Disney Uses This to Create Characters | Ptex

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  • เผยแพร่เมื่อ 12 ก.ค. 2024
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    Ptex is a Texture Mapping system developed by Walt Disney Animation Studios for production quality rendering. No UV mapping required! let's find out more about it in this video.
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ความคิดเห็น • 100

  • @Sosinterok
    @Sosinterok ปีที่แล้ว +245

    Though I think UV mapping is really time consuming and quite a tedious work. In my opinion, the retopology process is much worse in this regard.

    • @NUCLEARARMAMENT
      @NUCLEARARMAMENT ปีที่แล้ว +4

      I agree, even with really good tools like Maya's quad draw and Topogun 3, retopology is a time-consuming process of drudgery.

    • @primodragoneitaliano
      @primodragoneitaliano ปีที่แล้ว +11

      @@NUCLEARARMAMENT Seconded. Plus as a newbie in that regard I struggle a lot in determining what' s the right amount of topology to get good deformations without having a needlessly dense meshing.

    • @cafeiketson2653
      @cafeiketson2653 ปีที่แล้ว +5

      I personally thinks retopology take less time than uv mapping if you know the right techniques. I custom model all my assets and have a good understanding of shape languages
      I can tell the edge flow of a mesh just by looking at it.

    • @I_was_a_Bullfrog
      @I_was_a_Bullfrog ปีที่แล้ว

      I use to agree, but using CozyBlanket on the ipad is pretty satisfying

    • @JJforYoutube
      @JJforYoutube ปีที่แล้ว

      100%

  • @metamesh1
    @metamesh1 ปีที่แล้ว +53

    The problem with ptex is that is topology dependant and one single change makes having to re transfer those ptex maps, while UV's nowadays are fairly quick to do specially for characters/creatures. UV's are used a lot also for other things like transferring blendshapes etc etc, and are compatible with all of the major painting and texturing apps so is a lot easier to adopt by any studio/person

  • @AyushBakshi
    @AyushBakshi ปีที่แล้ว +9

    I like doing UVs
    It gets easier once you know what you are doing.

  • @lianakraus7509
    @lianakraus7509 ปีที่แล้ว +21

    It was like NURBS in the early 200s. Deamworks changed the Pipeline to NURBS only and was stuck with it for years. I hated to work with NURBS and felt it was way less intuitive than Polygons. Weightpainting, Textureseams, etc i had lots of problems i never had with Polygons. After the adpoton of open subdiv there was no no point on using NURBS for anything and it finaly died.

    • @migovas1483
      @migovas1483 ปีที่แล้ว

      people tend to Glorify some tech just because a big house is 'locked' inside of it... Ptx is kind of Bread and butter to Disney because they can do and redo many time, with no shortage of hands.. plus all the big Tech Spine they have to make things work.

  • @oldleaf3755
    @oldleaf3755 ปีที่แล้ว +5

    jokes on you: i like uv wrapping

  • @nourghafarji
    @nourghafarji ปีที่แล้ว +11

    i used ptex on mudbox, when mudbox was still a thing. i still to this day think mudbox was a very good tool, it had a lot of cool tricks not just ptex. this was like 7 years ago or maybe more

    • @yasaipicles6295
      @yasaipicles6295 ปีที่แล้ว +2

      leave it to Autodesk to kill innovation

  • @creeps3289
    @creeps3289 ปีที่แล้ว +23

    Ptex is probably one of the best inventions revolutionizing 3d art as is nowadays. PIXAR was a whole movement not just a brand in my opinion, it have had solved so much issues nowadays people use for granted! Made teams of people invent new tools to go trough all problems that artists hit previously wall on, saved the so much needed time. That's what happens when Steve Jobs and the great team of Pixar were involved. Thank you for the informative video its always nice to watch your content!

    • @zoqin
      @zoqin ปีที่แล้ว +5

      The role of Steve Jobs is overrated omfg

    • @migovas1483
      @migovas1483 ปีที่แล้ว +2

      @@zoqin Indeed, he wads just looking for another way to cash in in other people s work, Typical Steve job ...

  • @ramlizulhilmi7749
    @ramlizulhilmi7749 ปีที่แล้ว +2

    2:38 WAAIIITTT.... I've been searching this for years.. since it was released on tv when I was little.. been like 15 years+ cause I forgot the title..😂 will watching it again for second time..

  • @DileepNow
    @DileepNow ปีที่แล้ว +6

    Manual UV packing is relaxing puzzle time that comes disguised as work. This is how you thank it?

    • @MonsterJuiced
      @MonsterJuiced ปีที่แล้ว +4

      I feel the same way but only when I don't have a tight deadline and meetings everyday to check progress. That kind of pressure takes all the fun puzzle and relaxation away from it. UVPackMaster and Substance Painter has saved my ass in this regard.

  • @arrangemonk
    @arrangemonk ปีที่แล้ว

    i was always enjoying uv mapping

  • @galotta8475
    @galotta8475 ปีที่แล้ว +4

    This is a huge time saver! Thanks for the hint!

  • @Bizarro69
    @Bizarro69 ปีที่แล้ว

    This uv mapping thing sounds like some archaic, mind melting invention.
    We've come so far technologically and yet there are spaces in tech that feel like they belong in the stone age, and worse yet, there seems to be no hopeful advancements in sight.

  • @trendgil
    @trendgil ปีที่แล้ว +1

    Unreal Engie just created something similar but, for gaming.

  • @cjadams7434
    @cjadams7434 ปีที่แล้ว +10

    I really hope this gets more traction. We’re so held back by the limits of gaming in our mentality in the industry. It’s really sad to take on more mindshare! - Though I do think it did have some resource scaling issues, however which held it back.

    • @neodos
      @neodos ปีที่แล้ว +5

      Is there really a limitation given by the gaming industry? or isn't it just that Ptex cannot work for realtime rendering? I mean it's sub-d with hundred or thousands of textures per quad, cpu/gpu probably can't handle that in real time rendering.

    • @nginroom8108
      @nginroom8108 ปีที่แล้ว

      Seems to have been largely forgotten. I was certain it would become industry standard when I first heard about it years ago.

    • @metternich05
      @metternich05 ปีที่แล้ว +2

      I'm trying to make sense of your comment. While I have yet to figure out WTF "It’s really sad to take on more mindshare!" means, you seem to have missed the point of the video, and you also seem to live in a different decade.

    • @cjadams7434
      @cjadams7434 ปีที่แล้ว

      Sorry auto-correct messed that up.. what i meant to say is that its sad that PTEX didn't gain more mindshare and wasn't adopted widely by the industry. Gaming workflows kinda squashed it for normal folks. Only higher end VFX still use it. I can't even use it in programs like C4d or rendering with it in Redshift etc.

    • @cjadams7434
      @cjadams7434 ปีที่แล้ว

      @@blendersarelikevegans - ahhh well have fun.. I am actually a NON studio Mari user lol.. we do actually exist!

  • @nicolaastanghe475
    @nicolaastanghe475 ปีที่แล้ว +1

    You fegot to mention the actual reason with with slower rendertimes in large scenes. now i might be wrong.

  • @DoryRail
    @DoryRail ปีที่แล้ว

    Thanks.

  • @RDD87z
    @RDD87z ปีที่แล้ว +1

    who knows if one day we can use those in real time.

  • @LordLuigi_Rigs
    @LordLuigi_Rigs ปีที่แล้ว

    👏🏼

  • @v1sor1
    @v1sor1 ปีที่แล้ว +1

    Whoever thinks uv mapping it's the most time consuming process never had to weightpaint and then manually sculpt 100 shapekeys and make drivers and helper bones for each one.

  • @afjer
    @afjer ปีที่แล้ว

    The ideal thing would be the create in the freedom of PTEX and then bake it to optimized UVs for exporting to an engine.

  • @AndyTanguay
    @AndyTanguay ปีที่แล้ว

    There's something about speed of access that causes issues. I wish I could remember exactly what it was, but that's one of the reasons why more people don't use it. Sounded really good to me, but went nowhere.

  • @matthiasfeist3042
    @matthiasfeist3042 9 หลายเดือนก่อน

    An interesting found about a new alternative to ptex
    It is still conceptional but may be an interesting variant for modern renderer requirements
    It called "Htex: Per-Halfedge Texturing for Arbitrary Mesh Topologies" and seem to have potential to unite ptex and UV mapping again to both best of two worlds

  • @alex-qn5xp
    @alex-qn5xp ปีที่แล้ว +4

    It would be nice if you could credit the original creators of the footage you use.

  • @TheTimeProphet
    @TheTimeProphet ปีที่แล้ว

    I use UVlayout2 to pack my UVs now.

  • @davidedwardsme
    @davidedwardsme ปีที่แล้ว +4

    I was always very confused with PTEX. Wasn't the idea; you had to subD the model a thousands times so each face represents a pixel? .. if true, that's would be a killer.

    • @DanielJoyce
      @DanielJoyce ปีที่แล้ว +2

      No. Ptex just textures each quad separately and stuffs them in the most efficient packing manner in the texture. The quads are all treated as seperate mini textures.

    • @Krypto_Dogg
      @Krypto_Dogg ปีที่แล้ว

      You can subdivide the texture so each quad can have a separate resolution.

  • @motown9986
    @motown9986 หลายเดือนก่อน

    How do you install it on Maya or Blender, or Substance?

  • @DonEsteban3D
    @DonEsteban3D ปีที่แล้ว +1

    we need ai boosted retopo tool. UVs are cake.

  • @3dguy839
    @3dguy839 ปีที่แล้ว +2

    I just finished drawing my first stick figure ever
    Boy was it tuff trying to keep those lines for arms and legs straight
    Can ptex help me make stick figures or help me write my own name 🤔

    • @Arukorstza
      @Arukorstza ปีที่แล้ว +1

      It can certainly make it more complex.

    • @3dguy839
      @3dguy839 ปีที่แล้ว

      @ZEJ how the hell would I know what ptex is if I can't even write my own name
      Now stop bothering me
      It's almost time to start smelling my fingers 😋

  • @pixel-ink
    @pixel-ink ปีที่แล้ว

    I am not a fan of any Adobe product. But, Sub-Painter is the best of both worlds. However, PBR Painter is a Blender addon that allows you add textures and paint on your model without unwrapping. And then you can export the painted results into a texture. So, you basically have the best of both worlds right inside Blender. I like it.

  • @sonu-jangir
    @sonu-jangir ปีที่แล้ว +7

    This guy always makes great content...

  • @jonkku
    @jonkku ปีที่แล้ว +1

    Might wanna work on lowering that rising intonation. It makes for very hard to listen content.

  • @OmnionAmbients
    @OmnionAmbients ปีที่แล้ว

    lol all that cliffhanging to then Segway into a promo. UE Nanite is the name of the game nowadays in gameland, fIlm is lagging hard it feels on this one.

  • @PayxiGandia
    @PayxiGandia ปีที่แล้ว

    The guy who actually enjoys doing UVs: 🗿

  • @keithparker5625
    @keithparker5625 ปีที่แล้ว +1

    Weight painting is 100 times less fun than uv mapping.

  • @Zocress
    @Zocress ปีที่แล้ว

    UV mapping is not a particular time consuming process. Granted it is very boring and nobody wants to do it. But there are way more time consuming parts of creating characters.

  • @RinGoGuntheR
    @RinGoGuntheR ปีที่แล้ว

    I still think UV Mapping is a more fun process than Rigging.

  • @IrocZIV
    @IrocZIV ปีที่แล้ว

    So this can't be used in games essentially because it makes a texture file for each face, and the file size and management of all those files would be problematic?

    • @litjellyfish
      @litjellyfish ปีที่แล้ว

      I think I can pack it all in one texture.
      Still this was the reason. Actually way back say 20 years ago many games started out using one Tex per face. But as there was not 3d paintijg software as soon the meshes started to be a bit detailed it was impossible and not so efficient. Not from tech and texture creation. So it’s like return to the start but now with tools to pack all those small images into one texture at the end and better 3d painting software.
      Basically the point is that in the future you should treat a 3d model as just a physical object you paint or project stuff on.
      With unreal and micro polygons in the future most likely the whole concept of textures will disappear. You will just paint directly on the polygons and each will how info about its material.

  • @MrMephiz
    @MrMephiz ปีที่แล้ว +1

    there is so much wrong information in this video...
    ptex is not optimized for multi core procressing, it was a good solution at some point but the chance to debug values in the textures was a nightmare.
    another thing, there is no such a thing as uv space or 3dspace... that is just a previsualization, when u use a uv editor you are just changing the uv attributes of every single vertex that you move.
    last thing and this is just a thought, uvs are not tedious, if you know how to use them u can strip a lot of work, like using multiple uvSets to mix tiled texturas with masks.
    it could be tedious for blender kids that are just creating donuts on their bed rooms

  • @fahadhasn
    @fahadhasn ปีที่แล้ว

    PTEX was a game changer, but UDIM is much more better. UV mapping like you expressed as a difficult task is not close to the truth. Maya and Max both community had made excellent algorithms to automate it back in 2000.
    After MAxon bodypaint revolutionized the 3D painting technology and then Mudbox and ZBrush painting, PTEX died. Because, artists stopped painting uv shells in photoshop after that. So none need to worry about a pure seamless UV shell anymore. Everyone started painting in 3D.
    Then Mudbox and after that Mari and after that substance painter started to create UDIM and UV as the set pipeline. Pipelines started baking textures directly. Classic UV shell gone, triangles got uglified.

  • @DarkWorlds
    @DarkWorlds ปีที่แล้ว

    the thumbnail and title contradict each other

  • @dissonanceparadiddle
    @dissonanceparadiddle ปีที่แล้ว +1

    For me it's rigging and weight panting i hate the most

  • @justfun1677
    @justfun1677 ปีที่แล้ว

    Please 🥺 guide me. Is i5 10600kf good enough for smooth sculpting and texturing. Or is this bottleneck? I shall use rtx 2060 super with it. Do reply. Thanks

    • @matslarsson5988
      @matslarsson5988 ปีที่แล้ว

      It all depends on how complex your projects will be. But for basic sculpting you will probably be fine. The graphics card is more important here than the CPU. For more advanced scenes you will need to step up your entire rig unless you enjoy nervous breakdowns :-) something a lot of beginners forget about is to check how much VRAM the graphics card has. I wouldn't recommend anything under 8gb Vram and 16gb regular RAM.

  • @kamillatocha
    @kamillatocha ปีที่แล้ว

    UV depends on model and the creator how he made it but yah it is kinda boring task

  • @HakanYilmazAbstractizm
    @HakanYilmazAbstractizm ปีที่แล้ว +1

    I love your videos. But they are Sometimes too Long.

  • @SergeGolikov
    @SergeGolikov ปีที่แล้ว

    Nothing but ugliness, darkness and a spirit of fear (Monsters Inc) comes out of dizini,
    programing through trauma, a whole next generation.

  • @oby1
    @oby1 ปีที่แล้ว

    Shouldn't you disclose sponsors?

  • @360NoScopedMyDogEz
    @360NoScopedMyDogEz ปีที่แล้ว

    finding jesus 2 - a story of family, friends, and faith ( l o l )

  • @Outmind01
    @Outmind01 ปีที่แล้ว

    UV mapping has NOTHING on retopology in terms of being tedious and time-consuming.

  • @cjhatesu
    @cjhatesu ปีที่แล้ว

    Yeah rigging takes no time at all...

  • @animhaxx
    @animhaxx ปีที่แล้ว

    They create AI to do all these bullshit but don't create an AI that can UV map properly

  • @qedqubit
    @qedqubit ปีที่แล้ว

    i wouldn't be surprised if Disney used early versions of ChatGPT to make their past few movies 🤣🤣🤣

  • @stysner4580
    @stysner4580 หลายเดือนก่อน

    So many misconceptions in this video... in the end you compared substance painter with ptex, which makes 0 sense.

  • @gameexe6337
    @gameexe6337 ปีที่แล้ว

    UV mapping is not the most time consuming, wtf, it takes days to model and rig soemthing, it takes an hour to do a UV map, also texturing is the most time consuming and boring part of the process

  • @pagliacci2377
    @pagliacci2377 ปีที่แล้ว

    it sounded interesting but i just could't keep up with your accent sorry

  • @Lavonne1
    @Lavonne1 ปีที่แล้ว

    Very long winded

  • @FeRoOOo71
    @FeRoOOo71 ปีที่แล้ว

    no one cares, if you are creatively bankrupt no amount of flashy software or programs can help you making good movie

  • @seriouslyigiveup
    @seriouslyigiveup ปีที่แล้ว +2

    You seem so intelligent when it comes to CGI, but when you speak you drop your tone at every end of the sentence. You care about CGI, I care about linguistics and speech. I know that English isn't your main language, but that's not what I'm talking about. It's a common thing on TH-cam, the "professional" voice that people put on. It's not a pleasant thing to listen to. Just trying to help.

    • @noahohana1593
      @noahohana1593 ปีที่แล้ว

      I don't like your comment, I think his voice sounds lovely.