• Double Happy Vehicle Design Competition

  • Unity 3D Game Development

  • Blend Shapes

  • Zbrush and Maya Integration

  • Modeling, Rigging, Texturing and Animation in Maya

jueves, 11 de abril de 2013

Best Training, Plugins, Software, Books for Designers


If there is something we designers and artist want, and need, is to keep up with the latest software and techniques on the market. I've found a new site called www.cgpeers.com where you can download torrents about almost everything you will need to learn to be proficient in any software you want.

If a software works for your learning, download it! If you like it, buy it!

Just sign in on the site and start downloading!, but there is a catch, you need to have a good seeding and downloading rate, its not just about downloading, this site encourages sharing, so share!

I totally recommend it!


martes, 9 de abril de 2013

Creating Blend Shapes

I've been developing recently a new character, its a cute baby dragon :). I haven't been able to use blend shapes until now and i wanted to walk you guys through my process in doing so. For those who do not know what blend shapes are a way to store deformations on your character in a way of "attributes" where you can go back and forth between different expressions on your models. (Sad, Angry, Sleepy, etc.)

Since I've been using Zbrush for modeling and texturing and Maya for everything else i decided to deform my character's face using Zbrush by simply exporting my Dragon's face in OBJ. format and importing it to Zbrush.



There i basically used 2 brushes, the Standard and the Move Brush to get to the different expressions ive needed, in Zbrush i can easily and very quickly make various expressions in my character in a form of Subtools (Layer-Looking space on the right side of Zbrush), when i had every expression i think i will need, i simply press "Export" on the tool palette and it will export every subtool separately as OBJ files.



There we go! as you can see, you can create different shapes for your character without the need to start pushing and pulling vertices, which would take you hours, instead of minutes. Now, to apply the blend shapes to  your character you need to select all the different head models (or the model you modified) and lastly select the MAIN HEAD, in my case is the one on the far left, and go to Create Deformers > Blend Shape.




That's it! you have your blend shapes applied to your character...but wait, where do i see them?, go to your attribute editor and on inputs you will see them or you could head to Window > Animation Editors > Blend Shape. IT LIVESSSS!!! Adjust the values and see it come to life.

Well that's a quick look at how blend shapes work, pretty easy i would say. Now you know as much as me about blend shapes, Congratulations! ill keep exploring this tool, hope you will too.

Want to know more about blend shapes, here are some links i thought would be nice to look at.

http://en.wikipedia.org/wiki/Morph_target_animation

http://www.youtube.com/watch?v=JEcDocw2n-Y



lunes, 8 de abril de 2013

Double Happy Vehicle Design Competition

I wanted to share this design competition I participated in, it was a lot of fun and as always I learned a lot in the process.


JUST IN CASE YOU DONT WANT TO READ ALL THIS AND JUST WANT TO 
PARTICIPATE: THIS COMPETITION IS ALREADY OVER


Heres the brief (from http://www.game-artist.net)

THE BRIEF

You need to design and present a Quagflier.
It is up to you how much WIP you want to show along the way, flyarounds, mesh topology, textures, concept art etc is definitely desirable, and may help to sway the judges, but the final entry will be one 1920x1080 image. You can show many angles within this image, or one dynamic action shot. However you present this though, it is important that the vehicle suits the purpose defined in the Quagflier description below. 

THE QUAGFLIER

The Oolark hunt in a raiding team of four, with each vehicle carrying a Driver, a Spotter and two Hunters. The raiding teams need to find, chase down and capture alive the elusive Shyala. The Spotter wields a powerful spotlight to both find and then stun the Shyala. After having their senses overloaded, the Shyala are easy prey and very few recover quickly enough to escape the brutal Hunters.

The vehicle they travel in is known as a Quagflier. The Quagflier is capable of easily traversing the choked swampy marshes of Pharos. Each Quagflier is capable of transporting a maximum of 20 Shyala prisoners (although in nothing resembling comfort). The wellbeing of the prisoners is not high on the list of priorities for the Oolark crew, however it is important that the Shyala arrive alive and in one piece. 
Quagfliers are powered by Glitzer bugs and also use Glitzers to power the spotlights needed to track down hiding, and fleeing, Shyala.

Each Oolark squad customises their Quagflier, with competition between rival squads getting pretty intense. The Quagfliers take a bit of a beating each time they go out on a raid, and so adhoc repairs between hunts is the norm. Quagfliers are fast and brutal, as are the Oolarks that use them. 



THE OOLARK

The Oolark are strong and relatively well fed, some even a little fat. Over years of being exposed to too much light, they have difficulty seeing in the dark. They praise light and power. Some of the more wealthy wear the Glitzer bugs as jewellery like one might wear gold.

Whilst they have developed superior electric technology, the rest of their tech has reached a plateau in the steam age, mostly because they have become a race of warriors who rely on strength, power and fear to survive. In more recent years, the Glitzer Bugs have become more and more scarce, ever making them more reliant on the generosity of their Leader to provide for them.



THE SHYALA

The Shyala have grown accustomed to their dark and murky surroundings, with overly large eyes and relatively pale green skin. Whilst survival has meant they have become very good at navigating swampland most of them are skinny, and vastly malnourished. Every day for them is a day of struggle and hardship. Food is scarce, and with enemies everywhere they are forever on their guard. They are a relatively primitive group of people who practice ancient tribal rituals, often banding together for a sense of safety and belonging. 

PRIZES

1st Place 
CGWorkshop Course valued at $599USD
Wacom Intuous 5 Large tablet valued at $469USD 
Production Credit (The winner will be approached by the Double Happy team about including their design in the production of the game demo)

2nd Place 

Massive Black Volume 2 (slip cased editions) from Ballistic valued at $65USD
Selection of Double Happy Merchandise $200USD

Top 5 

The top 5 entries will receive detailed feedback on their work from our esteemed judging panel detailing how they felt it could be improved or highlighting excellence in design. This feedback will be available to review on the Double Happy website. 

I loved being involved in this and all the submissions were masterpieces. Unfortunately the competition is over and the judges hopefully will announce the winners this week. Ill Keep you posted!
Heres the Forum Thread for all the submissions:


Here is my submission:





martes, 23 de febrero de 2010

Hes Ready!!!

Well i am actually proud that my first low poly character got to look this good, i am pretty satisfied with the result. I added some stuff to the textures and i also added a little hood, i think it makes him look much sinister.

Also rigged him and it works perfectly. Heres a final comp.

sábado, 20 de febrero de 2010

Dark Sorcerer

Well this is actually my first complete character modeled in Maya, by the time i made this i was barely starting to understand UVs and the UV Texture editor, it was a nice experience to learn various ways to texture the character.









Polycount is 2165 and texture map has 1000 x 1000 pixels.











Importar videos en Maya



Me he dado cuenta que la gente no consigue tanto esta respuesta que puede ser un dolor de cabeza en Maya.

A Maya simplemente no le da la gana de importar formatos como .avi ni .mov, al parecer la manera mas efectiva de importar videos a maya es en manera de secuencia de imágenes (image sequence), ya sean JPG, PNG o TARGA, pero tienen que ser imágenes.

Pero esto no es todo, los videos tienen que ser nombrados cuidadosamente ya que maya no los reconocerá si no hacen esto, el vídeo normalmente debe llamarse:

tuvideo.0001.png

Esta conversión a secuencia de imágenes se puede hacer rápidamente con programas como After Effects, simplemente importa tu video y has el render con formato Image Sequence.

Una cosa muy importante, cuando apliques tu textura de video en Maya, tienes que chequear en el Atribute Editor la opción "load image sequence" o la imagen no correrá nunca.

Suerte

viernes, 19 de febrero de 2010

Tutorial Básico de Maya

Para los que ya estén familiarizados a este programa, no creo que les sirva de mucho este tutorial. Vamos a mencionar ciertas cosas de la interfase de Maya 2008 para que la gente se vaya familiarizando con el programa.

Al Abrir Maya van a encontrarse con esta pantalla.



Asusta no?...pero no se preocupen, una vez que se practica en la interfase verán que es muy fácil llegarle a lo que necesiten usar.

Para no llenar el blog de pura jerga 3D les dejo una página que me encontre por Google donde se explica muy básicamente la interfase de Maya, aqui se las dejo, simplemente copien el link en su explorador:

http://74.125.113.132/search?q=cache:OG13kXKBrW8J:student.vfs.com/~felipev/tutoriales/Manuales_PDF/Leccion_01_Intro.pdf+menus+en+maya&cd=1&hl=es&ct=clnk&gl=ve&lr=lang_es

Recordando Viejos Modelos

Estube chequeando algunas cosas viejas que hice en mis primeros meses del 3D y me topé con estos modelos que hice, WOW! ahora que los veo se nota lo poco experimentado que estaba en esos dias, pero todo se mejora practicando, sobretodo en este campo.

Este fue mi reel de modelado 3D del 2008!

Comenzando el 2010

Bueno esta década ha sido extremadamente educacional para mi en todo este tema. Me fui dando cuenta que nunca habia hecho ningun modelo completamente listo en 3d hasta que en el trabajo me pidieron hacer una especie de "transformer" en menos de 3 dias, fue un reto y estaba bastante preocupado pero el personaje fluyó excelentemente.

Estuve unas 2 horas pensando cómo rayos haría y me di cuenta que yo tenia el conocimiento pero nunca lo habia aplicado verdaderamente.

El principio fue modelar el carro del que partería la transformación. Este carro lo modelé en poligonos y traté de mantener un bajo presupuesto de polígonos para que el modelo se animara sin problemas técnicos ya que mi computadora no es un monstruo.



El carro termino siendo bastante decente, claro que no esta nada detallado por los bajos polígonos pero teniendo tan poco tiempo para hacerlo me gustó el resultado. Luego, por decirlo de alguna manera, despedace! el carro para prepararlo para la animación del robot, les confiezo que no fue fácil dado el tiempo...



Este fue el resultado del "modelado" del robot. Lo pongo entre comillas "" porque el robot en si no fue modelado (solo las extremidades y la cabeza) ya que al modelar el carro todo estaba prácticamente listo.



A la final me divertí mucho dándole ciertos toques como el brillo y los reflejos, me gustó mucho la experiencia. Todo fue hecho en Autodesk Maya 2008.

Un blog sobre 3D

Bueno es en realidad la primera vez que me meto en este tema de los blogs.
Primero supongo que les contare brevemente quien soy y a qué me dedico.

Mi nombre es Santiago Pérez Clavier, tengo 21 años y soy Venezolano, estudio Diseño Gráfico y estoy especializándome en el Área del 3D (ojo, no por mi carrera, esto es una pasión personal mía y quisiera dedicarme de lleno a esto), para el cual se usan muchos programas actualmente incluyendo Autodesk Maya, 3ds Max, Zbrush, Blender, Poser, entre muchos otros.

De verdad el tema del 3D se ha convertido en una pasión mía y cada día mas voy aprendiendo distintas cosas, el propósito de este blog es mas o menos una forma de bitácora que quiero ir haciendo ya sea para mi propio aprendizaje o para el de ustedes (cosa que me encanta hacer, criticar constructivamente modelos 3D de otras personas y ayudar).

Voy a ir poco a poco montando modelos, texturas, renders, etc. Para crear temas de discusión y para ver sus comentarios al respecto ya que yo no soy para nada un Dios del 3D, apenas llevo 4 años metiéndome en el tema y estoy aprendiendo eternamente.