As we saw so far only way any code is going is from SI.. nothing really in....
On Wed, Aug 28, 2013 at 9:04 PM, Andres Stephens <[email protected]>wrote: > ...Back in the day my boss said the ported some SI code and tools into > Maya and 3Dmax back when SI was purchased by Autodesk. I wonder if (and > hope and pray) they would port back the Maya viewport into SI. I think that > would be something great and well due. =P > > -Draise > > *From:* Rares Halmagean > *Sent:* Wednesday, August 28, 2013 13:59 > *To:* [email protected] > > +1. Updated modeling and real-time features would be boon for asset > creation. > > On 8/28/2013 1:31 PM, Tim Crowson wrote: > > But the problem with the current display options is that it forces you > into specific workflows for animating characters with displacement. Namely, > that you have to avoid generating any large-form surface changes via > displacement (and sometimes even medium-to-small-scale features as well), > for fear that animation will create surface intersections. If the animators > don't know where the final limit surface is, how will they know if meshes > are intersecting? Not everything can be a sim. > > IMHO, Softimage is a weird creature: it is so elegant and powerful, but > has these frankly rudimentary display options... Even Modo has had GL > displacement, bump, and spec for several years now, without having to > create any realtime shaders. And as politely as I can put it, "High > Quality" viewport is anything but. > > -Tim > > > On 8/28/2013 1:14 PM, Francois Lord wrote: > > I tend to agree with Luc-Eric. > It sure is nice to see the displacement in the viewport, but it wouldn't > be as nearly as impressive if it were a sphere with a fractal texture on > it. The design, modeling and texture work are very impressive. > Besides, the video is a little misleading because we have the impression > that the frame rate is very high. > > On 28-Aug-13 14:00, Sebastien Sterling wrote: > > 5%, sure eric, :) this guy is so good he can make Maya show viewport > displacement by shear force of will. > > > On 28 August 2013 16:46, sue jang <[email protected]> wrote: > >> really nice character design! >> >> >> On Wed, Aug 28, 2013 at 10:37 AM, Mirko Jankovic < >> [email protected]> wrote: >> >>> in that case why did any software move from version 1.0 at first place ;) >>> >>> >>> On Wed, Aug 28, 2013 at 4:22 PM, Luc-Eric Rousseau >>> <[email protected]>wrote: >>> >>>> 95% hard work, talent and taste, 5% viewport technology, imho :) >>>> >>>> On Wed, Aug 28, 2013 at 8:17 AM, Szabolcs Matefy >>>> <[email protected]>wrote: >>>> >>>>> I’m droolin’ on this : >>>>> http://www.youtube.com/watch?v=L5fOwSmSaW8&feature=youtu.be >>>>> >>>>> >>>>> >>>> >>>> >>> >> > > > -- > > > > *Tim Crowson > **Lead CG Artist* > > *Magnetic Dreams, Inc. > *2525 Lebanon Pike, Building C. Nashville, TN 37214 > *Ph* 615.885.6801 | *Fax* 615.889.4768 | www.magneticdreams.com > [email protected] > > *Confidentiality Notice: This email, including attachments, is > confidential and should not be used by anyone who is not the original > intended recipient(s). If you have received this e-mail in error please > inform the sender and delete it from your mailbox or any other storage > mechanism. Magnetic Dreams, Inc cannot accept liability for any statements > made which are clearly the sender's own and not expressly made on behalf of > Magnetic Dreams, Inc or one of its agents.* > > > > > -- > *Rares Halmagean > ___________________________________ > *visual development and 3d character & content creation. > *rarebrush.com* <http://rarebrush.com/> >

