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Old 6th September 2006, 11:07   #1 (permalink)
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Anyone have any work to show from XSI?

Screenshots or the like? Most of the things I have been doing is editing the files that come with XSI and figuring how things work.
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Old 6th September 2006, 15:59   #2 (permalink)
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My site is almost all XSI project. Some animations in there and alot of models.
http://www.jakaldesign.com/
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Old 6th September 2006, 21:02   #3 (permalink)
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God D"#&NG man! Awsome stuff! Im not putting my stuff in now!
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Old 6th September 2006, 21:17   #4 (permalink)
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I should post some modeling after the Apple Expo (then, in a couple of weeks ;)
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Old 6th September 2006, 21:37   #5 (permalink)
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Ah, come on Jolran... lets see it! No shyness in this forum.
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Old 7th September 2006, 14:34   #6 (permalink)
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He he Jakaldesign, It feels kinda akward to post some unfinished garbage comparing to a whole set of proffesional work you have done. (Im sure Thomas too will follow in good style.) Maybe later though. Have a project where Im not sure what style to go for. Toon or displacements or B&W not sure. Post some later, maybe you guys in here can give opinions.
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Old 7th September 2006, 15:58   #7 (permalink)
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Jolran: don't be shame of your stuff, show it!
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Old 7th September 2006, 16:04   #8 (permalink)
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Quote:
Originally Posted by Thomas
Jolran: don't be shame of your stuff, show it!
Yes! Everybody starts from somewhere. I have been doing this for over 6 years now.
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Old 8th September 2006, 13:47   #9 (permalink)
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He he ok. Bye the way how do you save a screenshot in XSI? I havent had the need to do that before, could probably figure it out myself but..
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Old 8th September 2006, 16:03   #10 (permalink)
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Print Screen button... not just a XSI thing, thats built into Windows.
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Old 8th September 2006, 18:58   #11 (permalink)
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Thanks. Thats what I was looking for.
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Old 8th September 2006, 20:37   #12 (permalink)
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Heres a scene Im currently working on. Im not sure if its going to be toonshaded or not. Thinking about going displacements and final gathering, but then the project probably never gonna be finished

The toonshader renders quite fast. Having problems with the shadows though...
If I put on ambience and shadows only, I get more definition if you look at the face. But need overallshadows on the toonshading. To reflect the floors and buildings, any tips?

The lower pic shows the rig. Its "Rigging pro" rig from 3Dquakers,
with some additions.
Really recommend it! Awesome rigging tutorial.
Has custom parameters covering things like footroll, knee roll, and stuff like that. Its skinned to geometry, so if I like I can animate with that rig
as a visual guide for faster playback. Although I dont have any problems
with the whole scene in hidden line mode, at the moment. In mix view mode(costum button) I can view the charactermesh shaded and the "geometryrig" in wireframe, or how ever I assigned it in the pallette view.

Should I go for a more GI look or keep it toonshaded? Dont have any comparison so its a tough question.
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Old 9th September 2006, 10:00   #13 (permalink)
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Jolran,

It is good to see a couple of screen shots. I hope you will post the animation for us to see. Looks good so far.
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Old 9th September 2006, 22:15   #14 (permalink)
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Looks nice!
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Old 10th September 2006, 00:52   #15 (permalink)
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Thanks! About animation, dont have anywhere to post it. I think that files like that takes up to much space.

How about this version? Its amb.ocl and toonshader render without ink. Then altered in photoshop with lensblur and Z - depth. Can easely do the same in After FX for animation. I like the black and white style a la Sin City. Cause this story is in the past. You might ask why I render out colour if its going to be B & W but apparently its easier to get the grayscale better that way, according to the editors of Sin City(look on softimage-successtories).
I tried to shade the obj. with grey scale colours but it was very difficult

Probably gonna test the amb.ocl tutorial link Nichoid gave us.

Oh and the character mesh is really low poly, forgot to subdivide him, he he.
So dont mind the angles to much..
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Old 31st October 2006, 11:20   #16 (permalink)
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My first project in XSI. I finished modeling and I'm working on the texturing now. The face texture is finished, however I can't solve the seam problems on the body without having 3D Paint. I'm trying a combination of image textures and procedural textures now.
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Old 7th November 2006, 09:19   #18 (permalink)
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Woops! the first image I uploaded was too large! Here it is again ... my first attrempt with XSI Foundation...
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Old 6th November 2007, 17:23   #19 (permalink)
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Nichod, I recently purchased foundation 6.0 so I am very much in the tutorial stage. But I am curious about the shaders, what shaders are compatible between software packages such as 3DMax, XSI, Carrara, etc? It's is very confusing to me at this point.

Thanks
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Old 6th November 2007, 18:48   #20 (permalink)
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Vince,

I (no, not Nichod, sorry , I am sure he has a more detailed answer) gather that shaders are basically render-engine specific, so that even a single 3D package that supports multiple renderers actually needs shaders (to be coded anyway) for each renderer supported (and shaders with the same name/intent for different renderers will tend to look at least a touch different, no matter how much a visual match is desired). That's the bad news.

What I believe (haven't gone out there to absolutely verify it though) to be the good news is that XSI's main render engine (SoftImage is starting to open up to multiple renderers) is MentalRay, so I heavily suspect is that MentalRay shaders made for 3DMax and Maya (neither of which I have) probably also work for XSI, which probably opens up a large range of available shaders. Perhaps someone who's looked into this can confirm?

rj

P.S. Carrara, alas, has its own proprietary renderer, so shaders probably not portable.

P.P.S. Textures (i.e. image maps) are probably a more practical cross-renderer way to work. And if you have specific shader 'looks' that you'd like to transfer between programs, some of the basic qualities (base color, specular maybe, etc.) may come across through export/import of compatible scene formats (e.g. .obj).

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