GDC presentation: Guilty Gear Xrd and Softimage

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Ahmidou Lyazidi

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May 29, 2015, 10:25:37 AM5/29/15
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https://www.youtube.com/watch?t=970&v=yhGjCzxJV3E

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Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
https://vimeo.com/cappuccinofilms

Rob Wuijster

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May 29, 2015, 10:36:14 AM5/29/15
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Talking about surface shading, reading from a Surface ;-)

Rob

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Emilio Hernández

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May 29, 2015, 10:55:03 AM5/29/15
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Beside the amazing job, presentation and tech data.   I would like to see the faces of the attendants showing all of this in an EOL software…

 

Thanks for sharing and again amazing job!

 

Long live Softimage.

Nicolas Esposito

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May 29, 2015, 10:56:53 AM5/29/15
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o_o

Thats pretty impressive!

Sebastien Sterling

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May 29, 2015, 1:44:53 PM5/29/15
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they used 2013 for this, and according to the guy this stuff could have been implemented years ago. do people still use lightwave as an alternative for this kind of shading ?

Tenshi S.

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May 29, 2015, 2:19:00 PM5/29/15
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I saw this a few days ago, and i was wondering why i still don't understand EOL.
To hell with "A".

Pierre Schiller

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May 29, 2015, 8:13:41 PM5/29/15
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Totally agree with Emilio Hernandez & Tenshi S.
AD knew since the very beggining that SI was built with years ahead of concepts and worflows. And every release was a pain to them
that the least commercialized/advertised software was the one that got the jobs out the door quicker and paid.
Not so much with the "other AD 3d package brothers" do they do it now, taking advantage of SI technology? well.. 2018 will tell..
--
Portfolio 2013
Cinema & TV production
Video Reel

Jason S

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May 31, 2015, 11:09:37 PM5/31/15
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Also related to the gator thread, he talked about using live Gator operators to tweak normals on simpler arbitrary meshes that are transfered to higher rez,

but one of the last questions was,

... my other question is weather  there are some key features in XSI that you could only do in XSI with this game ?

I wouldn't want to do it in any other software, that is simply because you can just go back to any sate, and continue fiddling with the model without any redoing the skins, or redoing the UVs... it just keeps there and you can keep working on it to the last minute...

Eugene Flormata

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Jun 9, 2015, 12:44:26 AM6/9/15
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does anyone know a quick way to get poly island UVs to get that square shape? without manually aligning the edges?
https://youtu.be/yhGjCzxJV3E?t=27m25s
this link has a timestamp to the UV example

Matt Lind

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Jun 9, 2015, 2:10:27 AM6/9/15
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To get the square shape, use the "squarify" feature followed by re-unfold
operation in the unfold operator...assuming the unfold operator cooperates,
which it often doesn't do (for example, creates square/rectangular shapes,
but orients them at an arbitrary angle). The native Softimage horizontal
and vertical collapse UV tools will put selected UVs in a nice row or
column, but you'll need to manually push the points around in the UV editor
after the fact to line up with the appropriate texture image details. For
past productions I wrote tools to align/heal edges of selected
polygons/edges/UV Islands to image details for exactly this purpose. That
would be the most efficient 'simple' route short of a magic 'do it for me'
button.

For the anime content he's showing on screen, there's really no reason to
have as many tiles as shown if they all consist of the same dimensions and
color. A single tan tile, for example, consisting of only a few pixels in U
and V will serve just as well and consume much less memory allowing saved
resources to be used for other purposes. UVs can overlap the same physical
space and reuse the edge for the ink line. UV placement is independent of
image resolution.

Another technique, if applicable to their engine, is to deactivate filtering
for the texture image because it's details are horizontal / vertical lines
and won't create aliasing at render time filtered or not. So why waste
compute cycles? Only valid if the tiles are a solid color, as shown, so no
risk of banding or other artifacts showing up. This is an old, but useful,
technique for real time content...and engine specific.


Matt






Date: Mon, 8 Jun 2015 21:44:13 -0700
From: Eugene Flormata <Eug...@Flormata.com>
Subject: Re: GDC presentation: Guilty Gear Xrd and Softimage
To: "soft...@listproc.autodesk.com"
>>>>> software?

pet...@skynet.be

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Jun 9, 2015, 4:59:24 AM6/9/15
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> For the anime content he's showing on screen, there's really no reason to
> have as many tiles as shown if they all consist of the same dimensions and
> color. A single tan tile, for example, consisting of only a few pixels in
> U and V will serve just as well and consume much less memory allowing
> saved
resources to be used for other purposes. UVs can overlap the same physical
space and reuse the edge for the ink line. UV placement is independent of
image resolution.

I guess that's exactly why they do it like this - to avoid overlaps.
They mentioned using texture based occlusion I think - so they would need
non-overlapping UV's for that.

Fabian Schnuer Gohde

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Jun 9, 2015, 10:51:16 AM6/9/15
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Grab patches of polygons and run walking on mesh in the texture editor and play with settings (Ctrl+Shift+O, operator name is PolyUVContourStreching).

Also Jester's Toolkit on rray.de has a few nice tools like MoveAndSew that work a treat for getting islands resulting from this patches up.

-F

Matt Lind

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Jun 9, 2015, 6:32:30 PM6/9/15
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They can use a different texture projection for that purpose. Real time
occlusions maps are generally much simpler and lower in resolution than
color textures, and as a result, have very little detail. It's more about
getting the essence of occlusion than pinpoint pixel accuracy. For example,
a color texture might be 2048 x 2048, but an associated occlusion map may be
512 x 512 - 1/16th the resolution of the color map. For NPR content,
occlusion data is usually modified by hand to smooth out irregularities
making physical accuracy of the sampling not terribly important.

Assuming geometry resolution is there, it would be more efficient to use a
vertex color channel for occlusion data. Would also avoid the need for
non-overlapping UVs and associated headaches of having to deal with that
restriction for workflow and tools. Addition by subtraction.

Matt




Date: Tue, 9 Jun 2015 10:58:11 +0200
From: <pet...@skynet.be>
Subject: Re: GDC presentation: Guilty Gear Xrd and Softimage
To: <soft...@listproc.autodesk.com>

Eugene Flormata

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Jun 9, 2015, 7:43:54 PM6/9/15
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thanks guys!
a combo of unfold
then walking on mesh quad regular quad or projection seems to do the trick, didn't even have to click any corners it was auto!

Pierre Schiller

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Jun 10, 2015, 4:37:42 PM6/10/15
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@Eugene, would it be too much trouble to show a clip of video of what you´re mentioning ?
(a combo of unfold
then walking on mesh quad regular quad or projection seems to do the trick, didn't even have to click any corners it was auto!)-
Thanks! :D

Fabian Schnuer Gohde

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Jun 10, 2015, 5:32:15 PM6/10/15
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@Pierre
last paragraph explains how to apply it to component selections via the texture editor and the "auto" Eugene is refering to is simple right clicking when it prompts you to click corners, it will more often than not figure it out by itself and give you a nice rectangle, i recommend making sure maintain aspect ratio ist checked. For a video check Softimage Contour Stretch on youtube, there should be some stuff there. You will find the operator in the projection cluster and there you can change modes and options. I just used this the other day unwrap a bunch of pipes with bevels and all in the corners and it saved the day.

-Fabian

Eugene Flormata

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Jun 10, 2015, 5:37:36 PM6/10/15
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yeah what Fabian said!

Pierre Schiller

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Jun 10, 2015, 5:37:47 PM6/10/15
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and I thought MODO had innovation on that subject. LOL. SI had it first! :D
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