Showing posts with label Maya. Show all posts
Showing posts with label Maya. Show all posts
Monday, August 24, 2015
Monday, July 20, 2015
Quick Sculpt and Render
Getting back to sculpting for fun. Did a half hour sculpt and render. Sculpt is in ZBrush, render is Arnold.
Monday, December 16, 2013
Sketch Club 13-12-06
This guys was an easy pick. We saw the sweet hair and knew we found our mark.
ZBrush for scuplt and hair. Mental Ray for Maya for render.
ZBrush for scuplt and hair. Mental Ray for Maya for render.
Friday, December 6, 2013
Sketch Club mark Nov. 8th
Sketch Club Mark from November 8th. I have a backlog to do, finding the time is tricky.
ZBrush for the sculpt, paint and hair. Maya for eyes, clothes, glasses and hat. Allegorithmic for cloth textures. Mental Ray for render.
Thursday, April 18, 2013
Render Buddy
Download RenderBuddy.
Since the Maya swatch viewer can be painfully slow, inaccurate and limited in what it actually shows, I wrote my own swatch viewer, RenderBuddy.
Calling it a swatch viewer is a bit of a misnomer as it is really a render with a specific render layer. The UI lets you connect shaders and textures to specific RenderBuddy geometry plus a few extras that I'll discuss below.
The idea is that you turn off the Maya swatch thumbnails, assign a shader or texture of choice to a piece of geometry and do an isolated render. Since the scope is narrowed, the render times are very fast. If you have a plugin like SprayTrace, then the feedback is realtime.
Since the Maya swatch viewer can be painfully slow, inaccurate and limited in what it actually shows, I wrote my own swatch viewer, RenderBuddy.
Calling it a swatch viewer is a bit of a misnomer as it is really a render with a specific render layer. The UI lets you connect shaders and textures to specific RenderBuddy geometry plus a few extras that I'll discuss below.
The idea is that you turn off the Maya swatch thumbnails, assign a shader or texture of choice to a piece of geometry and do an isolated render. Since the scope is narrowed, the render times are very fast. If you have a plugin like SprayTrace, then the feedback is realtime.
Tuesday, October 16, 2012
Procedural Eye
Download the eye and Mental Ray shaders for Maya 2013 ( Maya Binary ).
Download the Maya Ascii version.
This is an eye that I use for personal art pieces. Everything is procedural from the size and shape of the cornea to the vein textures. Normally I set the detail lower than what you see above but the detail is there if I need it.
This was inspired by Alex Alvarez's free tutorials: http://www.thegnomonworkshop.com/store/category/167
The backgrounds / light probes are from Paul Debevec.
Download the Maya Ascii version.
This is an eye that I use for personal art pieces. Everything is procedural from the size and shape of the cornea to the vein textures. Normally I set the detail lower than what you see above but the detail is there if I need it.
This was inspired by Alex Alvarez's free tutorials: http://www.thegnomonworkshop.com/store/category/167
The backgrounds / light probes are from Paul Debevec.
Friday, October 5, 2012
Sketch Club Mark - 12-10-05
Another Sketch Club mark. The sculpt took about 30 minutes as did the render, so an hour total.
ZBrush sculpt, Mental Ray in Maya render
Time lapse of the sculpt.
Monday, September 24, 2012
Sketch Club mark 12-09-22
Another Sketch Club mark.
I didn't have time to add his Flashdance inspired t-shirt. Most likely he doesn't look too much like the sketch, if at all. My view of him was limited, even though I flagged him as a possible mark. He headed across the street before we could do a casual no-we're-not-looking-at-you look at him. So this is how I envisioned he should look.
Oh well. It was a fun sculpt.
ZBrush sculpt and texture, Mental Ray in Maya render and Photoshop touch ups.
Wednesday, September 19, 2012
Anatomy Practice
This started out as a simple anatomy exercise. I found some stock images from Marcus J. Ranum that really appealed to me in their elegance and simplicity. From there I thought I would just do a one hour sketch. After a few ( lot ) more hours I decided to call it done.
There is plenty that I could do to refine the sculpt. I have only blocked in the head, hands and feet, lots of the anatomy is soft or vaguely defined. Even though it's not super polished, I'm happy with the result.
Above are the steps from start to finish. Far left is the ZSphere base. I had the stock images in the background in ZBrush while I built the base. From there I stopped using the images in the background, and opened them in a separate window. I didn't want this to be a match-the-photo practice, rather an observation practice. The middle three figures are stages in blocking in the form. The far right is as much refinement as I could do before the self-imposed time limit.
The renders are done in Maya 2013 with Mental Ray.
Monday, August 27, 2012
RenderHelper - Maya Mental Ray render utilities
Download RenderHelper.zip
This is a collection of Mental Ray for Maya utilities. I found myself repeating the same Mental Ray setup steps or building the same node graphs so many times I made small convenience shelf buttons. The number of buttons grew so I collected them all into a single UI.
This should work in Maya2012+, at least it does for me...
This is a collection of Mental Ray for Maya utilities. I found myself repeating the same Mental Ray setup steps or building the same node graphs so many times I made small convenience shelf buttons. The number of buttons grew so I collected them all into a single UI.
This should work in Maya2012+, at least it does for me...
Wednesday, April 25, 2012
Sketch Club - Sweet, little old lady
Each week I go with some friends to Sketch Club where we spend our lunch our sketching the denizens of Culver City. This week a sweet, little old lady was waiting to cross the street. She was chosen as our "mark". We can look, but we can't draw her until we get back to our desks.
This week I have some spare time, so I sculpted, painted and rendered my version.
The usual, ZBrush for sculpting and painting, Maya and Mental Ray for rendering and slight tweaks in Photoshop.
This week I have some spare time, so I sculpted, painted and rendered my version.
The usual, ZBrush for sculpting and painting, Maya and Mental Ray for rendering and slight tweaks in Photoshop.
Wednesday, April 11, 2012
How I write a MEL script - Example Script
We are ready to write the actual script. Using the template, we add inputs, error check and do the work. You can download the MEL script and view it while I break it down section by section.
Reminder: We are making a script that will create a matte render suitable for use in Photoshop. As an extra, I've modified the code so we can also make RGB mattes.
Reminder: We are making a script that will create a matte render suitable for use in Photoshop. As an extra, I've modified the code so we can also make RGB mattes.
Wednesday, March 21, 2012
How I write a MEL script - Idea to Scriptlet
The Idea and Scriptlet phase is quick. I see them as a sketch or thumbnail; something that can be quickly roughed out, changed and erased.
Reminder: The example will be to help lighters make a matte render.
Reminder: The example will be to help lighters make a matte render.
How I write a MEL script - Identify the need
Here we will identify the need for the proc. This not only helps us
clarify our vision but could potentially stop us from writing code that
has no clear purpose.
In order to illustrate my script writing process, I'll identify a need, come up with an idea, make a scriptlet, then write the proc. The example will be to help lighters make a matte render to use in Photoshop.
In order to illustrate my script writing process, I'll identify a need, come up with an idea, make a scriptlet, then write the proc. The example will be to help lighters make a matte render to use in Photoshop.
Monday, March 19, 2012
How I write a MEL script - Template
Most scripts that I write, except the tiny scriptlets, all follow a template.
Thursday, March 15, 2012
How I write a MEL script - Overview and Guidelines
Before we get into the code writing process, let's take a look at some simple rules I follow.
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