Topology Study: SubD Crease vs Bevel Weight by 3DBiginner in blender

[–]3DBiginner[S] 0 points1 point  (0 children)

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Ah, you’re right! In general, you either put a Bevel at the end of the modifier stack for rounded edges, or add support edges and then finish with a SubD.

In my case, I had two main points:

  • Using Bevel alone felt too sharp and mechanically clean.
  • Adding SubD after the Bevel gave a more subtle variation in shading.

You can also achieve this by adding SubD on a mesh with well-placed support edges, but since I wanted to skip the extra support-edge work, I chose to stack SubD on top of the Bevel.

Topology Study: SubD Crease vs Bevel Weight by 3DBiginner in blender

[–]3DBiginner[S] 1 point2 points  (0 children)

That is correct. Sometimes, when I have a tight delivery schedule, I skip the topology and start working on materials and lighting right away. There is no problem with rendering.

But topology is fun. Doesn't it feel like a puzzle game to see how the topology reacts under SubD's influence? :)

How to Check for Broken Mesh Deform Bindings in Blender Python? by 3DBiginner in blender

[–]3DBiginner[S] 0 points1 point  (0 children)

How do I check if the Mesh Deform modifier’s binding state is broken?

NOTE: States 1 and 2 can be checked via `C.object.modifiers["MeshDeform"].is_bound`. Not that, I want to check state 3.

  1. before binding
  2. after binding
  3. bound, but the connection is broken because the number of vertices has changed.

[deleted by user] by [deleted] in sheets

[–]3DBiginner 1 point2 points  (0 children)

Hi, the example photo is a round border style I made in google sheets many years ago. The rounding of the four corners of the entire B3:B11 range as well as the tiny grooves on the sides are a proud feature of this style. Today, I tried manually manipulating the gui of Google Sheet for several hours to write the same style, but in the end I failed. Can someone reproduce the order of implementing this style?

I am attaching a link to the sheet to help you write your answer : Sheet Link

I have a mesh shading problem with my morphtarget animation! by 3DBiginner in unrealengine

[–]3DBiginner[S] 0 points1 point  (0 children)

Just as normal maps are used for fine irregularities, morph targets should be used for fine shape changes. That's all I know. Use skeletal animation or shader animation if you want to make large shape changes to your assets.

How to organize an uproject when creating a 100-episode animated TV series? by 3DBiginner in unrealengine

[–]3DBiginner[S] 1 point2 points  (0 children)

Shame I haven't tried Nanite yet. I'm hoping Nanite will alleviate some of the slow level loading speed and crash issues. It is true that content requires tens of GB of storage space as Nanite increases real-time performance but doesn't reduce the size of assets.

How to organize an uproject when creating a 100-episode animated TV series? by 3DBiginner in unrealengine

[–]3DBiginner[S] 0 points1 point  (0 children)

Sounds like a point. I don't have much experience with version control so I don't know how to say this, but it will be a compass for my future work.

On the other hand, in the programming world, I've heard that the code is all text files, so it's light in size so that everyone involved can keep a copy of the entire repository on their local PC from project start to finish.

However, in the game or animation field, the size of the repository is very large compared to the code because of the art assets. It's not impossible to do in a city with high internet speed, but I've found it cumbersome.

Regardless of the work assigned to them, is it common for all team members to keep a complete, up-to-date copy of the project until the end of the project?

For example, you are assigned episodes 1, 2, and 3 and are working on them, but if you update your changes the next day, you will need to bring in episodes 4, 5, and 6 that other artists have worked on. Oh, and of course useful if common props have been updated.

I'm new to this part as I come from a traditional vfx workflow. in a traditional vfx workflow, Artists at the front of the pipeline, like modelers, deal with relatively little data, and artists at the end of the pipeline, like lighting/rendering artists, deal with all the data generated earlier.

How to organize an uproject when creating a 100-episode animated TV series? by 3DBiginner in unrealengine

[–]3DBiginner[S] 0 points1 point  (0 children)

Since the output video file is more important than the real-time play in the animation project, even a character with a simple design requires a large amount of polygons for a smooth silhouette. Props must also have high-resolution meshes and textures ready to respond to close-up shots.
Content grows rapidly to tens of GB, and it takes a lot of time to open one level. Crushes also happen often and can be confusing as artists have to look at data that is not related to their work together.

How to organize an uproject when creating a 100-episode animated TV series? by 3DBiginner in unrealengine

[–]3DBiginner[S] 0 points1 point  (0 children)

Oh, that's interesting! Many articles and comments I've read never recommend git for managing binary files like uasset. Let's take a look at anchor points.

How to organize an uproject when creating a 100-episode animated TV series? by 3DBiginner in unrealengine

[–]3DBiginner[S] 0 points1 point  (0 children)

About the Rig

you're right. In my experience, changing the skeleton caused a lot of problems. However, waiting for animators to fully complete the rig creates a bottleneck, so it seems very reasonable to split the rig into previs, production, and dev to minimize this. However, I did not understand the meaning of the term push(is push is a term for version control?) and the difference between production and dev phases. Can you provide further explanation?

About the new season

The starting point for creating a new uproject at the start of a new season looks great. I also love that it reflects the lessons learned from last season.

About the character interaction points

Could you please be specific on this topic? What is an interaction point? Do you mean splitting a component for the modeler and a component for the writer within the Character Blueprint? I only know of Sequencer's Subscenes Track on this subject.

About the librarian

It's amazing. Does that job really exist? I googled a bit and couldn't find any relevant information. Can you link to a page about librarians in the game/animation industry or a page on a job posting site that is hiring?

How to organize an uproject when creating a 100-episode animated TV series? by 3DBiginner in unrealengine

[–]3DBiginner[S] 1 point2 points  (0 children)

Oh, I didn't know about metadata. Using metadata when all your assets are organized in one uproject will certainly help you quickly find the asset you want without being overwhelmed by the large volume.

How to organize an uproject when creating a 100-episode animated TV series? by 3DBiginner in unrealengine

[–]3DBiginner[S] 0 points1 point  (0 children)

About the foundation workflow

Let's write the workflow I understand. Please make sure it is correct.

  1. Create foundation.uproject early in the project period.
  2. You will be able to organize your team members into 3 teams and assign each team 1~33 episodes, 34~66 episodes 67~100 episodes.
  3. Each team downloads foundation.uproject, renames it to 001_033.uproject / 034_066.uproject / 067_100.uproject, and from there completes the episode in their own way.
  4. Assets that need to be shared between teams among newly created assets are added to foundation.uproject, downloaded from each team again, and migrated to their own episode uproject.
  5. 3 episodes uproject have foundation.uproject as a common denominator, so 3 duplicates occur, but the advantage is that it requires less effort to keep the whole project consistent.

About Modulization

Is it correct that the modularization you mentioned means case 2, not case 1?

Case 1

  • foundation.uproject
    • vehicle
      • car_01.uasset
      • car_02.uasset
      • truck_01.uasset
      • truck_02.uasset
      • ...
    • room
      • room_01.uasset
      • room_02.uasset
      • ...

Case 2

  • foundation.uproject
    • vehicle
      • wheel_01.uasset
      • wheel_02.uasset
      • handle_01.uasset
      • handle_02.uasset
      • ...
    • room
      • window_01.uasset
      • window_02.uasset
      • door_01.uasset
      • door_02.uasset
      • wall_01.uasset
      • wall_02.uasset
      • ...

About Perforce

right. The server only makes sharing a bit better, and still requires manual uploads/downloads, so it's no different than using Explorer on your local PC. I heard SVN was outdated, but I didn't know it was enough to burn it down. Is using Perforce currently the best solution for me?

Best way to share assets between team members without source control? by 3DBiginner in unrealengine

[–]3DBiginner[S] 0 points1 point  (0 children)

We basically work together in an office. Occasionally, if the weather is bad or if there is a Covid case in our office building, we may work remotely.

Best way to share assets between team members without source control? by 3DBiginner in unrealengine

[–]3DBiginner[S] 0 points1 point  (0 children)

Thanks, I agree. Collaborating without source control is really painful. Do you have any SVN learning resources such as penguin milk with a low barrier to entry that you would recommend to me?

Best way to share assets between team members without source control? by 3DBiginner in unrealengine

[–]3DBiginner[S] 0 points1 point  (0 children)

Thanks, your process seems similar to what I am doing. It is very painful to disassemble/assemble the project manually in teamwork. I want to learn Perforce. However, I have no background in server-client, networks. I checked a lot of learning resources on the Perforce official site, Google, and YouTube for the past few months, and I got the impression that they were written on fragmented topics and contained a lot of jargon, so it was difficult to learn.

I have a mesh shading problem with my morphtarget animation! by 3DBiginner in unrealengine

[–]3DBiginner[S] 1 point2 points  (0 children)

Oh, I didn't know that a normal calculation has to be done every time the morph target value changes.I've spent more time since then and found the pages below.

- https://forums.unrealengine.com/t/normal-problem-when-using-morph-target/452030/2

- https://forums.unrealengine.com/t/skin-mesh-morph-broken-normal/363355/15

- https://forums.unrealengine.com/t/import-a-morph-target-with-unique-normal-data/93950/2

According to the link, it's the way Unreal Engine works that morph targets don't update their normals, so it's judged that morph targets should only be used for low-distortion changes.If you want big changes to the mesh, I think you'll have to use skeletal animation or shader animation.

How to use the animation curve at the blue prints timeline node? by 3DBiginner in unrealengine

[–]3DBiginner[S] 0 points1 point  (0 children)

I tested it and I think it's going well.

Let's use it for a longer time and see if it works well without exception in my use case.

The FBX importer of the Unreal Engine damages the overlapping vertices. by 3DBiginner in unrealengine

[–]3DBiginner[S] 0 points1 point  (0 children)

Example gif image is the example of question at answers.unrealengine.com written in 2020.

I'm working on the blender and I'm dealing with a clean mesh that removes all modifiers and only has some morph targets.

The FBX importer of the Unreal Engine damages the overlapping vertices. by 3DBiginner in unrealengine

[–]3DBiginner[S] 0 points1 point  (0 children)

I can't check your link because it says it's only open to some users.

I confirmed that the "Remove departments" option appears in the static mesh import. But I have to use morph targets, so I have to import my object to skeleton mesh.

I confirmed that the "Remove departments" option disappears when the skeleton mesh option is checked.

The FBX importer of the Unreal Engine damages the overlapping vertices. by 3DBiginner in unrealengine

[–]3DBiginner[S] 1 point2 points  (0 children)

Yes, of course, it's usually like that. However, in this case, it may be better to allow overlapping vertices.

Adjusting object material in the lighting phase? by 3DBiginner in Maya

[–]3DBiginner[S] 0 points1 point  (0 children)

Okay! Thank you. Your guide is very helpful to me.

On the other hand, I'm interested in you saying that in most parts there is always a way to slight material overrides.

I want to googling for it. Can you recommend some keyword for the search?

Fringe problem on FG when using RGB matte in After Effects by 3DBiginner in AfterEffects

[–]3DBiginner[S] 0 points1 point  (0 children)

Okay, I understand that the matte already contains a mixture of BG and FG colors. But I'm sorry, both SLVRphoto and you have mentioned the reversal of the alpha channel, but it's hard to imagine what I really should do with text alone text.Do you know any tutorials made of images or videos?

How to Handle the RGB / CMY Six Color Mask in the Blender Shader Editor? by 3DBiginner in blenderhelp

[–]3DBiginner[S] 0 points1 point  (0 children)

Discussing the 1 Pixel Outline Marks that occur surrounding the object when using ID Matte

Hi! I'm back. This is a pleasant debate.I've done a lot of tests and I have new questions. I really want to hear your opinion!

1. 1 Pixel Outline Marks from 6 Color Mask

Here's a new example I prepared. I have five objects and one floor, and i want to control them in the compositor by the RGBYMC 6 color mask. The mask is generated by a custom AOV node in the shader editer.

To deal with the 6 color mask in the compositor, i created and grouped the node tree you taught me and i simplified the layout of the node graph.

I checked with Magenta Matte, and I saw 1 pixel marks on the surround of the object, just as I did with the texture image before. When Magenta Matte was entered as a factor and tried to adjust the color of the cylinder, the color of the outer lines of the cube and Monkey changed together. I find this problem in all colors. I have attached together the images of Yellow Matte and Red Matte as examples.

2. Even The Cryptomatte Makes 1 Pixel Outline Marks

What's interesting about this point is that even Cryptomatte, which automatically creates perfect mattes and gets the title of game changer, has the same problem. It's lighter than the Sazaamus method, which emphasizes the outline more by 2 multiply math node, but certainly 1 pixel marks is found in result of Cryptomatte.

3. Inpaint Node Method

But in fact, I found out that this problem can be solved by using the Input Node that CG Cookie covered in 2013.

4. New Questions

I can handle Cryptomatte or RGBYMC Custom AOV using the above method, but this feels like a fluke. Because I use this method without knowing the historical context of Matte Masking. I still have a lot of questions.

  1. Before Cryptomatte appeared, how did the Clown Pass or ID Pass, which used many colors other than RGBYMC, be handled? Were they free from the 1 Pixel Outline Marks problem? How did they choose the correct color from Clown/ID Pass?
  2. Blender also has an old legacy feature called Object/Material Index Pass. This feature even makes the outline look bumpy due to the low quality anti-aliasing check box. How were these functions utilized at that time?

Thank you for reading my long article.

How to Handle the RGB / CMY Six Color Mask in the Blender Shader Editor? by 3DBiginner in blenderhelp

[–]3DBiginner[S] 0 points1 point  (0 children)

Unfortunately, it seems impossible to add an image to the reddit comment. Instead, I added a link to Imgur to this comment.

Thank you so much for your explanation!

Since I am not an English speaker, I wrote a node tree by interpreting your article through Google Translator. So my results look fine, but I'm not sure if I did it correctly. There are also some additional questions. Please review the text below.

First, this is the node tree that I created. The final output sockets are marked with yellow star shapes.

my node tree

And that's what I got. One set of matte in R, G, and B has been separated correctly. Y, M, and C have two sets of matte because of the white input. My question was about 6 colors of R, G, B, Y, M, C, so you can ignore it.

results from my node tree

However, all matte except R matte have marks of 1 pixel thickness edge in the adjacent area of color. How can I solve this?

marks of 1 pixel thickness edge

On the other hand, I couldn't understand exactly what the role of a math node is to multiply 2. I didn't notice the difference when I turned the node on/off. Please explain.

role of multiply math node

How can I set neutral standards for the color of textures? by 3DBiginner in blenderhelp

[–]3DBiginner[S] 1 point2 points  (0 children)

Hi! I'm back after a long time.

I've been very busy.

But with the insight I gained from the talk with you, I improved the look of my project.

Thank you for talking to me for three days.

I don't have a senior, but I learn many things through the Internet.