@jkcookie8841 Thanks! What exactly you want to know? Just render grey render, then show the inbetweens of your work from v1 to v final, then you can render some stills of the comp that you did and make it a slide show of a compositing breakdown, you can also grab the viewport camera to show how the viewport looks like compared to rendered shot
Nice work man, just curios got some question hope you don't mind answering them. 1.Brute force+Light cache for GI? 2.What was you anti aliasing settings (min / max)? and noise threshold? I'm having a hard time balancing noise vs render time. 3.Did you use vray's denoiser? or did you use denoiser on post like neat video or such. 4.Moving elements (people/animals) and static environment was rendered in one pass? or was the static environment and moving elements rendered on deferent passes? Thanks.
@arjun220 1: yes its bf+lc with lc switched to animation preset. 2: It was 3/8 for min/max and 0.025 for noise threshold 3: I am indeed used vray denoiser here, but I also used median temporary filter on some noisy elements in nuke afterwards. 4: I rendered 3 planes here, 1 for FG, 2 for MG+BG (since theres no really BG in here I rendered all in 1 layer) and a river was also rendered separately. The reason being if I didnt like the way it looks I can just rerender river only, for the characters and all the moving stuff I made a lot of previews so I knew exactly how its gonna look
😍😍😍 bro i also learn 3ds and vray but I don’t know how to create a realistic environment like you ( my environment looks like a fake unreal ) can you please tell me something 😢😢about this
looks very cinematic, great job, subscribed! Any reason why you decided to not render with UE5? Just curious if its due to limitations or just preference :)
I prefer to have no limitations over shading, shadows or GI, also scattering in max for me makes it a win over UE, plus you cant export a lot of useful AOVs from ue… maybe now you can in 5.3 but in 5.1 you couldnt. Oh and if you gonna use path tracing to render then the whole purpose of using realtime engine is just irrelevant, you just extending your pipeline with a lot of reexports for no reason. Hope it answered the question :)
@@3DSgeek thanks, I'm waiting for my tablet I ordered online to arrive so I can start practicing Zbrush :D although I dunno if I'll be able to handle learning so many things (Maya + UE5 + Substance + Zbrush), considering picking Character Creator 4 instead, easier to create characters for games, since it must take years to learn digital sculpting (I wanna create my own game so the more corners I can cut the better lol)
@@EvaFrise How do you bring Tyflow cloth animation out of 3dsmax? the only one I see is Alembic, but not every engine supports Alembic. Great work btw. :)
@@3comI think most of DCCs work with alembic, I believe its the most used file format to transfer data across dccs, lately usd been getting used as well but a lot of missing features yet. You can also try to export just a geometry and a PC2 (point cache) file for it, but with pc2 really work only few other dccs
@@EvaFrise Thanks for the tip, this is my handicap with tyflow, and every animation made via modifiers in 3dsmax, i.e. waving flag via cloth, 3dsMax does not keyframe these sorts of animations, and PC2 does not always work as expected. I just want to port these animations to my indie game engine, which does not support Alembic, but glb and fbx.
@@3comI dont think its a max issue per se, what you trying to do is called “vertex deformation animation” and theres very little to no formats that supports it, for example those two you mentioned does not support it. Its either alembic or usd, so you either implement their support in the engine or you can try and bake the “vertex offset” animated maps to drive the animation via shader. I used it once in unreal engine but the set up is very troublesome
It depends, humans are CC4 characters so they have premade rig, bulls are rigged and animated entirely by me, humans animation also depends, some animated by hand, some are motion capture with a lot of layered manual animation on top and some are animated entirely manually
Wow that looks epic! Looks like someone didn't get the memo that Max is only for archviz ... 😝
Haha, thank you!! This comment just made my day a lot better:)
:) Max is actively used in ILM Los Angeles for the look dev !
@@EvaFrise yeah and i thought every artist was saying that 3ds max is dead but it looks very much alive to me .
Incredible!
Glad you liked it! Thank you!
Awesome, splendid!
Thank you ☺️
Marvellous work! Keep producing .. 👏🏽
Thank you 🙌
Love that I've seen your progress on discord and now here you are. Just outstanding!!! ❤
Thank you so much!!
Astounding work.
Glad you enjoyed it 😊
Wow! So good
Awesome!
Thank you :)
next level animation ❤
Amazing as always.
Thank you :)
Awesome!!!
Thanks!!
Amazing! ❤
Thank you! 😄
Wow! stunning!
Absolutly amazing stuff!
omfg! Awsome!
Thank you much 😊
cool!
Excellent..No..Words
Many many thanks
Awesome work 👏
Thanks ✌️
Imagine putting as much detail as an insect on this kinda scene 😅😊
Satisfaction for the creator I'd say
Nice Work.
Woooow!
please make tutorial environment lighting like this
Ill try
Nice !
Thanks!
Great but it deserves a 4k upload
If only I was patient enough to wait for 4k render hah
Really nice
Thanks a lot
awesome work, definitely your best yet. Im curious how you did the breakdown effect with the plants falling with forest pack scatters?
In the transform tab I just animated the z offset
@@EvaFrise oh of course, so simple. thanks dude. looking forward to your next project in cg lounge discord!
Hi.. I'm a newbie. Can you please tell me that how do you texture everything?
Using a secret weapon: triplanar+randomizer 😊
Hey, awesome work! how do make those breakdowns or how can I find tutorials? My group needs to know it for our project
@jkcookie8841 Thanks! What exactly you want to know? Just render grey render, then show the inbetweens of your work from v1 to v final, then you can render some stills of the comp that you did and make it a slide show of a compositing breakdown, you can also grab the viewport camera to show how the viewport looks like compared to rendered shot
@@EvaFrise Hey thank you! I will do that. Very kind of you
great one , keep up man :)
Thanks, will do!)
Nice work man, just curios got some question hope you don't mind answering them.
1.Brute force+Light cache for GI?
2.What was you anti aliasing settings (min / max)? and noise threshold? I'm having a hard time balancing noise vs render time.
3.Did you use vray's denoiser? or did you use denoiser on post like neat video or such.
4.Moving elements (people/animals) and static environment was rendered in one pass? or was the static environment and moving elements rendered
on deferent passes?
Thanks.
@arjun220
1: yes its bf+lc with lc switched to animation preset.
2: It was 3/8 for min/max and 0.025 for noise threshold
3: I am indeed used vray denoiser here, but I also used median temporary filter on some noisy elements in nuke afterwards.
4: I rendered 3 planes here, 1 for FG, 2 for MG+BG (since theres no really BG in here I rendered all in 1 layer) and a river was also rendered separately. The reason being if I didnt like the way it looks I can just rerender river only, for the characters and all the moving stuff I made a lot of previews so I knew exactly how its gonna look
@@EvaFrise thanks, really helpful info.
Holy.........
😍😍😍 bro i also learn 3ds and vray but I don’t know how to create a realistic environment like you ( my environment looks like a fake unreal ) can you please tell me something 😢😢about this
Im not sure what you mean, you can join CG Lounge discord and create a WIP there to receive a professional feedback from industry pros
@@EvaFrisebro can you send the link of the server because there is no link of cg lounge’s server
Stunning work. How much it takes to render the scene?
Around 4 days I think it took to render this scene
amazing work. Can I ask where you got the cow? Or did you make it from scratch?
Initially I thought about modeling them, but then I found a cheap model on sketchfab so I bought and retextured it, rigged, skinned and animated
hi dude extraordinary one.please share your pc information
This scene rendered on single CPU 16 min per frame, it took 58-62 gb ram per frame also. my PC has 256 gb of RAM and i9-10980XE CPU
wow..
looks very cinematic, great job, subscribed! Any reason why you decided to not render with UE5? Just curious if its due to limitations or just preference :)
I prefer to have no limitations over shading, shadows or GI, also scattering in max for me makes it a win over UE, plus you cant export a lot of useful AOVs from ue… maybe now you can in 5.3 but in 5.1 you couldnt. Oh and if you gonna use path tracing to render then the whole purpose of using realtime engine is just irrelevant, you just extending your pipeline with a lot of reexports for no reason. Hope it answered the question :)
Is Maya as good as 3ds Max for creating game assets/modelling?
They are both good, it's mostly about your skill and ability. It's helpful to know how to use zbrush and substance painter too.
@@3DSgeek thanks, I'm waiting for my tablet I ordered online to arrive so I can start practicing Zbrush :D although I dunno if I'll be able to handle learning so many things (Maya + UE5 + Substance + Zbrush), considering picking Character Creator 4 instead, easier to create characters for games, since it must take years to learn digital sculpting (I wanna create my own game so the more corners I can cut the better lol)
The whole animation looks really cool! But the animation of the trees looks a bit weird. So, may I ask how trees were animated?
Those were speed tree animations, I can agree because I didnt iterate as much on their animations as I did on all other stuff
@@EvaFrise Thanks.
i wonder HTH u made clothes wind sim and water sim by 3ds max bcz 3ds max yet stupid for vfx sims???
TyFlow for cloth and phoenix for water
@@EvaFrise How do you bring Tyflow cloth animation out of 3dsmax? the only one I see is Alembic, but not every engine supports Alembic. Great work btw. :)
@@3comI think most of DCCs work with alembic, I believe its the most used file format to transfer data across dccs, lately usd been getting used as well but a lot of missing features yet. You can also try to export just a geometry and a PC2 (point cache) file for it, but with pc2 really work only few other dccs
@@EvaFrise Thanks for the tip, this is my handicap with tyflow, and every animation made via modifiers in 3dsmax, i.e. waving flag via cloth, 3dsMax does not keyframe these sorts of animations, and PC2 does not always work as expected. I just want to port these animations to my indie game engine, which does not support Alembic, but glb and fbx.
@@3comI dont think its a max issue per se, what you trying to do is called “vertex deformation animation” and theres very little to no formats that supports it, for example those two you mentioned does not support it. Its either alembic or usd, so you either implement their support in the engine or you can try and bake the “vertex offset” animated maps to drive the animation via shader. I used it once in unreal engine but the set up is very troublesome
is this realtime done in unreal engine ?
Its not unreal engine, max+vray
@@EvaFrise why not use unreal though ? im just curoius in realtime
People Is a premade animation, or you rigged and animate the animals and people?
It depends, humans are CC4 characters so they have premade rig, bulls are rigged and animated entirely by me, humans animation also depends, some animated by hand, some are motion capture with a lot of layered manual animation on top and some are animated entirely manually
I recently heard about CC4 or Actorcore, is a great tool, nice work man@@EvaFrise