Work Flow Thread
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Work Flow Thread
First topic message reminder :
Gusto kong pagusapan dito kung ano-ano bang work flow ang mga dinaanan nyo. in that way yung mga newbie na katulad ko e magkaroon ng idea. lets start kung pano tayo nag start. im for sure magkakaroon tayo ng clear and good start in 3d. lets go to basic software dito sa tambayan 3d max.
here's my workflow:
1. max(modellling and rendering) dito na ako diretso gumagawa ng model. second nalang ang SU pag may tangap ng trabaho. mas madaling gamitin e. i prefer dito magsimula kasi walang magiging problema sa rendering, texturing and mapping since direct siya from max.
http://www.cgpinoy.org/3d-studio-max-tutorials-f46/3ds-max-intro-to-modeling-chair-t6661.htm
http://www.cgpinoy.org/3d-studio-max-tutorials-f46/3ds-max-intro-to-modeling-using-bend-twist-taper-ffd-box-t6794.htm
http://www.cgpinoy.org/3d-studio-max-tutorials-f46/3d-max-modelling-tips-t3696.htm
http://www.cgpinoy.org/3d-studio-max-tutorials-f46/simple-house-modelling-by-f41-t6208.htm
2. photoshop(enhancing) usually dito ang madalas kong gamitin is ctrl+L(level), ctrl+M(curves), ctrl+B(color balance), yung brightness/contrast(nasa image tab, adjustment)
http://www.cgpinoy.org/photoshop-tutorials-f49/
later on this thread gawin kong detailed yung workflow para mas maintindihan ng tropa. and i hope to see the masters sharing their thoughts and workflow para sa mga small time na katulad ko at magkaroon ng idea from our big brothers.
Gusto kong pagusapan dito kung ano-ano bang work flow ang mga dinaanan nyo. in that way yung mga newbie na katulad ko e magkaroon ng idea. lets start kung pano tayo nag start. im for sure magkakaroon tayo ng clear and good start in 3d. lets go to basic software dito sa tambayan 3d max.
here's my workflow:
1. max(modellling and rendering) dito na ako diretso gumagawa ng model. second nalang ang SU pag may tangap ng trabaho. mas madaling gamitin e. i prefer dito magsimula kasi walang magiging problema sa rendering, texturing and mapping since direct siya from max.
http://www.cgpinoy.org/3d-studio-max-tutorials-f46/3ds-max-intro-to-modeling-chair-t6661.htm
http://www.cgpinoy.org/3d-studio-max-tutorials-f46/3ds-max-intro-to-modeling-using-bend-twist-taper-ffd-box-t6794.htm
http://www.cgpinoy.org/3d-studio-max-tutorials-f46/3d-max-modelling-tips-t3696.htm
http://www.cgpinoy.org/3d-studio-max-tutorials-f46/simple-house-modelling-by-f41-t6208.htm
2. photoshop(enhancing) usually dito ang madalas kong gamitin is ctrl+L(level), ctrl+M(curves), ctrl+B(color balance), yung brightness/contrast(nasa image tab, adjustment)
http://www.cgpinoy.org/photoshop-tutorials-f49/
later on this thread gawin kong detailed yung workflow para mas maintindihan ng tropa. and i hope to see the masters sharing their thoughts and workflow para sa mga small time na katulad ko at magkaroon ng idea from our big brothers.

Norman- CGP Expert

- Number of posts: 2930
Age: 30
Location: Singapore
Registration date: 22/06/2009

Re: Work Flow Thread
here's mine
1. plan - clean up in autocad - usually it's just the lines and furniture blocks. no hatches, no trees, no heavy splines.
2. import to max - then group as one object, and apply a single color and layer.
3. building the walls - spline then extrude. sometimes with modifiers (poly etc) depending on the design of the partitions.
4. building the base floor - spline then extrude
5. for special shapes on the floor pattern - another set of splines, with extrusion value slightly greater than the base (to avoid unnecessary boolean operations). same principle applies to the ceiling or any pattern that lies in the same plane.
6. furniture - mostly modelled from scratch. i try to avoid evermotion models if i can. they tend to slow the workflow with their heavy meshes and overly indulgent materials.
7. lighting - when going for a mood setting:
exteriors - vray sun simulating close to a sunset; when pressed for time, i use an ies sun to speed render times. (credit goes to machakaw for teaching me this - he discovered that among the sun simulators before (direct light, etc) ies sun gave the fastest render times.)
interiors - i just rely on ies lights with enough secondary bounces.
8. lighting - when going for a normal day or flourescent setting in exteriors and interiors respectively - that's when i find the other vray lights useful.
9. materials - i try to optimize as much as i can in the materials. this means no bitmap larger than 2k pixels. i try to avoid uncompressed file formats too such as TIF.
10. trial and error - i have a preset render setting for trials in lighting and materials. usually it's adaptive subdvision sampling with -1, -1, a very low irradiance map, light cache of 50,20 (default is 1000, .02), and subdvision multiplier of merely 0.1. this allows me to finetune the overall output quickly without having to spend too much test renders. (this trick was taught to me by norman / optimus prime)
11. final render -
for stills - 2000 px minimum width, with medium settings
for animations - prepasses depending on the scene (incremental or animation prepass whichever is appropriate)
12. color mapping and cameras
i tried and experimented a few methods - high HDRI settings, vray cameras, reinhard, LWF, etc but i find myself back to exponential. i guess this is my personal preference (high contrast images) and will stick to it. also the vray camera doesnt allow room for emergency fixes, especially in animation, unlike the standard camera which u could then render in scanline (alpha passes, or RPF files, for example). also the disadvantage of the other methods i.e. a vray camera with a high HDRI multiplier is that u cannot get the same render results in any view other than the phys camera itself (for example if you merely want to test an object's color in ortho view.)
- ciggy break -
13. post processing
photoshop - curves then unsharp mask (render setting is in quadratic or area)
after effects - curves, DOF (using a vray zdepth pass) and noise (for night scenes). contrary to what many believe, a bit of noise is essential. clean renders only apply to scenes with enough ambient and day lighting. (this principle i got from photography)
ADD: courtesy of master norvs - all materials, including walls, have to be applied with glossiness values - the logic as he has explained it to me was that all surfaces have a degree of reflectivity. in the absence of appropriate GI bounces the glossiness help do the trick.
1. plan - clean up in autocad - usually it's just the lines and furniture blocks. no hatches, no trees, no heavy splines.
2. import to max - then group as one object, and apply a single color and layer.
3. building the walls - spline then extrude. sometimes with modifiers (poly etc) depending on the design of the partitions.
4. building the base floor - spline then extrude
5. for special shapes on the floor pattern - another set of splines, with extrusion value slightly greater than the base (to avoid unnecessary boolean operations). same principle applies to the ceiling or any pattern that lies in the same plane.
6. furniture - mostly modelled from scratch. i try to avoid evermotion models if i can. they tend to slow the workflow with their heavy meshes and overly indulgent materials.
7. lighting - when going for a mood setting:
exteriors - vray sun simulating close to a sunset; when pressed for time, i use an ies sun to speed render times. (credit goes to machakaw for teaching me this - he discovered that among the sun simulators before (direct light, etc) ies sun gave the fastest render times.)
interiors - i just rely on ies lights with enough secondary bounces.
8. lighting - when going for a normal day or flourescent setting in exteriors and interiors respectively - that's when i find the other vray lights useful.
9. materials - i try to optimize as much as i can in the materials. this means no bitmap larger than 2k pixels. i try to avoid uncompressed file formats too such as TIF.
10. trial and error - i have a preset render setting for trials in lighting and materials. usually it's adaptive subdvision sampling with -1, -1, a very low irradiance map, light cache of 50,20 (default is 1000, .02), and subdvision multiplier of merely 0.1. this allows me to finetune the overall output quickly without having to spend too much test renders. (this trick was taught to me by norman / optimus prime)
11. final render -
for stills - 2000 px minimum width, with medium settings
for animations - prepasses depending on the scene (incremental or animation prepass whichever is appropriate)
12. color mapping and cameras
i tried and experimented a few methods - high HDRI settings, vray cameras, reinhard, LWF, etc but i find myself back to exponential. i guess this is my personal preference (high contrast images) and will stick to it. also the vray camera doesnt allow room for emergency fixes, especially in animation, unlike the standard camera which u could then render in scanline (alpha passes, or RPF files, for example). also the disadvantage of the other methods i.e. a vray camera with a high HDRI multiplier is that u cannot get the same render results in any view other than the phys camera itself (for example if you merely want to test an object's color in ortho view.)
- ciggy break -
13. post processing
photoshop - curves then unsharp mask (render setting is in quadratic or area)
after effects - curves, DOF (using a vray zdepth pass) and noise (for night scenes). contrary to what many believe, a bit of noise is essential. clean renders only apply to scenes with enough ambient and day lighting. (this principle i got from photography)
ADD: courtesy of master norvs - all materials, including walls, have to be applied with glossiness values - the logic as he has explained it to me was that all surfaces have a degree of reflectivity. in the absence of appropriate GI bounces the glossiness help do the trick.
Last edited by celes on Wed Jul 07, 2010 6:24 pm; edited 1 time in total (Reason for editing : daming singlish)
celes- Pogi

- Number of posts: 2710
Registration date: 25/11/2008
Re: Work Flow Thread
WOW sir celes!!you rock!!! sarap basahin yung work flow nyo parang libro ng 3d max tutorial...will keep this as a note!!! alam mo naman lagi akong curious sa diskarte nyo sa 3d!!! i salute you for giving us this info kahit na hirap kayong mag english dahil napapa singlish kayo!!hehe....

Norman- CGP Expert

- Number of posts: 2930
Age: 30
Location: Singapore
Registration date: 22/06/2009

Re: Work Flow Thread
hehe salamat norman kung mapapansin mo marami jan galing sa mga cgp members rin.

celes- Pogi

- Number of posts: 2710
Age: 40
Location: Singapore
Registration date: 25/11/2008
Re: Work Flow Thread
celes wrote:here's mine
13. post processing
photoshop - curves then unsharp mask (render setting is in quadratic or area)
after effects - curves, DOF (using a vray zdepth pass) and noise (for night scenes). contrary to what many believe, a bit of noise is essential. clean renders only apply to scenes with enough ambient and day lighting. (this principle i got from photography)
ADD: courtesy of master norvs - all materials, including walls, have to be applied with glossiness values - the logic as he has explained it to me was that all surfaces have a degree of reflectivity. in the absence of appropriate GI bounces the glossiness help do the trick.
Sir celes, Just reading this short notes it almost explain every pages of a cg book (for post-production) . thank you for giving this very useful principles.

arjun_samar- CGP Apprentice

- Number of posts: 742
Age: 23
Location: Catbalogan, Samar but working in Nova, Q.C.
Registration date: 12/05/2009

Re: Work Flow Thread
thanks arjun 

celes- Pogi

- Number of posts: 2710
Age: 40
Location: Singapore
Registration date: 25/11/2008
Re: Work Flow Thread
celes wrote:
13. post processing
after effects - curves, DOF (using a vray zdepth pass) and noise (for night scenes). contrary to what many believe, a bit of noise is essential. clean renders only apply to scenes with enough ambient and day lighting. (this principle i got from photography)
sir celes, tanung ko lang about AE. pano work flow dito? i mean pag na render ko na diretso after effects ang post processing, tapos save nyo nalang ng image ulit(jpeg)?

Norman- CGP Expert

- Number of posts: 2930
Age: 30
Location: Singapore
Registration date: 22/06/2009

Re: Work Flow Thread
yups. same as kung pano ka mag pp sa photoshop
only sa AE animation ang output and madaming options (JPEG sequence, PNG sequence, quicktime, etc)
only sa AE animation ang output and madaming options (JPEG sequence, PNG sequence, quicktime, etc)

celes- Pogi

- Number of posts: 2710
Age: 40
Location: Singapore
Registration date: 25/11/2008
Re: Work Flow Thread
thanks sir, ito gusto kong tuklasin na workflow. and to the following week mag undergo ako mag aral ng AE dito sa sg.....nakita ko yung gawa nyo dun sa mga race car. iba yung level nya....dont know kung sa PS nyo na nagawang ganun or sa AE nga...very interesting.......

Norman- CGP Expert

- Number of posts: 2930
Age: 30
Location: Singapore
Registration date: 22/06/2009

Re: Work Flow Thread
'tol parang walang su dito a nakakahiya mag post, wahihihi

zdesign- CGP Expert

- Number of posts: 3281
Age: 41
Location: lugar ng yano... / dubai
Registration date: 09/12/2009

Re: Work Flow Thread
share nyo na sir z...dating SU to max din ang workflow ko....im sure dami matutulungan ng diskarte nyo,,,,

Norman- CGP Expert

- Number of posts: 2930
Age: 30
Location: Singapore
Registration date: 22/06/2009

Re: Work Flow Thread
Very Basic Work Flow ko:
1.First: Cleaning stage sa Cad, make sure na ung mga lines are connected before exporting to SU. kadalasan nagtatagal sa pagclose ng plane kung di mahusay ang pagkagawa sa Cad.Minsan pagdi mo ma export kasi di compatible sa version, save as dxf tapos export mo sa SU,make sure na tamang option ng pagexport.
2.Second: Modeling time na, sa interior simpleng push and pull lang. Sa exterior nilalatag ko lahat ng elevation and i form them like a box,para mas madali ang pagpush and pull kasi may basehan ka na.
3.Third: Color it white, di ako gigil sa pagpipintura ng interior o exterior. Base color ko white tapos test render muna para mapagaralan ang quality ng light.tapos tweaking na sa light
4.Fourth: Layering,grouping,outliner,scene. dapat habang ngmomodel eh grouping na dapat ng wall,flooring, celing para masaya este para organize.set mo the scene para kung babalikan mo eh precise yung angle.
5:Fifth:Material application, inshort isa ka ng ganap na pintor.
6:Sixth: rendering, dont forget to tweak necessary channels that you need,magagamit mo yun sa postprocessing.
7:Seventh:Photoshop, isa ka ng makeup artist.
1.First: Cleaning stage sa Cad, make sure na ung mga lines are connected before exporting to SU. kadalasan nagtatagal sa pagclose ng plane kung di mahusay ang pagkagawa sa Cad.Minsan pagdi mo ma export kasi di compatible sa version, save as dxf tapos export mo sa SU,make sure na tamang option ng pagexport.
2.Second: Modeling time na, sa interior simpleng push and pull lang. Sa exterior nilalatag ko lahat ng elevation and i form them like a box,para mas madali ang pagpush and pull kasi may basehan ka na.
3.Third: Color it white, di ako gigil sa pagpipintura ng interior o exterior. Base color ko white tapos test render muna para mapagaralan ang quality ng light.tapos tweaking na sa light
4.Fourth: Layering,grouping,outliner,scene. dapat habang ngmomodel eh grouping na dapat ng wall,flooring, celing para masaya este para organize.set mo the scene para kung babalikan mo eh precise yung angle.
5:Fifth:Material application, inshort isa ka ng ganap na pintor.
6:Sixth: rendering, dont forget to tweak necessary channels that you need,magagamit mo yun sa postprocessing.
7:Seventh:Photoshop, isa ka ng makeup artist.

jenaro- Peter Pran

- Number of posts: 3132
Age: 30
Location: sharjah
Registration date: 22/01/2009
Re: Work Flow Thread
nice thread to, dagdag kaalaman..
ive just notice something, kadalasan modeling pla is max na..
anyway share din ako..
CAD + MAX + PS
(when final floor plan and designs are finish)
1. Once na sakin na ang plans and elevs, create agad ako ng new drawing for 3d, copy paste and mga plans na nka isang layer na lang and ilalapit ko agad sa 0,0 axis (para mabilis hanapin ang mga merge files kapag rendering sa max).. then start modeling sa CAD
2. nakahiwalay ang mga 2d drawings sa 3d na ginagawa ko pero may common base point para accurate ang pagmove. part by part ako nagmomodel, gagawin ko muna sa may 2d drawing den layer it tapos ililipat sa may 3d with the common base point. 2 colors lang ang ginagamit ko red for unlayered components and white for layered ones para mabilis ko distinguished ang mga wala pang layers. den kapag ok na, bubrahin ang mga hindi ginagamit na lines and objects, then save.
3. File Links sa Max, check agad statistics, den camera, den test render settings (low settings), lights and enviroment lighting, materials, entourage, den final set-up, render..
4. tapos konting adjustments lang sa PS..
thanks and Godbless
ive just notice something, kadalasan modeling pla is max na..
anyway share din ako..
CAD + MAX + PS
(when final floor plan and designs are finish)
1. Once na sakin na ang plans and elevs, create agad ako ng new drawing for 3d, copy paste and mga plans na nka isang layer na lang and ilalapit ko agad sa 0,0 axis (para mabilis hanapin ang mga merge files kapag rendering sa max).. then start modeling sa CAD
2. nakahiwalay ang mga 2d drawings sa 3d na ginagawa ko pero may common base point para accurate ang pagmove. part by part ako nagmomodel, gagawin ko muna sa may 2d drawing den layer it tapos ililipat sa may 3d with the common base point. 2 colors lang ang ginagamit ko red for unlayered components and white for layered ones para mabilis ko distinguished ang mga wala pang layers. den kapag ok na, bubrahin ang mga hindi ginagamit na lines and objects, then save.
3. File Links sa Max, check agad statistics, den camera, den test render settings (low settings), lights and enviroment lighting, materials, entourage, den final set-up, render..
4. tapos konting adjustments lang sa PS..
thanks and Godbless

kieko- CGP Guru

- Number of posts: 1413
Age: 25
Location: Pampanga
Registration date: 08/04/2009
Re: Work Flow Thread
f-41 wrote:thanks sir, ito gusto kong tuklasin na workflow. and to the following week mag undergo ako mag aral ng AE dito sa sg.....nakita ko yung gawa nyo dun sa mga race car. iba yung level nya....dont know kung sa PS nyo na nagawang ganun or sa AE nga...very interesting.......![]()
ung sa race cars sir maraming post processing na ginawa dun. curvev adjustments, a few color replacements, depende sa effect na gusto mong maachieve.. in our case since racing event we tried out applying lots of noise.

celes- Pogi

- Number of posts: 2710
Age: 40
Location: Singapore
Registration date: 25/11/2008
Re: Work Flow Thread
mmm,
workflow thread? there was one tutorial i read on workflow and vray sets. it actually put the book "vray the complete guide" by legrenzi,
very obsolete, and very useless.
in other words really understanding vray would prevent one from working blindly. every trouble shooting has a direction. if none, every
render sets is just a mere guess, or quickly jumping to a conclusion.
workflow thread? there was one tutorial i read on workflow and vray sets. it actually put the book "vray the complete guide" by legrenzi,
very obsolete, and very useless.
in other words really understanding vray would prevent one from working blindly. every trouble shooting has a direction. if none, every
render sets is just a mere guess, or quickly jumping to a conclusion.
ciaoriki- CGP Newbie

- Number of posts: 37
Age: 42
Location: hongkong
Registration date: 15/08/2009
Re: Work Flow Thread
1. revit architecture- floor plans, elevations, sections, 3d model > save as fbx file (saves a lot of my time)
2. 3dmax- link fbx > load preset lighting > apply materials (nakalayer na lahat from revit kaya madali mag apply ng materials) > load entourage (nakagroup na) > test render with low resolution > final render
3. photoshop- kong may oras pa.
-usually 5 hours ko ginagawa ang lahat ng yan including 2d floor plans, sections, elevations (2-storey house). Ang medyo matagal e ang pag-iisip ng concept..
4. kong may revisions e ireremodel ko sa revit tapos overwrite fbx file. open 3dmax file (automatic update ung model since nakalink)> hit shift+q again.
2. 3dmax- link fbx > load preset lighting > apply materials (nakalayer na lahat from revit kaya madali mag apply ng materials) > load entourage (nakagroup na) > test render with low resolution > final render
3. photoshop- kong may oras pa.
-usually 5 hours ko ginagawa ang lahat ng yan including 2d floor plans, sections, elevations (2-storey house). Ang medyo matagal e ang pag-iisip ng concept..
4. kong may revisions e ireremodel ko sa revit tapos overwrite fbx file. open 3dmax file (automatic update ung model since nakalink)> hit shift+q again.

jen_tol84- CGP Apprentice

- Number of posts: 211
Age: 26
Location: baguio city, philippines
Registration date: 20/10/2010
Re: Work Flow Thread
ciaoriki wrote:mmm,
workflow thread? there was one tutorial i read on workflow and vray sets. it actually put the book "vray the complete guide" by legrenzi,
very obsolete, and very useless.
in other words really understanding vray would prevent one from working blindly. every trouble shooting has a direction. if none, every
render sets is just a mere guess, or quickly jumping to a conclusion.
nice one sir. i agree.
jen_tol84 wrote:1. revit architecture- floor plans, elevations, sections, 3d model > save as fbx file (saves a lot of my time)
2. 3dmax- link fbx > load preset lighting > apply materials (nakalayer na lahat from revit kaya madali mag apply ng materials) > load entourage (nakagroup na) > test render with low resolution > final render
3. photoshop- kong may oras pa.
-usually 5 hours ko ginagawa ang lahat ng yan including 2d floor plans, sections, elevations (2-storey house). Ang medyo matagal e ang pag-iisip ng concept..
4. kong may revisions e ireremodel ko sa revit tapos overwrite fbx file. open 3dmax file (automatic update ung model since nakalink)> hit shift+q again.
nice WF dude.
off topic lang dude, tanong ko lang mabilis ba ang modeling sa revit kung modified yung design?let's say may ganitong design ng door:

i can finish this 3 to 5 mins sa 3d max. without texturing syempre.

Norman- CGP Expert

- Number of posts: 2930
Age: 30
Location: Singapore
Registration date: 22/06/2009

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