Damage Workflow in VFX

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  • Опубліковано 23 гру 2024
  • On stream we went over one of the few ways you can do damage in VFX production involving pre damaged model variants. Every task has different challenges and solutions, this is just one of them.
    / andrewhodgson3d
    / andrew__hodgson3d

КОМЕНТАРІ • 11

  • @feliperibeiro2900
    @feliperibeiro2900 Місяць тому +2

    Thank you man! You made it look way easier! I´ve always thought that it was a great topology mistery to come up with a result like that! Incridible as always!!

  • @jan_sieber
    @jan_sieber Місяць тому +1

    Awesome video, exactly up my alley

  • @jaythechou2
    @jaythechou2 Місяць тому +2

    Time to destroy everything!!

  • @DeltaVuk
    @DeltaVuk Місяць тому

    In industry do you tend to make damage on models that you specifically made? Or do you end up working on whatever models need to be done regardless of who made them? A question that popped into my head when you mentioned making damage on the Jaegers (I recently saw some bts where they talked about having 23 different versions of Gipsy Danger for the first Pacific Rim)

    • @AndrewHodgson3D
      @AndrewHodgson3D  13 днів тому

      It is pretty normal to do damage on something you didnt make. I am not sure why they would have 23 versions of Gipsy Danger, sounds over kill. Better to just have arm, leg, torso variants to swap out instead

  • @yarugatyger1603
    @yarugatyger1603 Місяць тому

    Will Houdini's new mpm solver be a game changer for this?

    • @AndrewHodgson3D
      @AndrewHodgson3D  Місяць тому

      no idea what this is but if it still has to be assetized in a post damage state. It wont really change much for modellers

    • @yarugatyger1603
      @yarugatyger1603 Місяць тому +1

      @@AndrewHodgson3D It's the Material Point Method (mpm), it converts assets into points, that all behave as one object and can be given the properties of materials like rubber or metal and during simulation will deform accordingly.

    • @AndrewHodgson3D
      @AndrewHodgson3D  Місяць тому +3

      the moment any pieces need to be animated individually though they will still have to come back through the pipeline and be assetized. There is just lots of different ways of creating the post damage state, i dont know enough about fx to really comment on mpm

  • @bestOskarEverxD
    @bestOskarEverxD Місяць тому

    What's this maya tool that lets you swap out diffrent versions of the model so quickly? (coming from a blender, I wouldn't know how to do that other by enabling / Disabling entire collections/groups)

    • @AndrewHodgson3D
      @AndrewHodgson3D  Місяць тому

      I am just isolating groups in the viewport. Blender not having object grouping is still one of my biggest issues with Blender