommend this in combination with the other two tutorial links above. Each one has its strengths and together fill in each others gaps to make a nice big picture.
Indie Game Development & Tutorials. Primarily Maya and UE4. Now with a hint of Chinese 5 spice!
Fluid simulations are hard
I would think this post might be sarcastic like CG is hard :'( but no. This post is to explain why fundamentally fluid simulations are hard to control.
Real World Example: I give you a bucket of water and a variable speed fan. For a 3 second shot I need you to get the water swirling at just the right speed, not too fast not too slow. You have 1 second of "run up" time. Go. You take the fan, turn it to a setting try it the water splashes all over you and the floor. Nope too fast. Slower, water splashes all over you again. You feel like an idiot. Slower, The water splashes all over you again. Now you're mad, REAAADLLLY SLOW!!! the water doesn't move. ok little faster, water doesn't move. Ok little faster, water moves right for 1 of the 3 seconds. turn it on and off. 2 of the 3 seconds.... Ok that was a 40x40x40 now you get the titanic sized engine, and a small lake. Turn on the engines! 3 seconds! This should be easier b/c remember all your experience from the bucket? Huh, that's not really helping now is it? no. Not really. In fact its so different the titanic sized engine isn't really the best thing for this. Maybe you should find another way, 1000 motorboat engines! Its expensive but its fast to turn on and off! 2 weeks of trying and it doesn't move much water even tho there are so many. Well that was an expensive test. how much does it cost to bring the titanic engine back in here?
Here's the kicker. That's just 1 setting, magnitude. there are hundreds of settings. Think you are tweaking the right one?
Morpheus, "and that's air you're breathing? huh... AGAIN."
Real World Example: I give you a bucket of water and a variable speed fan. For a 3 second shot I need you to get the water swirling at just the right speed, not too fast not too slow. You have 1 second of "run up" time. Go. You take the fan, turn it to a setting try it the water splashes all over you and the floor. Nope too fast. Slower, water splashes all over you again. You feel like an idiot. Slower, The water splashes all over you again. Now you're mad, REAAADLLLY SLOW!!! the water doesn't move. ok little faster, water doesn't move. Ok little faster, water moves right for 1 of the 3 seconds. turn it on and off. 2 of the 3 seconds.... Ok that was a 40x40x40 now you get the titanic sized engine, and a small lake. Turn on the engines! 3 seconds! This should be easier b/c remember all your experience from the bucket? Huh, that's not really helping now is it? no. Not really. In fact its so different the titanic sized engine isn't really the best thing for this. Maybe you should find another way, 1000 motorboat engines! Its expensive but its fast to turn on and off! 2 weeks of trying and it doesn't move much water even tho there are so many. Well that was an expensive test. how much does it cost to bring the titanic engine back in here?
Here's the kicker. That's just 1 setting, magnitude. there are hundreds of settings. Think you are tweaking the right one?
Morpheus, "and that's air you're breathing? huh... AGAIN."
Review: Gnomon Unreal Development Kit: Materials
Unreal Development Kit: Materials; An Introduction with Waylon Brinck is great. Just finished this DVD and wow, what a ton of information. I didn't think I really needed this DVD initially since I knew well how to work in the HyperShade in Maya and the Material editor in UDK is similar.
I'm really happy with how much I learned and how many gray areas were cleared up. I love how he broke down the math in a clear way. Some points I was like ARGH of course! now that makes sense! For example how the math behind how "levels" works in Photoshop. Not as complicated as I thought, totally get it.
This DVD is great for beginner-ish to advanced artist comfortable in another 3D app who want to get a solid base for materials in UDK.
This DVD well worth it. Only negative is the lessons are a little dry. I could only watch a few chapters a day, even tho I wanted to watch more.
4.5 stars could only be better with some jokes spattered in there. Top quality instruction, lots of practical, useful examples. Very happy with this purchase. Recommend.
I'm really happy with how much I learned and how many gray areas were cleared up. I love how he broke down the math in a clear way. Some points I was like ARGH of course! now that makes sense! For example how the math behind how "levels" works in Photoshop. Not as complicated as I thought, totally get it.
This DVD is great for beginner-ish to advanced artist comfortable in another 3D app who want to get a solid base for materials in UDK.
This DVD well worth it. Only negative is the lessons are a little dry. I could only watch a few chapters a day, even tho I wanted to watch more.
4.5 stars could only be better with some jokes spattered in there. Top quality instruction, lots of practical, useful examples. Very happy with this purchase. Recommend.
Review: Gnomon Visual FX for Games
I'm a big believer in continuing education. As I continue to push from film FX into the game world, I buy anything I can get my hands on if it looks good. I took a risk on this one, The Gnomon Workshop: Visual FX for Games, I wasn't sure. It started off really bad, and I was afraid I wasted my money, but it quickly got really good.
I think the description is a little misleading, they push the software aspect of the DVD, like saying "Fume FX" where there is only a reference that "this was made in Fume FX". Very little how to do things explicitly. Its not even that engine centric, so this would definitely work for other engines as well.
Maxime walks you through a wide range of FX, breaking down how they're made and what to consider when creating them. He's got a lot of tips and tricks, and general good to know stuff. As a seasoned film FX artist I wondered how eye opening that would be. Some key areas I was like damn, I don't know if I would have thought of that!
Overall I give it 3.5 out of 5 stars, not for everyone, but highly recommend and well worth the money for FX artist. Best for people who have a decent grasp of a game engine like UDK, and a 3D package.
Edit: I think I might give it 4.5 out of 5 since this is the only DVD I've gotten (ok Lighting too) that I've watched again. Its pretty good. Lots of little tips that with a re-watching you catch. Its a great resource as long as you know what to expect. Its a breakdown of game FX not so much how to make them from scratch.
I think the description is a little misleading, they push the software aspect of the DVD, like saying "Fume FX" where there is only a reference that "this was made in Fume FX". Very little how to do things explicitly. Its not even that engine centric, so this would definitely work for other engines as well.
Maxime walks you through a wide range of FX, breaking down how they're made and what to consider when creating them. He's got a lot of tips and tricks, and general good to know stuff. As a seasoned film FX artist I wondered how eye opening that would be. Some key areas I was like damn, I don't know if I would have thought of that!
Overall I give it 3.5 out of 5 stars, not for everyone, but highly recommend and well worth the money for FX artist. Best for people who have a decent grasp of a game engine like UDK, and a 3D package.
Edit: I think I might give it 4.5 out of 5 since this is the only DVD I've gotten (ok Lighting too) that I've watched again. Its pretty good. Lots of little tips that with a re-watching you catch. Its a great resource as long as you know what to expect. Its a breakdown of game FX not so much how to make them from scratch.
Schools + DVD break-down
Thought I'd do a break-down of some of the schools and DVD's out there. This list is not comprehensive, more like, off the cuff what I think of the ones that pop into my head.
As far as DVD's
eat3d has the best UDK (I haven't tried their other stuff) but you can tell they put a lot of time an energy into the examples. I feel they make a high quality product.
Gnomon has the best in depth (maya and other 3d 2d stuff)
Gnomon also has the subscription service which is one of the best values in online education.
Digital Tutors always get the newest stuff out way before anyone else. Not as full in the FX categories but lots of topics and good introductions to many things.
and 3dbuzz is awesome all around. Really like those guys, and for the most part its free!
Schools:
Gnomon School, produces the best modelers because Alex teaches the best classes and pushes REALLY hard so everyone comes out a really good modeler, altho you can come out a lighter, rigger, animator too... And if you're lucky I teacher there from time to time doing FX Classes.
Full Sail, Ex'pression Center, and other crank 'em out high cost schools are not bad, but you have to work hard to take full advantage of your education. Thats another blog post, I'd recommend them to the right person, ideally someone with some collage experience.
Animation Mentor is the best animation school, pixar guys... and I know people who've gone and speak very highly of it.
fxphd is one of the best TD schools. I've seen some of their course material/tutorials and great classes really informative.
there's also Animation World Networks (awn) database of schools
If you happen to be in France, then you'd be lucky to go to Gobelins which has produced some of the best student work in the world, IMO. I donno what they're doing but they're doing it right.
Anyway let me know what I'm forgetting, this is just a quick brain dump.
As far as DVD's
eat3d has the best UDK (I haven't tried their other stuff) but you can tell they put a lot of time an energy into the examples. I feel they make a high quality product.
Gnomon has the best in depth (maya and other 3d 2d stuff)
Gnomon also has the subscription service which is one of the best values in online education.
Digital Tutors always get the newest stuff out way before anyone else. Not as full in the FX categories but lots of topics and good introductions to many things.
and 3dbuzz is awesome all around. Really like those guys, and for the most part its free!
Schools:
Gnomon School, produces the best modelers because Alex teaches the best classes and pushes REALLY hard so everyone comes out a really good modeler, altho you can come out a lighter, rigger, animator too... And if you're lucky I teacher there from time to time doing FX Classes.
Full Sail, Ex'pression Center, and other crank 'em out high cost schools are not bad, but you have to work hard to take full advantage of your education. Thats another blog post, I'd recommend them to the right person, ideally someone with some collage experience.
Animation Mentor is the best animation school, pixar guys... and I know people who've gone and speak very highly of it.
fxphd is one of the best TD schools. I've seen some of their course material/tutorials and great classes really informative.
there's also Animation World Networks (awn) database of schools
If you happen to be in France, then you'd be lucky to go to Gobelins which has produced some of the best student work in the world, IMO. I donno what they're doing but they're doing it right.
Anyway let me know what I'm forgetting, this is just a quick brain dump.
Free Gnomon Fluid FX DVD's*
Free if you live in LA and want to pick them up at DD, ro arrange to make it ubber easy for me to ship them to you. I have 2 sets of 3 DVD's Fundamentals, Particle Integration, and Pyrotechnics (that I made years ago but still hold up for the most part) I also have a RigidBody Simulations for Visual Effects from the Kolektiv from 2002, that also has some neat tricks and worth a watch, hah considering those RBD's are still there in maya! Email me if you want them. Thats sort of a trick, whats my email? Not too hard to figure out, or you can find it for sure. Find it, guess it, email me and ask for them, (or linkedin message me) I'll update this post when they're gone.
Update: Gone.
Update: Gone.
CG Jobs are Hard :`(
This article is part of a growing sentiment in the vocal disgruntled CG artists, whom I want to give a general “fuck off” to. Pardon my French. http://goo.gl/BSWvJ and http://goo.gl/ralvJ
A lot of people come into this industry, with false/unrealistic expectations. They think they are going to be making explosions and animating lead characters, and having fun, yaaay! People are going to know their names and see them in the credits! Then it turns out to be hard work and competitive. Guys work hard but not enough work smart. They work tons of hours and a lot of people don’t get compensated for it, or rather didn’t in the early days. Companies pushed them for more and they just fold like a deck of cards then get mad that they got taken advantage of. They lash out by saying how hard this industry is and how many shit jobs there are. There are no shit jobs, just shit attitudes. I loved roto, and did it better than 99% of roto guys, why? b/c I studied the frames and found key frames in action to make the least number of keys in my rotos. Matchmover, I enjoyed that too, b/c I tried to get good, matchmove what others cannot, make clean plates that are next to impossible, use my artistic skill and push myself to be even better, faster. 3d Model clean up, I figured out how to write MEL that would automate what I could, tried to make tricks to clean up geo faster, researched other applications that can re-topo... its all what you make of it. Render rangler is one of the best jobs, you learn one of the most important things, how to trouble shoot render issues. Everything needs to be rendered, and you then become an expert at it, very valuable easy to move into other positions.
Long hours? sure. We had deadlines. I work my best at everything I was asked to do. When asked to do OT w/o pay I said I’m not available to work w/o OT pay. They said but we really need to get this done! I said yeah we do...(pause) they say, “ok fine!” then I’m like, “great lets do it!” Thats an example of push-pushback that everyone in every job needs to have. Don’t get pushed around, or when you see how you are being pushed around push back or quit. If you work hard and smart constantly trying, then you have real job security. Places you worked before will want you back, b/c you bring real value to the company. They make money off your talent = real job security.
I did and still do, go home at night and continue to test and push my FX and other CG knowledge further. Its never enough, there is no end, this is not a marathon! Its running from the “nothing” (never-ending story reference). All these people who bitch about how hard it is can go cry me a river. Work your ass off, and that’s not enough, but FUCK, you’re getting paid $100,000+/- fucking be worth it!!! Don’t cry, make your life better, work smarter, think and rethink how and what you are doing with your time. Or alternatively, leave this industry b/c its not for you (btw “games” is not another industry it’s just another format).
There are too many people already who don’t know what the hell their doing. It doesn’t take long to figure out who’s good and who’s a button pusher. Know how? It’s not 2 kinds of people, talent and button pushers, its people who never stop trying and people who do*
} //End Rant
* with the exception of super talented people who never need to try, I’m looking at you Ben Neall
A lot of people come into this industry, with false/unrealistic expectations. They think they are going to be making explosions and animating lead characters, and having fun, yaaay! People are going to know their names and see them in the credits! Then it turns out to be hard work and competitive. Guys work hard but not enough work smart. They work tons of hours and a lot of people don’t get compensated for it, or rather didn’t in the early days. Companies pushed them for more and they just fold like a deck of cards then get mad that they got taken advantage of. They lash out by saying how hard this industry is and how many shit jobs there are. There are no shit jobs, just shit attitudes. I loved roto, and did it better than 99% of roto guys, why? b/c I studied the frames and found key frames in action to make the least number of keys in my rotos. Matchmover, I enjoyed that too, b/c I tried to get good, matchmove what others cannot, make clean plates that are next to impossible, use my artistic skill and push myself to be even better, faster. 3d Model clean up, I figured out how to write MEL that would automate what I could, tried to make tricks to clean up geo faster, researched other applications that can re-topo... its all what you make of it. Render rangler is one of the best jobs, you learn one of the most important things, how to trouble shoot render issues. Everything needs to be rendered, and you then become an expert at it, very valuable easy to move into other positions.
Long hours? sure. We had deadlines. I work my best at everything I was asked to do. When asked to do OT w/o pay I said I’m not available to work w/o OT pay. They said but we really need to get this done! I said yeah we do...(pause) they say, “ok fine!” then I’m like, “great lets do it!” Thats an example of push-pushback that everyone in every job needs to have. Don’t get pushed around, or when you see how you are being pushed around push back or quit. If you work hard and smart constantly trying, then you have real job security. Places you worked before will want you back, b/c you bring real value to the company. They make money off your talent = real job security.
I did and still do, go home at night and continue to test and push my FX and other CG knowledge further. Its never enough, there is no end, this is not a marathon! Its running from the “nothing” (never-ending story reference). All these people who bitch about how hard it is can go cry me a river. Work your ass off, and that’s not enough, but FUCK, you’re getting paid $100,000+/- fucking be worth it!!! Don’t cry, make your life better, work smarter, think and rethink how and what you are doing with your time. Or alternatively, leave this industry b/c its not for you (btw “games” is not another industry it’s just another format).
There are too many people already who don’t know what the hell their doing. It doesn’t take long to figure out who’s good and who’s a button pusher. Know how? It’s not 2 kinds of people, talent and button pushers, its people who never stop trying and people who do*
} //End Rant
* with the exception of super talented people who never need to try, I’m looking at you Ben Neall
Subscribe to:
Posts (Atom)
-
I'm just going to make you tube vids. Not going to post here and there b/c its redundant. If you like'a dah posts, subscribe to my y...
-
Overburn technique video tutorial from destruct007 on Vimeo . From Peter Shipkov's Overburn technique (maybe not the first to do it b...
-
The real reason for this post is to start thinking out my to-do list, what to do next. The rigging process is slow and I don't want to j...