IACDE 3D Summit

Online Event

28th April 2023 07:00am

Panel discussion highlights from our days event, Including- Best practices when working on Grid size/Particle distance/Mesh - Working with fabric attributes - The need for a universal and plain/simple language to change fabric physics in each software - Rendering time: local vs cloud farms and the importance of a good graphics card and much more...

My Roundup

I had the joy of hosting this panel for the IACDE 3D Summit at the end of April. We had some true 3D rock stars participating, which was amazing. Catch all the highlights – technical hiccups and all – below! I am still laughing over not ONE but TWO laptops dying while I was the moderator. YIKES! Nevertheless, what a great day!

“I wish … it just had a regular plain language where you could adjust the sliders and be quicker to get to the result you want” Joneien Johnson calling out for the need of a plain and universal language to change fabric physics in different 3D software’s

“I found … often times digitizing the fabric is more expensive than the actual fabric itself … if you are working as a freelancer that is a challenge” Craig Crawford in response to Joneien’s callout for a simpler way to adjust fabric physics

“It helps to have a good understanding of studio lighting … research studio photography and 3 point lighting, strip boxes and light modifiers … ditch the HDRI and start by placing your own lights in a way you would in the photography studio” R. Jeffery Diduch on the importance of having the correct lighting to get a good result, especially when rendering metal surfaces

“Once you see the render, you have to look at it again, you have to re-evaluate … resolution is so much higher, you see things differently, your texture maps needs to change … it’s never a one stop shop, it’s never ‘ok it’s done, let’s go’ it’s always this cyclical process of looking, adjusting, send out, adjusting” Amber I. on the rendering process and the need to often re-work the garment to get the perfect render outcome.

Other topics discussed was: ▪️ Best practices when working on Grid size/Particle distance/Mesh ▪️ Working with fabric attributes to be able to achieve drape of airy chiffon as well as rigid physics of hard plastic. ▪️ The need for a universal and plain/simple language to change fabric physics in each software ▪️ Rendering time: local vs cloud farms and the importance of a good graphics card ▪️ Backgrounds and render environment ▪️ The importance of understanding and applying correct lighting to enhance your garment ▪️ Avatar creation and the difficulties faced when importing them into the different 3D systems

Check back soon for my full roundup and images from the event!