Wednesday 22 April 2009

Car Project - WIP 2 + workflow tip

Thought i'd post some recent pics:

(Exterior mesh complete):













Rimm/Tyres:














For the tyre/tread I looked at this tutorial rather than the plane/extrude trick we were shown in class. Actually this technique is probably overkill for most situations. Combined, the tread, beveled and segmented I think ended up with more geometry than the rest of the car mesh put together. I've had to create a seperate layer for the tyres in the viewport cause it's really started to bog down. In the render below I forgot to disable the mental ray subdiv approximation on the tyre tread itself which is why it looks a bit soft. I may actually keep it that way.. but it's missing the displacement text i'm planning on putting around the outer tyre wall.

Test render (thanks to Thierry for the pointers:)























Basically this project could go on forever but I think I'll give it another 2 weeks or so and move on to the next thing. Hopefully by then i'll have modelled the interior and attempted some kind of compo.

Also would like to point out something i've been doing for a while in maya regarding the move setting which some of you may not know about. You're probably aware of the move local/world/normal axis options from the attribute editor. Well, just a shortcut you can also access these settings by holding the W key and left clicking in the viewport. This is especially useful if you dont have maya's attribute editor set up as a pop up dialogue box. (having to double click the translate tool, then scroll to the attribute editor, find setting, select setting etc is a really annoying). All about the shortcuts.

-Boat drinks

Tuesday 21 April 2009

3D Studio Max 101

Hey guys , sorry to mention this again . I'm trying to help my friend plug his DVD . He's an awesome guy whose done so much for free ( as I said before ) . So , if any of you are thinking of giving Max a look , then this is by far the best place to look ( & I'm not just saying that because he's my friend , as he's my friend because of how helpful he was for me & many others to get into the 3D field to begin with without asking anything in return ) .

So , without further ado , this is the link : 3D Studio Max 101 .

Hope all of you are doing well , & I wish to see you all someday in good health , GOD willing :) .

Best wishes ,
Aziz

Tuesday 14 April 2009

Hi Guys & Dell UK Voucher Code

Just a quick note to say I'm back from holiday, it was great! Looking for a new computer now so I can actually run Maya as this one is "shitfucked" as Theiry would say.

If you are looking for a new machine and are interested in a Dell, then this Voucher might be handy.

http://www.myvouchercodes.co.uk/discounts/dell.co.uk#discounts

also, this is quite a nice item if you have two machines and one monitor.

http://www.dabs.com/productlist.aspx?NavigationKey=11127&NavigationKey=4294955642&CategorySelectedId=11127&PageMode=1

There are various types to choose from, depending on your system, i'll be buying one shortly so let me know if you want some info on it.

Are you all still in London ?

Sunday 12 April 2009

Help!


Hi Guys,

As some of you know I have been trying to model this hair for this character in Nurbs I managed to get it looking alright but now the renderer of choice has changed from maya software to mental ray and suddenly the transparancy map does not work in the same way. Before only the hair mapped onto the transparancy map would show (which worked well!), now the whole hair of the hair texture shows (check image above). anyone have any ideas??

Cheers

Tom

Saturday 11 April 2009

Autosave for Maya 2009

Bonjour tout le monde. Haaa, S#?/.. Sorry guys, yes i need to speak english . ok hello everybody. it's the frenchy. I would like to thank and again thank to Tu for the blog. He, Panos, your car is fantastic, you have 3 days to finnish, or kick your as.

And to save your as i have a fucking good link you and everybody: The Autosave maya 2009. it's was in highend3d for a long time and i didn't see it.

http://highend3d.com/maya/downloads/mel_scripts/interface_display/3962.html

For Mike, it's difficult to do snow for icey with subsct.. Some time with the snow the velvet shader it's not to bad. Me and panos, we are in escape studio everyday for the moment. if you want tuto i Subscat. it better to come. texte me and i will try to get you some staff.

this as well it's a update of my work:



the 2cv

i know same thing, but toon shader.

i am working on robot as well: This is for you mike.Tu, thank you again. i will post more staff later. this is a teste for me. see you

Car Project - WIP

Currently working on getting this car model done for my reel. I'm actually working off a tutorial provided by Thierry which is pretty in depth and will eventually cover the interior of the vehicle as well (it's a Lamborghini something or other). Following any kind of video tutorial is always a painstainkly slow and arduous process for me personally but in the space of two weeks I already feel like my overall modelling/workflow competency has improved - for example i'm barely using the toolbar now (pretty much everything done through the various ctrl-click/shft-click/space hot boxes) which speeds things up massively.

The actual modelling process isn't as complicated as you may think. This method uses a nurbs/polygon hybrid workflow that I will try to document below.

First off you start with setting up your image planes. The only issue here is switching between the front/rear image planes of the car since you only have one projection on Z by default .The way round this is to create a new orthographic camera, align it along Z accordingly and assign a new image plane to it. You can of course do the usual thing of panels>orthographic>'select view' every time you want to switch between both views but that's a kinda long especially if you're constantly having to switch image planes. So the shortcut for this is to use a bit of mel script to do this for you. Here it is:

------

if ( (`modelPanel -q -cam modelPanel3` ) =="rear")
{
modelPanel -e -cam front modelPanel3;
setAttr front.visibility 1;
setAttr rear.visibility 0;
}
else
{
modelPanel -e -cam rear modelPanel3;
setAttr front.visibility 0;
setAttr rear.visibility 1;
};

---------

The above will only work if you name your new camera 'rear' obviously. This code is basically saying that if rear cam is currently projecting (i.e. visible) then switch to 'front' cam etc. Everytim you run this it will cycle. You can copy this code to your toolbar for a quick MEL switchable button. In fairness this is not essential but may help some of you.

Anyway, once that's done you start by creating a curve network of the vehicle using the contours from the images as a guide like so. So all the panel outlines, rims and depth need to be drawn out. You should end up with a 3d nurbs curve representation of the car itself.












For the more longer, flowing curves it's best to use CV curves so you get more control over the CV placement. For most other lines, a 3 Cubic EP curve (which defaults to 4 evenly spaced CV's between 2 points) is sufficient. Obviously every time you lay down a curve you'll need to switch between your four orthographic view to allign your curves properly in terms of depth etc. Once you get one curve down the rest are just a matter of snapping to the previous one (C - middle click) and continuing the network. It's not absolutely necessary that all your curves are connected but will help massively down the line. The more accurate your curve network is the more efficient the modeling process becomes later on. It's a good idea hit 3 to smooth out your curves before you adjust them as well for a better representation of what they actually look like.

Once your curve network is complete it's just a case of using the 'create polygon tool ' (deselect anything in the viewport, shift-click, top option) and snapping your first 4 sided polygon to the curves by using curve snap. From there you just need to use the 'append to polygon tool' (object mode> shift-click> right option) to create additional faces to block out the area you need. In some cases, i.e the roof of the car below, you can block out the whole area with one polygon and add use edge loops/split poly to add detail. Once you have those extra vertices it's just a matter of snapping those to your pre-existing curve network to get the form you need:














Snap the edges of panels to one-another for more accurate alignment, and extrude edges inwards to give a sense of depth. Beveling edges helps with the roundness as well.














Progress thus far:














Long way to go yet. Hopefully will be done in 2 weeks or so. Planning to get a few shots out of it, and definitely some kind of composition, maybe onto some footage, but after the last stint with Dan's camera the idea does actually scare me.

Anyway, hopefully this will have been of use to some of you. I'll check back with some more WIP pics in a few days.

-P

Friday 10 April 2009

wosson



Hi there guys!

Just want to take this chance to say how good it as to meet all of you! and a thanks to all of you who helped me get out of my limited 2D world, you were all tutors to me!

Since leaving escape I took a break to cornwall (home), and have been collecting previous projects to try an sort some sort of show reel. am having trouble liking any of the old stuff! but still I feel my has to be more than 8 seconds long so some of it will have to be used!

I have managed to get a little break actually, and yesterday went to meet a VFX Supervisor at 3 Mills Studios in East London. He wants me to do some freelance stuff for him (unfortunately the empshasis is on the word FREE) but hey, what can you expect this early! The projext is a Benchmark for the BBC, it is called "Bo and the Spiritworld" - It is for children aged 6-12. And is a mini series loosley based on China's "house of flying dagers" (but yes for children!) Bo the main character and her brother are transported to ancient China in a quest to find their mother (I Think?) It is a live action piece with alot of on-set filming and a limited amount of blue-screen.

I have been asked to help make a icey graveyard scene in a glacier. I have only seen a few images/storyboards so far, so am waiting for more info. of course with this icey world i am gonna have to polish up on my Sub surface scattering - of which I am crap - any ideas of a good tutorial? since yesterday from what I can remember of the discussion of the scene, i comped a photo-montage concept which I have sent to the supervisor. The finish isn't perfect, but it will do for a quick concepy I think. plus it only took me 3 hours, so I cant expect too much.

I will keep you posted, this blogging group is a great idea! thanks for getting me involved, it's "Super-Cool"

cheers

Mike

Thursday 9 April 2009

Hey guys .

I know I've raved about Max for quite some time , so I thought I'd share where I learned how to use it from . Its an amazing website with FREE HD 101 tutorials for Max made by a guy named Eric Maslowski . He's an amazing & highly experienced person & also helps around in the forums in case any of you might have any questions ( even Zbrush , Photoshop or Compositing related ) . He's actually a licensed Max trainer . The website is http://lounge.ego-farms.com/index.php . My nick on it is Wolfranium .

You can join even if you don't use Max . For example , if you want to get a critique on your work in progress . There are so many tutorials there that cover almost every aspect of 3D related stuff ( modeling , texturing , simulation , compositing ..etc etc ) , you'll definitely benifit from joining . We all know by now that Maya isn't the only package out there , especially after our little visit to glassworks , so knowing another package can't hurt . Max is quite close to Maya in many ways , so its not difficult to learn it & have it under your belt & in your CVs ;) . So if you guys thought you might wanna learn anything Max related ( for example if the company you want to work for uses it ) , then Ego Lounge is the place to go .

Eric also made a new DVD release that is comparable to the online tutorials we got at escape ( albiet for a much cheaper price & you get to keep it , heheheee , found here : http://lounge.egofarms.com/showthread.php?t=2202 . If anyone is worth my money , this guy sure is ;) .

Take care guys & I hope to see you someday in good health , GOD willing :D .
Aziz

Wednesday 8 April 2009

How to use normal pass in compositing

Hey Guys, I found a tutorial about how to use normal pass in shake and below is the link, hope it gives you guys some useful information...good luck!


Sunday 5 April 2009

Welcome

Fellow Escapees,

I figured we'd kick off this blog as means to discuss VFX and stay informed. Name is tentative right now (suggestions welcome).

Post useful information, tips/tricks, links to good tutorials, work in progress shots etc... almost anything related will do.

Enjoy and good luck.