Disney Uses This to Create Characters | Ptex

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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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Пікірлер: 100
@Sosinterok
@Sosinterok Жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
@@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 Жыл бұрын
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 Жыл бұрын
I use to agree, but using CozyBlanket on the ipad is pretty satisfying
@JJforYoutube
@JJforYoutube Жыл бұрын
100%
@metamesh1
@metamesh1 Жыл бұрын
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 Жыл бұрын
I like doing UVs It gets easier once you know what you are doing.
@lianakraus7509
@lianakraus7509 Жыл бұрын
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 Жыл бұрын
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.
@creeps3289
@creeps3289 Жыл бұрын
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 Жыл бұрын
The role of Steve Jobs is overrated omfg
@migovas1483
@migovas1483 Жыл бұрын
@@zoqin Indeed, he wads just looking for another way to cash in in other people s work, Typical Steve job ...
@oldleaf3755
@oldleaf3755 Жыл бұрын
jokes on you: i like uv wrapping
@nourghafarji
@nourghafarji Жыл бұрын
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 Жыл бұрын
leave it to Autodesk to kill innovation
@ramlizulhilmi7749
@ramlizulhilmi7749 Жыл бұрын
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..
@galotta8475
@galotta8475 Жыл бұрын
This is a huge time saver! Thanks for the hint!
@DileepNow
@DileepNow Жыл бұрын
Manual UV packing is relaxing puzzle time that comes disguised as work. This is how you thank it?
@MonsterJuiced
@MonsterJuiced Жыл бұрын
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 Жыл бұрын
i was always enjoying uv mapping
@Bizarro69
@Bizarro69 Жыл бұрын
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.
@motown9986
@motown9986 Ай бұрын
How do you install it on Maya or Blender, or Substance?
@trendgil
@trendgil Жыл бұрын
Unreal Engie just created something similar but, for gaming.
@nicolaastanghe475
@nicolaastanghe475 Жыл бұрын
You fegot to mention the actual reason with with slower rendertimes in large scenes. now i might be wrong.
@cjadams7434
@cjadams7434 Жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
Seems to have been largely forgotten. I was certain it would become industry standard when I first heard about it years ago.
@metternich05
@metternich05 Жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
@@blendersarelikevegans - ahhh well have fun.. I am actually a NON studio Mari user lol.. we do actually exist!
@RDD87z
@RDD87z Жыл бұрын
who knows if one day we can use those in real time.
@v1sor1
@v1sor1 Жыл бұрын
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.
@AndyTanguay
@AndyTanguay Жыл бұрын
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.
@TheTimeProphet
@TheTimeProphet Жыл бұрын
I use UVlayout2 to pack my UVs now.
@matthiasfeist3042
@matthiasfeist3042 9 ай бұрын
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
@afjer
@afjer Жыл бұрын
The ideal thing would be the create in the freedom of PTEX and then bake it to optimized UVs for exporting to an engine.
@jonkku
@jonkku Жыл бұрын
Might wanna work on lowering that rising intonation. It makes for very hard to listen content.
@alex-qn5xp
@alex-qn5xp Жыл бұрын
It would be nice if you could credit the original creators of the footage you use.
@InspirationTuts
@InspirationTuts Жыл бұрын
We already do that my friend!
@DoryRail
@DoryRail Жыл бұрын
Thanks.
@3dguy839
@3dguy839 Жыл бұрын
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 Жыл бұрын
It can certainly make it more complex.
@3dguy839
@3dguy839 Жыл бұрын
@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 Жыл бұрын
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.
@LordLuigi_Rigs
@LordLuigi_Rigs Жыл бұрын
👏🏼
@IrocZIV
@IrocZIV Жыл бұрын
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 Жыл бұрын
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.
@sonu-jangir
@sonu-jangir Жыл бұрын
This guy always makes great content...
@davidedwardsme
@davidedwardsme Жыл бұрын
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 Жыл бұрын
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 Жыл бұрын
You can subdivide the texture so each quad can have a separate resolution.
@DonEsteban3D
@DonEsteban3D Жыл бұрын
we need ai boosted retopo tool. UVs are cake.
@OmnionAmbients
@OmnionAmbients Жыл бұрын
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.
@keithparker5625
@keithparker5625 Жыл бұрын
Weight painting is 100 times less fun than uv mapping.
@PayxiGandia
@PayxiGandia Жыл бұрын
The guy who actually enjoys doing UVs: 🗿
@Zocress
@Zocress Жыл бұрын
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 Жыл бұрын
I still think UV Mapping is a more fun process than Rigging.
@justfun1677
@justfun1677 Жыл бұрын
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 Жыл бұрын
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.
@DarkWorlds
@DarkWorlds Жыл бұрын
the thumbnail and title contradict each other
@dissonanceparadiddle
@dissonanceparadiddle Жыл бұрын
For me it's rigging and weight panting i hate the most
@MrMephiz
@MrMephiz Жыл бұрын
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
@kamillatocha
@kamillatocha Жыл бұрын
UV depends on model and the creator how he made it but yah it is kinda boring task
@oby1
@oby1 Жыл бұрын
Shouldn't you disclose sponsors?
@fahadhasn
@fahadhasn Жыл бұрын
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.
@HakanYilmazAbstractizm
@HakanYilmazAbstractizm Жыл бұрын
I love your videos. But they are Sometimes too Long.
@Outmind01
@Outmind01 Жыл бұрын
UV mapping has NOTHING on retopology in terms of being tedious and time-consuming.
@SergeGolikov
@SergeGolikov Жыл бұрын
Nothing but ugliness, darkness and a spirit of fear (Monsters Inc) comes out of dizini, programing through trauma, a whole next generation.
@cjhatesu
@cjhatesu Жыл бұрын
Yeah rigging takes no time at all...
@360NoScopedMyDogEz
@360NoScopedMyDogEz Жыл бұрын
finding jesus 2 - a story of family, friends, and faith ( l o l )
@animhaxx
@animhaxx Жыл бұрын
They create AI to do all these bullshit but don't create an AI that can UV map properly
@qedqubit
@qedqubit Жыл бұрын
i wouldn't be surprised if Disney used early versions of ChatGPT to make their past few movies 🤣🤣🤣
@gameexe6337
@gameexe6337 Жыл бұрын
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 Жыл бұрын
it sounded interesting but i just could't keep up with your accent sorry
@stysner4580
@stysner4580 Ай бұрын
So many misconceptions in this video... in the end you compared substance painter with ptex, which makes 0 sense.
@Lavonne1
@Lavonne1 Жыл бұрын
Very long winded
@FeRoOOo71
@FeRoOOo71 Жыл бұрын
no one cares, if you are creatively bankrupt no amount of flashy software or programs can help you making good movie
@seriouslyigiveup
@seriouslyigiveup Жыл бұрын
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 KZbin, the "professional" voice that people put on. It's not a pleasant thing to listen to. Just trying to help.
@noahohana1593
@noahohana1593 Жыл бұрын
I don't like your comment, I think his voice sounds lovely.
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