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Zbrush Concept

D&D style attribute rolling for character modeling… WTF? Yes that’s right, our latest assignment involved rolling character attributes to create out next sculpt. After our attributes were fleshed out we had to do a portrait of the character. I lucked out with the following stats.

Gender: Female
Age: 41-60
Job: Explorer
Time Period: Prehistoric
Disposition: Corrupt

Well here is the sketch I came up with after a few hours. I did some loose painting in Photshop after scanning my initial sketch in. Over the next couple of weeks I will be posting the upated sculpts of the character. The whole sculpt and paint is due on the 12th of December.
Concept for female corrupt elderly prehistoric explorer (http://www NULL.delightning NULL.com/wp-content/uploads/2011/11/Terry_Explorer_V2 NULL.jpg)

Breakfast Still Life – Rough

This image was created for my rendering class in college. We were given the objects and asked to properly light and render them. The style of render was left up to us. The challenge with this assignment is to get the glass looking right. Most of the objects needed to be unwrapped so that’s the first thing I did. Unlike my last apartment render (http://www NULL.delightning NULL.com/general/news/apartment-final-render-thoughts/) this piece can contain no global illumination or final gather. Any bounced light is simulated with secondary light sources. I had to remodel the glasses as their were lots of strange triangles buggering up the reflections. The pitcher and the glasses have separate faces for the inside and outside of the object. Under the glass mesh render properties the objects are set to one sided.

One thing to keep in mind while rendering glass in Maya and Mental Ray is black surfaces. If you are rendering a translucent or semi translucent object and you are getting black artifacts or faces on your render then you need to increase your reflection rays in the object’s material properties. Reflections and refractions take a long time to render due to the amount of ray casting going on. Too many rays and you can drastically increase your render time. Too few and you’ll get black faces where the rays didn’t penetrate the objec. Reflections are a little tougher as you actually have to know what should be reflected. If you can’t see them at all it’s a littler tougher to guess which ones are missing. If you’re casting enough rays within each material and you’re still getting black faces then chances are you have not set your ray tracing limits high enough in the scene’s render settings. In case you didn’t know there is a master ray trace control found under the “Quality” tab in the render settings window.

The colours of the piece are still pretty loose. I was playing around with Adobe Kuler (http://kuler NULL.adobe NULL.com/) and though it was a pretty fun tool to choose a colour pallet. My biggest problem at this point is the strength of the lighting in relation to the floor reflections. I’d like to keep the light warmer (3500k), but I’d also like to get some less harsh reflections in the floor. Most of what’s left to do involved tweaking materials and finalizing a colour pallet. I might take a swing at Maya fur again, but we’ll see if time allows it. I’ve been working part time in while going to school and it’s really been cutting into the amount of time I have to get homework (let alone personal projects) done. I would cut my hours down, but at my work the minimum for part time is 20. I did find a wonderful way to save time though… I set my computer up so I can login remotely. This makes it a lot easier to setup and look at renders. I suppose I could just batch render multiple files with a script, but I wouldn’t be able to change anything after I leave home. I don’t know about you guys, but I frequently get hit by ideas while out and about and this lets me incorporate those changes into the renders.

Rough Render for 3D Still Life involving glass (http://www NULL.delightning NULL.com/wp-content/uploads/2011/10/glassesRough NULL.jpg)

Material Editor Keyboard Shortcuts

Posted these shortcuts a while ago at Eat3D (http://www NULL.eat3d NULL.com). I though I would repost them here to share with anyone who doesn’t frequent that site. If you aren’t though you should. They have amazing video tutorials.

Material Editor Shortcut Keys

Num Key 1 1 variable constant

Num Key 2 2 variable constant

Num Key 3 3 variable constant

Num Key 4 4 variable constant

E key Power node

R key Reflection Vector

T key Texture Sample

U key TexCoord

I key If node

O key 1-x node

P key Panner node

A key Add node

S key Param ‘None’ (0) node

D key Divide node

L key Lerp node

C key Mask (R G) node

V key Param ‘None” (0,1,2,3)

B key BumpOffset node

N key Normalize node

M key Multiply node

Final Round

Life is good right now. I’ve started my last year of school at Red River College, working part time is less draining than full time, and my wife has started renting a studio for her Photography. I’ve woken up a few times and completely forgot that instead of going to my job I get to go learn about lightning and rendering or Zbrush. I just love being a student. I realize at some point all this has to end and I must apply for a job in my field, but thinking about that just takes things to a new level of awesome :D

I’m having a bit of trouble picking what I want to apply for when I get out of school. There are so many different aspects of 3D that I like. I thought about being a generalist as in my home town that seems the be the best bet, but I really enjoy the Unreal Development Kit. The first assignment we received this year was to build a small part of an environment for the UDK.

There are a lot of different skills that come into environment design that I enjoy. This first environment is a dry run and we aren’t taking it all the way to a finished product, but I do want to set myself up so at the end of the year I can finish it and add it to my portfolio. This leaves me a lot of time to think about the composition of the scene.

Labour Day (http://www NULL.delightning NULL.com/wp-content/uploads/2011/09/canada_labour_stamp NULL.jpg)I’ve decided to do a small section of a gothic church. For a simple scene I think it offers a really great silhouette. All the buttresses, windows and spires offer a lot of variety that can be reconfigured if the meshes are built in a proper modular fashion. I’ll post a couple of the sketches when I get home and I’ll throw out and update with the blocked out layout later this week.

Tomorrow is Labour day in Canada so no work and no school. I think I’m going to get outside before this summer weather goes away :)

Unreal Unit Meshes – “UBlocks”

After digging into the 2DPlatformerStarterKit (http://udn NULL.epicgames NULL.com/Three/DevelopmentKitGemsPlatformerStarterKit NULL.html) I began thinking about how I should go about creating my 2D test level. This level would be a staging ground for all sorts of pre-production tests. Things like lightning, particle systems, and mesh design would all be roughed out here. I always find if hard to visualize what sizes my meshes should be while working in Maya.  I was thinking that a quick way to rough out the size of a level and it’s meshes would be to use pre sized blocks like LEGO (http://www NULL.delightning NULL.com/wp-content/uploads/2011/08/legos NULL.jpg).

I’ve made several different sizes of cube type meshes that area all using the same parent material. Each square on the grid texture represents 64 units in the Unreal engine. If your Maya grid isn’t setup  to work with the UDK change your grid settings to match these values…

Maya to UDK Grid Settings - Length and Width:2000 Grid Lines Every:64 Subdivisions:8

(http://www NULL.delightning NULL.com/wp-content/uploads/2011/08/ublocksweb NULL.jpg)

UBlocks in default UDK Scene

The material network is pretty self explanatory, but I’ll go over it quick. There is a texture coordinate node that is being multiplied my a custom parameter node. This lets you control the parameter node’s value separately in all instances of this material. The “U” and “V” coordinates in the “Texture Coordinate” node are represented in the texture by red and green. Multiplying this node’s output will multiply each color channel in the texture. Increasing the value of red and green will tile the material. The new multiplied red and green values are then plugged into the grid texture’s UV input.

Shader network for UBlock parent material (http://www NULL.delightning NULL.com/wp-content/uploads/2011/08/ublocks_mat NULL.jpg)

Shader network for UBlock parent material

Download UBlocks - I don’t mind if you redistribute the meshes with your projects, but please link this post or include the original ZIP file in your download.

UDK Platform Starter Kit Scene Scale

I was checking out the Unreal Developer Network (http://udn NULL.epicgames NULL.com) last night and found out they’ve released what is essentially a template for a 2D platformer (http://udn NULL.epicgames NULL.com/Three/DevelopmentKitGemsPlatformerStarterKit NULL.html). My brain just about exploded when I saw this. I’ve been trying to code my own bare bones 2D platform game class for quite some time, but most of my skills are geared towards art. I did however purchase the Introduction to Unreal Script (http://www NULL.eat3d NULL.com/unrealscript) from Eat3D.com (http://www NULL.eat3d NULL.com/). It helped me setup a proper development environment for the UDK, but I found the technical depth quite shallow. I guess that shouldn’t surprise me given that it’s an introduction :\

At any rate the documentation for the kit is pretty decent and if you have a basic understanding of level design you should be able to jump right in and start building your own levels and swapping characters. Before I went to work today I took some measurements of an in game shot to get an idea of the mesh sizes I’ll need to create in Maya. If you’ve never created anything for the Unreal Development Kit in Autodesk Maya then the first thing you will want to do is adjust your scene scale. Here is a YouTube video (http://www NULL.youtube NULL.com/user/jonathanvillaverde#p/u/18/v62ZJhryFP4) from Jonathan Villaverde’s channel (http://www NULL.youtube NULL.com/user/jonathanvillaverde) to help you get that done.

Default 2D Scale Measurements for UDK 2D Platformer Kit (http://www NULL.delightning NULL.com/wp-content/uploads/2011/08/ScalePlatform2D NULL.jpg)

Default 2D Scale Measurements for UDK 2D Platformer Kit