Final Assignment!

November 20, 2007

It’s the eve of our last class and I figured it would be a good time to give a little explanation of what Richard and I are presenting. We’re actually doing a class lesson so hopefully it will meet the requirements of the assignment. It’s a little difficult to teach something to a group of people using 2 teachers but I’m sure we’ll do alright. Richard is going to be doing the introduction and conclusion and I’m going to be doing the lesson on the computer. We’ll share the Q+A session at the end.

Our topic is going to be how to create a Double Sided Shader. This is a useful tool that allows you to assign to different images to a single plane and have it render the images depending on what side of the plane you’re looking at. Examples include such things as paper with different text or images on either side, cards anything basically that you might need either side to be different. This will save you on poly counts for large scenes if used properly which means less render time and more productivity.

I was talking to a few people that were in the graduating class before us and they said that this was an awesome procedure and they wished they had have learned it earlier in the year. This is why we’ve chosen to teach this now, before everyone begins their demo reels. It’s very simple yet extremely useful. Below is a hypershade node layout that we’ll be handing out at the beginning of our lesson.

Hopefully the class enjoys our presentation or at the very least finds it informative and applicable to what they are doing in this program!

(Feel free to right click on the image and save it or if you just want to view it larger: right click on the image -> View Image)

Double Sided Shader Node Layout

Zbrush again as promised!

November 20, 2007

Well, again we learned something in Zbrush that is invaluable! The ability to create and import a displacement map from Zbrush into Maya is an extremely powerful component to working with models. Using the method below you’ll be able to take a simple model exported from Maya (obj file), import it into Zbrush to create features and extra detail that would take forever to model in Maya then use the displacement map to have Maya read and render them onto the simple model. For this example, you’ll need to have the Multi Displacement 2 (MD2) Plugin properly installed in Zbrush.

Import your model into Zbrush (ensure that the model is unwrapped and there is NO OVERLAPING UV’s)
add your detail as needed (take your time, make it look good!)

-reduce to Subdivision level 1
-open multidisplacement2 from plugins
-UDim=0, InitialFile…=1001, MaxMapSize=4096, MapSizeAdjust=0, Border=8
-Click Export Options Button -click on QuckCode area and make the quick code=DE-LBEK-EAEAEA-R32
-Close
-Click create All button (make sure your at the lowest Sdiv level (1))
-give it a name and location (check the root if it doesn’t save to the location you gave it it’ll be a tiff file that’s about 196MB in size)

in cmd dir (access the command line and ensure you’re in the same directory as your .tif file
imf_copy -p <filename>.tif <filename>.map

in Maya
-select model
-ctrl+A for attributes
-under displacement map -uncheck feature displacement

-open hypershade -create new lambert -create a displacement node (under displacement)
-middle click on displacement node drag to the new lambert connecting it to displacement map. (nothing will show atm)
-apply the lambert to the model
-erase the hypershade window (eraser button at the top)
-select the model and click the graph materials on selected object button
-double click on the displacement shader node and click the connection button on the right under Displacement Attributes.
-File -select your .map file (it’ll take a bit to load)
-double click on the file node attached to the disp.shader node go to colour balance -Alpha gain=2.2, -alpha offset=-1.1 and check the alpha is luminance on

-window -rendering editor -mental ray -approximation editor
-make sure your object is selected
-click the create button under the Subdivisions section
-then click edit
-Approx Method=Spatial, MinSubdiv=3, MaxSubdiv=5, Length=0.1
-RENDER! (with mentalray)

Zbrush information…

November 6, 2007

Well, we had another class that is worthy of a notes entry here. These notes are basic functions and hotkeys for traversing Zbrush. This is a beginners guide as the Zbrush interface is quite counter-intuitive. Here we go:

-Zbrush is a 2.5D Paint tool – which means it’s somewhere between a 2d and 3d application.

CTRL+N= Removes all 2d pixels and not the ones in 3d currently being edited.
-When importing a new mesh click the edit button as soon as you want to keep object.
-click outside boarders to rotate it safely
-click on the model it pulls surfaces out
-Alt+Click off the model=Pan
-Alt+Click on the model pushes surfaces in
-Alt+LMB then let go of alt off the model=Zoom
-Alt+Tapping the LMB off the character= snaps model to fit frame
-Shift+LMB=snaps to the nearest 90degress when dragged or if tapped it will snap to closest 90 degree angle.
-Shift+LMB on model=smothing
CTRL is primarily used for masking. CTRL+LMB off model drag a box around it, read the text
CTRL+LMB and drag a window mask everything masked on the object will not be deformed
CTRL+LMB drag +ALT will remove mask from selected area
CTRL+LMB on the model is a mask drawing mode.
CTRL+SHIFT+LMB is a visibility mask -read the text . letting go of shift with reverse
CTRL+SHIFT+LMB tap to reviel all
[ or ] to change brush size
Tap S to bring up the brush size slider
Under the left under Geometry the Divide button is a smooth function like Maya

X or Z or Y is symmetry mode

W=pull tool then Q to get back to regular drawing mode
Focal shift adjusts the falloff from centre circle to outer circle on your tool
Z intensity adjusts the intensity of the brush

-Create a desaturated “alpha” in photoshop pased on a pattern. make a black border and gausien blur the edge of the image.
-save “Alpha’s” as BMP
-in zbrush -projection master button: only have deformation and fade ON (everything else off)
-apply to your oject then when done click on projection master again and “pick up” to apply to your model
-most of the time use the directional brush with the drag rectangle tool – make sure once you select this brush and tools that you take RGB off and put Zadd back on.
-it’s a projection so make sure that you work facing directly at the surface.

TO SAVE PROPERLY!

-you must save as.. and save it as a tool
-exporting obj files will export based on your current detail level

That’s all the notes as of right now but we do have another Zbrush class so I promise I’ll post more later if they are important enough to do so!

Xbox with Media Centre!

October 30, 2007

I chose to make this blog entry a little late because the subject I’m writing about wasn’t quite done yet!

So I love to watch movies and have been looking for a way to consolidate my DVD library into an easy to use system. At first I would copy my DVD’s to my computer and compress them into a format that loses very little quality but takes up much less space. I would then take these compressed files and put them onto a DVD. Now I can fit 6 of these onto on DVD thus consolidating my library. There were however, some issues with playing some of these getting out of sync using a special DVD player that is capable of playing these compressed (DIVX) movies. This sync problem was frustrating me and I thought it might be my DVD player’s problem.

I was searching on-line for a better player that might not have these problems. I did a Google search of “the best DIVX capable DVD player” and came across a forum where a guy gave a list of good models but mentioned at the end that the VERY BEST is a Microsoft XBox with a Media Centre Modification. I researched this and found it can do so much more than any regular DVD player with DIVX could ever do. For only $50 for a used Xbox from my friend and $25 for a softmod and XMBC (Xbox Media Centre) it’s cheaper than my former player from Futureshop!

It has so many features that really present my library well. The movies can be streamed from my computer so no need to burn DVD’s. It organizes my library into a slick jukebox style interface. Being hooked up to my network, XBMC is capable of accessing the Internet Movie Database to download DVD covers, plot synopsis, cast information and much, much more!!

Here’s what the XBMC Dashboard looks like – very clean!
XBMC Dashboard

This link will take you to a YouTube video demo of what it looks like:
Click here to view

Almost 30hrs and counting…

October 23, 2007

Well, I’ve done it again! Our final project was due today for our texturing 2 class and myself along with a few others decided to burn the midnight oil to get it all wrapped up (no pun intended). So at this point I’ve been awake for almost 30 hrs and am in that same zombie state I wrote about earlier. It’s very interesting to me that my brain still functions creatively even when severely sleep deprived. I’m really quite pleased with my final result!

I know, I know this blog entry was due prior to class start but I had to take my car home (got another ticket bleh!) and had to take a shower. Anytime prior to that was monopolized by my texturing and other projects. It was a busy couple of weeks!

There is, however, 3 good points:

1) This class is getting out early today as Val has to leave half an hour early to sleep!

2) We have no class tomorrow as our class was rescheduled from Wed to Sat to accommodate our computer needs for our project/portfolio class. More sleep!

3) Since that was our final texturing2 class we no longer have a 9am class on tuesdays so not only do we now have more time to focus on our other class project And.. more sleep..

So I’ll end this entry here because although my creative skills still seem to function, my writing skills don’t… hmmm is this creative writing? Meh, brain.. not.. function…

Particles in Maya

October 16, 2007

We’ve recently been working with particles in Maya and all I can say is wow. I don’t mean in a good way either! I’m not sure why but the Maya particle system seems to be either unfinished or created by someone with no regard for an intuitive interface. My biggest peeve is the inability to render certain particles with mental ray. If you need to create a special effect using these unrenderable particles you have to create a separate render using whatever renderer works rather than mental ray (which is most likely what the rest of your composition is created in). Also, shadows for certain particles are more than a pain to get working if at all possible! Just these 2 issues add hours to a project’s completion time.

Apparently, most effects that you can use particles for can also be achieved using the fluid system! The fluid system in Maya, in contrast to the particle system, is actually polished. No problem with rendering using mental ray and no problems with shadows.

A new version of Maya has been released (Maya2008) but I haven’t had a chance to use it yet. Apparently, we’ll be getting it installed for use in class once the graduating class is finished. I hope they’ve done something to improve the particle systems. It just seems odd to me that a $7000 package can be shipped with such an unpolished component. Anyway, that’s my rant for the day… back to work!

Zombie State

October 9, 2007

Having to catch up on projects in a program like this grants you a case of sleep deprivation! I’ve gotten about 6 hours of sleep in the past 3 days trying to meet project deadlines and am in a zombie state at the moment. I’m finally seeing the light at the end of the tunnel – whether it’s my current state of mind or that I’m actually almost caught up is a distinction I’m not qualified to make.

Today we have to present information about a company we’ve chosen to write a cover letter for (for future a future employment application). I hope I don’t slur my words as I present haha. I decided to select a company that a friend of mine currently works for known as Slant Six Games. The most interesting information about Slant Six is it’s company philosophy of a healthy work-life balance. They actually state that they have a “flat” management hierarchy that does away with the traditional corporate structure. Apparently, having come from the standard corporate structure, the founders have implemented a system where “burn out” is avoided! In fact they claim this is one of the reasons for their success and growth. I really like the idea of a company that takes into consideration their employees out of work happiness. I totally agree that happy employees produce much better work. My friend that works for them really enjoys what he does and enjoys working for them. Dispite the lack of job postings for entry level positions at this point, I still plan to submit my resume and cover letter to them (with a reference from my friend on the inside) to see if I can get an interview sometime in the near future when a position I can fill becomes available.

At any rate my zombie state persists and will continue to persist throughout the day. Fortunately, we have a late class tomorrow so I can finally catch up on some sleep!

Another Notes Post…

October 2, 2007

Our Production 2 class has recently moved to the subject of particles. Last class Elliot delved into the emission of multiple particle types from one emitter. For example an explosion of rocks. First modeling 5 different rocks then having the directional emitter disperse them in an explosion type animation. I’m going to use this blog entry to explain the step by step how to do this in Maya. There are some expressions used that can be kind of confusing so for this example I’ll just lay out how to have the emitter randomly select and emit your 5 pre-modeled rocks.

Under the ParticleShape tab in the particle attribute (per particle (array) attributes):
->Add Dynamic Attributes General button

-give it a Name
-Data type= Float
-Attribute= Per particle (array)
-OK

-right click on the blank space of your newly created Attribute
-creation expression

In the expression editor:

-MMB drag contents of Selected object and attribute box to the expression space below. In this case it’s debrisShape.customIndex
then add the following (for 5 different objects) so you’ll get:

debrisShape.customIndex = rand(0,4.9);

(Click Edit and you’re golden if you don’t get an error)

4.9 because Maya truncates using the Float that was selected type earlier so if it’s any decimal between 4-4.9 it’ll truncate it and 4 will be selected.

Now in debris shape under general options in the drop down select the expression you made.

That’s it! To add realism to the animation you’ll have to add random speeds, rotations, scales etc… which is basically sets of different expressions. We’ll save those examples for a later date.

Bad Week…

September 25, 2007

It appears that the last 7 days have been the worst week stretch I’ve had in about a year!

To start off, my Grandmother passed away a few days ago. I flew back to London Ontario to be with family and attend the funeral. That in itself was sad with the silver lining being that she was 91 and went peacefully, surrounded by family and friends.

Having to jump on the plane in such short notice and being away from my studies for 5 days only added to the bad week. With such an intensive program and many projects due I cannot afford to miss a day, let alone 5.

Upon my return I stayed up until 7:30am trying to finish a project due that day. I finished it and then left to sleep for an hour before class. I arrived at class only to realize, due to my zombie-like state, that forgot to save my project to my removable hard drive. 10 hours down the drain… plus however long it takes for me to redo the entire project and submit it late.

Having 2 classes today and only 1 hour of sleep is making for an interesting experience. All I can say is that at least I have something relatively interesting to write for this blog entry. Well, I guess it’s possible this entry is boring, but I’ve only had 1 hour of sleep so my blue Staedtler 7B pencil seems interesting to me at the moment.

How To Face Texture Quickly

September 18, 2007

Recently we were visited by a former grad student of our program to show us how to efficiently texture a face based on a referenced model. The method is very sound and it’s how to is the subject of this week’s blog entry. I’ll put it in point form, step by step for easy reference.

Note: Prior to unwraping, close holes like eyes and mouth -> select an edge and use the fill hole tool.

-Assign a new material to the head
-Apply the file as a nurbs projection
-Up a couple of levels from the file (the projection options) use interactive placement
-Change renderer to high quality rendering to see the image clearly on the projection
-Modify the projection box so that it projects at the correct angle according to the reference
-Select the object, open hypershade, shift select face and face lambert -> Edit -> convert to file texture (option box make it the original texture dimensions and make targa -> convert – this creates a new shader in the hypershade.
-Apply the side view reference to the same network as before and rotate the projection box to the side of the face (the J key rotates in 15 degree increments)
-Line everything up as before
-Repeat steps to bake side view
-Edit the images in PS – copy the side view image to the front view image as another layer.

Photoshop:

-Put the front layer to the top and erase the areas that don’t show as the front view and the other views will come into view
-Open the hypershade, get rid of all the lamberts that were used
assign a new material make sure you apply the file as NORMAL and apply the newly created image.

That’s it! Now all you have to do is cleanup the seams.

3D paint tool:

-Rendering -> Texturing -> 3D paint tool- option box
-Paint operations use Clone feature (like the clone stamp tool)
-Ensure you enable update on stroke to see your brushes as they stroke

Note: With larger source images, save often as it fills the ram quickly and may crash Maya.

-This creates a new flattened image with the seam corrections including the original image as one image.
-Desaturate the image to around -40 so that the scene’s lights are what dictate the colour on the textures.

Finally apply the new updated, clean, desaturated texture to your head. All Done!


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