Maybe Maya 2017?
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Bullit
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Maybe Maya 2017?
Anyone know of other applications with the technique presented at 0:14 where the artist employs a spline to create an hard edge?
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bb3d
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Re: Maybe Maya 2017?
So, they integrated Mudbox in Maya now? All the sculplting stuff that is shown in the video is also possible in 3DCoat and since I have a 3DC license, that stuff will not make me switch to Maya. the only exciting thing in that video are the editable motion paths. The Blender developers are also working on something like that, but it seems that Maya will have it sooner.
Other than that... I don't care about Autodesk promo videos anymore, of course everything looks awesome in those videos, but probably they cut out all the parts with Maya crashing or showing strange error messages. At my current job I have to work with Maya 2016 and although it's SP5 already, it's still full of stupid and really ridiculous bugs that make you pull your hair out. There is no doubt about Maya being very powerful and flexible, but Autodesk really f***ed it up during the last few releases and I doubt that anything will change about this in Maya 2017. A professional 3D package, especially if it's supposed to be an "industry standard", has to be reliable, it has to support the artist during the creation process instead of acting like a diva that you have to tame all the time to get the desired result.
Other than that... I don't care about Autodesk promo videos anymore, of course everything looks awesome in those videos, but probably they cut out all the parts with Maya crashing or showing strange error messages. At my current job I have to work with Maya 2016 and although it's SP5 already, it's still full of stupid and really ridiculous bugs that make you pull your hair out. There is no doubt about Maya being very powerful and flexible, but Autodesk really f***ed it up during the last few releases and I doubt that anything will change about this in Maya 2017. A professional 3D package, especially if it's supposed to be an "industry standard", has to be reliable, it has to support the artist during the creation process instead of acting like a diva that you have to tame all the time to get the desired result.
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Bullit
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Re: Maybe Maya 2017?
So in 3D coat you can use a spline to make an hard edge?
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Hirazi Blue
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Re: Maybe Maya 2017?
Quote from the comment section of the YouTube video:
Would have been nice to hear the original commentary of the video...
(Quoted from here)The features are from Maya 2016 Extension 1.This 9th of september is going to release.
But the sculpting tool it´s still in development and in 2017 will be released this feature.
Would have been nice to hear the original commentary of the video...
Stay safe, sane & healthy!
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bb3d
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Re: Maybe Maya 2017?
Kind of... you can draw curves on objects and then let 3DC extrude a brush or a voxel primitive along that curve, but I have to admit that I couldn't find a way to use curves as interactive deformers like shown in the video.Bullit wrote:So in 3D coat you can use a spline to make an hard edge?
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Mathaeus
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Re: Maybe Maya 2017?
Not in that way, as bb3d already said. Curve in 3d coat is more like a precise brush. Also there are cases when someone really wants integrated sculpting, as it allows to skip the all anoyoing phases of sending to zBrush, sculpting and re topology back in Maya or something else. At least, sometimes...Bullit wrote:So in 3D coat you can use a spline to make an hard edge?
By the way, definitively there are many really nice enhancements in latest Maya modeling. Things like automatically generated curve together with extrusion, instead of drawing a separate curve for 'extrude along curve'. Extrude over all polygons is shell. Max style 'select and move' for everything - you tweak object's transforms or components, as you wish. And so on. But, someone really need some time to figure out all that options. And... for those who have habits to utilize operator stack for modeling... which probably means all Max and SI users... things suddenly gets a bit more complicated, when Maya starts with creating or hiding nodes in unique, 'Maya way'. Let's say that guy from video wants to sculpt with lattice applied on top of sculpting, not a plain 'after'. Even a lattice applied over a plain parametric cube or cylinder is sort of special task - it is a bit of digging in hypergraph, just to do something with previous state (as Maya hides this once lattice is in place).
We will see in next few months where they are going. Nevertheless it's great progress for now, imho, but what if some big fish at AD is thinking, that they have 'enough' of improvements. We will see...
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Bellsey
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Re: Maybe Maya 2017?
Here's the video with Andrew's commentary. Btw, in case anyone didn't know he was one of the co-founders of Mudbox.
http://www.dailymotion.com/video/x3biu7r
Also, Mudbox isn't in Maya 2016, it's really the brushes and some of the sculpting capability.
I think it would be hard to do that as Mudbox has some very good features, and it's tech can handle very big meshes, more so than what Maya probably could. Many forget that you've been able to sculpt and paint in Maya for some time and although at the time it was very good, it's somewhat old now and certainly can't match the likes of Zbrush, etc.
The new stuff in 2016 seems to be a way of improving the overall experience in Maya, so it was easier to do stuff. It's not a Zbrush replacement, but there are times when being able to do some simple rudimentary stuff.
Where they take it, who knows. The video looks good and if you've ever used Meshmixer then some of the features will look familiar.
Personally I thought Maya 2016 was a great release. Modelling was looking great and no more confusion between maya and nex, some nice stuff in the UV editor too. The new hypershade aloe was worth it, no rendertree sure, but a big improvement from what it was.
http://www.dailymotion.com/video/x3biu7r
Also, Mudbox isn't in Maya 2016, it's really the brushes and some of the sculpting capability.
I think it would be hard to do that as Mudbox has some very good features, and it's tech can handle very big meshes, more so than what Maya probably could. Many forget that you've been able to sculpt and paint in Maya for some time and although at the time it was very good, it's somewhat old now and certainly can't match the likes of Zbrush, etc.
The new stuff in 2016 seems to be a way of improving the overall experience in Maya, so it was easier to do stuff. It's not a Zbrush replacement, but there are times when being able to do some simple rudimentary stuff.
Where they take it, who knows. The video looks good and if you've ever used Meshmixer then some of the features will look familiar.
Personally I thought Maya 2016 was a great release. Modelling was looking great and no more confusion between maya and nex, some nice stuff in the UV editor too. The new hypershade aloe was worth it, no rendertree sure, but a big improvement from what it was.
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Bullit
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Re: Maybe Maya 2017?
Thanks bb3d, Mathaeus, Bellsey for feedback.
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Hirazi Blue
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Re: Maybe Maya 2017?
Thanks for the link! ;)Bellsey wrote:Here's the video with Andrew's commentary. Btw, in case anyone didn't know he was one of the co-founders of Mudbox.
http://www.dailymotion.com/video/x3biu7r
Stay safe, sane & healthy!
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NNois
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Re: Maybe Maya 2017?
That's funny ! but i think devs should concentrate at making good and fluid software rather than making us laugh.
"Autodesk: We are not making tools for Modelers but for Artists"
Sorry guys I do teach from time to time modeling and no no no, it's rather the contrary if you don't teach the root of the tech (like a proper understanding of point/vertex/attributes etc) your modelers oups "artists" makes you craps.
This is the same for riggers or lightning artist, soon or later the guy will face a wall.
And this is the same for other "Artists" like the one who even don't know what's an antialiasing, a premultiplied alpha (or unpremultiplied), missed the point between PPI/DPI/Pixels/Dots.
If it was the case why are we teaching Math to our kids if we have calculators ???
"Autodesk: We are not making tools for Modelers but for Artists"
Sorry guys I do teach from time to time modeling and no no no, it's rather the contrary if you don't teach the root of the tech (like a proper understanding of point/vertex/attributes etc) your modelers oups "artists" makes you craps.
This is the same for riggers or lightning artist, soon or later the guy will face a wall.
And this is the same for other "Artists" like the one who even don't know what's an antialiasing, a premultiplied alpha (or unpremultiplied), missed the point between PPI/DPI/Pixels/Dots.
If it was the case why are we teaching Math to our kids if we have calculators ???
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Mathaeus
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Re: Maybe Maya 2017?
Perhaps this is only one aspect of entire story... let's say that they already have fully working parallel evaluation.NNois wrote:That's funny ! but i think devs should concentrate at making good and fluid software rather than making us laugh.
"Autodesk: We are not making tools for Modelers but for Artists"
By the way, once it's possible to have simplified set of controls, over certain technique, still enough flexible - there is no way to stop the new method. Simply as that. Otherwise we will not prefer all these nice path tracers all around, instead of 'mastering' the flickering of final gathering and such. Subds against Nurbs as another example - while Maya is one of rare DCCs with decent support for *both*.
I'm afraid it's only a choice for users, who want to accept the new method or who want to slowly and surely become a part of history. We will always have to play with something else. But let's wait and see what they will have to offer, instead of long stories...
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NNois
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Re: Maybe Maya 2017?
Humm, i'm not speaking about being reluctant to new tech, i'm on the opposite side of it, but i'm certainly lucid.Mathaeus wrote:I'm afraid it's only a choice for users, who want to accept the new method or who want to slowly and surely become a part of history. We will always have to play with something else.
Let's says they have a good engine generating good topology based of SDF like, still they need to combine that with SDF like too, for painting texturing.
And still they need to follow the same path for the animation, being resolution independent !!! They shows that on the screenshots with bones, that's where i smile, i'm fairly sure they haven't the tech to animate a resolution independent model with resolution independant textures... let's get real a little please.
They are just showing us a dream here, a feature that will not show the tip of his nose before like 5 years if everything goes right !
" Maybe Maya 2020? "
so what's the point ??
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FXDude
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Re: Maybe Maya 2017?
Unless manual retopologizing of results, it would need to be coupled with a decent remesher to be useful for optimal mesh density or animation, or if it needs to be exported to be remeshed, it would defeat the purpose of having it integrated.
And the only decent remesher I've seen is Zbrush Z-Remesher.
Otherwise no doubt it would be great for static objects or blockingout shapes even if manual retopo may be necessary, but (non 20x speedup) performance remains to be seen.
And the only decent remesher I've seen is Zbrush Z-Remesher.
Otherwise no doubt it would be great for static objects or blockingout shapes even if manual retopo may be necessary, but (non 20x speedup) performance remains to be seen.
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Mathaeus
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Re: Maybe Maya 2017?
Guys,
I'd believe you already sow titles around this movie, 'AD vision series', also, 'maybe'. So yes, reality of these movies, I think is comparable to reality of NASA visualizations, how human station on Mars would like. Something possibly to happen in future, possibly not, while is somehow unserious to go with serious discussions about, I'd say. While every company is enabled to post such stuff - I'd like to see something from others developers, too, why not. Now, how someone takes that, as positive or negative 'proof', that's another story.
Anyway, just to explain what I meant, saying "as it allows to skip the all annoying phases of sending to zBrush, sculpting and re topology back in Maya or something else. At least, sometimes...". Basically it's plain idea to avoid any re topology work, multiple subdivision levels in zb, all that. Instead, final topology is created 'in advance' (but not final shape), because topology is really really predictable thing. Deformation-only brushes are used later to match the shape, possibly in iterative process, where integrated sculpting allows to add or remove some line, sculpting easily turns some plain extrude into nice rounded shape. Something definitively possible in Blender, too, but for me, current set of tools in Maya looks much better for this task.
I'd believe you already sow titles around this movie, 'AD vision series', also, 'maybe'. So yes, reality of these movies, I think is comparable to reality of NASA visualizations, how human station on Mars would like. Something possibly to happen in future, possibly not, while is somehow unserious to go with serious discussions about, I'd say. While every company is enabled to post such stuff - I'd like to see something from others developers, too, why not. Now, how someone takes that, as positive or negative 'proof', that's another story.
Anyway, just to explain what I meant, saying "as it allows to skip the all annoying phases of sending to zBrush, sculpting and re topology back in Maya or something else. At least, sometimes...". Basically it's plain idea to avoid any re topology work, multiple subdivision levels in zb, all that. Instead, final topology is created 'in advance' (but not final shape), because topology is really really predictable thing. Deformation-only brushes are used later to match the shape, possibly in iterative process, where integrated sculpting allows to add or remove some line, sculpting easily turns some plain extrude into nice rounded shape. Something definitively possible in Blender, too, but for me, current set of tools in Maya looks much better for this task.
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luceric
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Re: Maybe Maya 2017?
which video at which time code are you reacting to?NNois wrote: They shows that on the screenshots with bones, that's where i smile, i'm fairly sure they haven't the tech to animate a resolution independent model with resolution independant textures... let's get real a little please.
the first video at the top of this thread is actually a collection of Maya 2016 EXT1 demos, that the youtube uploader somehow thought was a preview to "Maya 2017" features. The second video posted later.. the modelling vision one, I'm not sure where there were bones..
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NNois
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Re: Maybe Maya 2017?
luceric wrote:which video at which time code are you reacting to?
You're right Luc, technically the video shows bones only to pose a tree.
But the overall sentiment the video tells me a lot more, correct me if i'm wrong but if i were a student or an indep dreaming of a better software the video sells me very well maya and is exiting !
The problem is AD shows here a sculpt next to a bone rig next to a resolution independent model next to some idilic statements about procedural nodes followed by artists oriented tools.
But under all of that the skills to master that from sculpt to finish (rigged animated render) is more complex than ever.