cmiVFX - Clarisse Interoperability
Duration 4h 59m Project Files Included
cmiVFX has released the brand new Clarisse Large Scale Industrial Scene video.
Learn industry-leading software tools and create highly detailed worlds that defy belief. Clarisse is driving a new way of creating highly complex and detailed VFX environments, and CmiVFX is right there helping you create the worlds that you have always dreamed of. Tired of the limitations of other software? Is your system bogging down with a million polygons? How about a billion? Completely overwhelmed? Try a trillion polygons. Thats correct, you can start building scenes with over a trillion polygons without breaking a sweat. Using Clarisses incredibly sophisticated and efficient asset management system, there is practically no upper limit to your creativity. We will take you through the process of modeling your assets, UV unwrapping them, and importing them into Clarisse. Once in Clarisse, we will take you through the steps to building combiners, and combining groups of assets together, efficiently and precisely nesting your assets together into larger and more complex scenes.
Here is a brief introduction to the process of using reference materials and building the assets in Maya and Softimage. We briefly summarize the entire process of bringing the files into Clarisse and assembling and lighting the scene.
Modeling in Maya and Softimage
Using the photo references as a guide, this chapter explores some of the more basic polygonal modeling tools in Maya and Softimage. We begin by modeling a simple 90 degree elbow bent tube. The chapter also shows how to set the pivot point for the models for precise placement into the Clarisse scene.
Modeling the I-Beams
Although it could be easily built entirely in Maya or Softimage, we show how to use some of the efficient and handy tools in Adobe Illustrator to create an I-beam asset. Since Maya has a convenient importer to handle Illustrator files, it is tempting to use it for many of our assets.
This chapter explores the concept of building in a modular fashion. Popular among game designers, creating building blocks using clean, easily transforming geometry is the secret to using the least of memory for construction. We will show how to build a fairly complex piece of geometry by repeating simple forms with simple rotations. The next chapter shows how to build a simple railing using Maya, adding an appealing level of detail.
Assembling the Smokestack
Many objects in Clarisse can be created with simple primitive objects, built into Clarisse. Maya can handle those few that cant. Even simple cylinders can be reshaped using Mayas powerful deformers.__Structural Assembly__ In this important chapter, we finally put the pieces together, including pipe assemblies, floors, and some placeholder objects to get a sense of scale and proportions. These simple objects will be replaced with more complex assemblies in later chapters.
Building staircases can be tricky, but if you approach it in an organized way, using grid snapping in Maya, it can be very easy, and add a tremendous level of detail to your environment. Staircases add an important sense of scale and a critical human element.
Additional Pieces and Final Render
With a few final touches, you are ready to add lighting and render. Place a background plane with a sky texture, and watch the lighting fast Clarisse renderer go to work. Youd swear that you added an extra render farm to your system.
About Christopher Tedin
Born in Sitka, Alaska, Chris started his career as a painter and sculptor. He has been working as an illustrator, graphic designer, and most recently as an art director in Chicago, Illinois. He has been teaching game design and animation for over 16 years. His students now work as animators and professional game designers at Blue Sky Studios, Digital Domain, Aardman/Sony, WeiRuan-->WeiRuan, and as freelance independent artists. Many of his students are now college teachers themselves. He started in the early days with Strata StudioPro, then 3ds Max version 1.0, Maya 2.0, Softimage 3.8, Softimage XSI, and Houdini. Chris still sculpts and paints and teaches full time at Tribeca/Flashpoint Academy in Chicago.
All cmiVFX videos come with all the training materials you can need right from our website. No matter what time of day, your location, or how your feeling, cmiVFX will be there waiting for you!
Special thanks to the team at Isotropix for having the vision to break the mold on how creativity can be achieved by allowing the usage of any app you currently use without penalty. Wether or not your using Maya, Houdini, Softimage, Max, Cinema 4D, Zbrush, Mudbox, Photoshop, Painter, Illustrator... we think you get the point.
DOWNLOAD FROM LINKS
Don't forget to say Thanks !!!