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3 Dimensional Chat / A question about cinematic sequences

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Jonathan Valintine
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Posted: 8th Jun 2005 03:29
I know programs like Maya renderman are used, but would one of you be able to tell me how the likes of a cinematic sequence or an fmv are made. I was also wondering why prerendered looks far surperior to real-time, I know in theroy why, but I was just wondering how the artist can create the 3D images to be far surperior using the same modeling tools used for real time(and if you could tell me specific tools or methods). If anyone could explain these concepts to me I would be much obliged. And if someone would possibly reccomned a lower bugdet program that would be great. Thank you.
Mr Underhill
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Posted: 8th Jun 2005 03:47
It's no different from normal modelling, except that there really isn't a polygon limit; you can go absolutely nuts with your polys and make an ultra-high quality model and use it perfectly (good luck trying to animate it, though ).

I pity the fool who thinks 1337 is cool!

Seppuku Arts
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Posted: 8th Jun 2005 03:56
free ones;

Anim8or;
Opinion, I started with this, but I've seen much better now, nice little tools, not good for games, better for CGI, seens good progress in it.


http://www.anim8or.com



Blender-
Never used it, renders look sweet, don't know if it has animation capabilities, then its the best free 3D cgi software you can get.
(Don't know the website, so google it)

Cheap ones-
Carrera 3D basics - £39 ($49)
looks okay, I don't know much about it soz

http://www.eovia.com

Shade 7 Designer LE
£56 ($109)

http://curiouslabs.com

Jonathan Valintine
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Posted: 8th Jun 2005 05:56
Thanks for the suggestions and explanations everyone, thats given me a better understanding, I have another question though relating to your answer. Will you explain how raising polygons increases quailty and how exactly do you raise the polygon count, is it just many, many layers adding to the detail with each subsequent layer. An explaination would be great. Thanks
sspike
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Posted: 8th Jun 2005 06:55
well the more polygons your object has the more details you can get from it, the best way to raise the poly count is to either smooth your low poly object or you can remodel your original object with a higher poly count and more details
Jonathan Valintine
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Posted: 8th Jun 2005 07:25
Thanks sspike, but how do you remodel your original model with a higher polygon count?
Raven
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Posted: 8th Jun 2005 07:41
Quote: "It's no different from normal modelling, except that there really isn't a polygon limit; you can go absolutely nuts with your polys and make an ultra-high quality model and use it perfectly (good luck trying to animate it, though )."


Actually no that's not true, even slightly.
When your creating Cinematics, Effects or FMV there is huge amounts of work to be done.

Unlike a creating a game model, you have not set

a) Sketch
b) Model
c) Rig
d) Texture
e) Animate

In game modelling, there is a sequence. It's well, straight forward and simple. When your creating Cinematics, especially at home on a relatively pathic computer; you have to do so much work in preparation.

Modelling is done very differently because you need an Animation Level Mesh, an Effects Level Mesh, and a Render Level Mesh. Often these have to be several layer alterations of the same mesh.

It's not just a case of making a pretty picture and going 'SNAP', coordinating things inside of the 3D Program is a task in itself.
More often than not what happens in other industries is you'll have one guy directing, another guy acting, another to do the camera work, etc.. each one is a seasoned professional in thier field.

With CGI you have basically just volenteered to be everyone on set.
While you can often be working in groups that split up the work, your all working on the same scene to the same effect. So much relies on each part of the team working smoothly which is harder than it sounds.

To take something from a concept ->to> story-board ->to> mesh ->to> animated. Getting the camera work right, the materials, lighting, making sure that each part of the scene blends rather than standing out as if they were seperate work. Your doing everything on such a grander scale and you'll never see the finished product from your screen render out 'as-is'.. Even companies like Pixar have to render out thier animations in layer so that they can composite the frame later, key-frame sound.

It is work, and very hard work at that.
This is why in-game cut-scene are prefered. Less work, less man-power, less resources, less trouble, less money.

sspike
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Posted: 8th Jun 2005 07:55
In game cutscenes are becoming more popular nowdays as Raven said the reason for this is that graphics are improved at a fast pace so in game cutscenes now look just about the same as a pre rendered cut scene
Seppuku Arts
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Posted: 9th Jun 2005 00:04 Edited at: 9th Jun 2005 00:05
if you are really getting into cinematics rather than game modelling maybe you would find the 3D World forums more useful, I have. But then you'd have to put up with the nutters but they are really helpful over there, right sspike .

http://www.3dworldmag.com just go to the forums section, and well its pretty obvious from there.

Personally if you are going for a free modeller I'd go for blender, but I don't know if it renders animations, and well the Blender website should be enough to help you.

sspike
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Posted: 9th Jun 2005 02:50
yeah blender renders animations and its gotten pretty good lately I was using it for a year before making the (costly) switch to maya and just after I had done that raytracing and other features came out for blender Its fine as a starting point just dont expect to breeze through things find your feet first before you try to run
Seppuku Arts
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Posted: 9th Jun 2005 03:46
i might check out its tools myself, considering it exports DBO its shaders may come in hand with DBP

Jonathan Valintine
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Posted: 13th Jun 2005 02:36
Thanks guys for all your support and helpful tips and weblinks, I think i'll give blender a try and mabey combine it with 3D canvas pro for the models. Just one thing I still don't get how do you make a model with high polys, is it the size or level of detail and if it is level of detail do you just keep adding to layers to increase the texure of the model(s). Thanks for all your help in the past once again and I'm sorry for being such a newb.
Jonathan Valintine
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Posted: 21st Jun 2005 03:39
anyone?

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