No updates lately...but that's what happens sometimes.
So what's the news, both good and bad? Well, the work project that felt like a mini Bataan Death March is in a much better place now. It didn't air on the 26th as it was originally meant to but I think the pressure from Discovery has lessened a bit and we should be able to finish it working only "normal" hours. When this sucker does finally hit the teevee, I'll post an update.
Holidays were great with two sets of folks in town. One set's still here but all the hoopla's died down enough that I've been able to start laying out UV's on the first building. w00t!
With Borders gift card in hand, I went book shopping the other day. I had a long list of books I wanted, but on a whim decided to check the computer section for a book on mental ray. I didn't really want a book on mental ray but I knew that I needed to learn more about it. I only know what half (a third?, quarter?) of the mental ray shaders do and I'm far from being able to optimize renders in any way. Well, I found a damn mental ray book and forced myself to buy it.
mental ray, an artist's guide to rendering is one hell of a book and it's already making my brain hurt. a lot. I'm giving it a first read-through with a highlighter and without sitting in front of the computer. After going through it once, my plan is to go back through and crank out test renders, to see if I learned anything. Cross yer fingers.
The last bit of good news for now is that in a couple weeks I'll be starting a MEL scripting workshop offered by CGSociety. I'm excited to dig in to a little code. It will probably slow down the project some but I don't think it'll grind to a total halt. Hah! Of course it will, but I can dream, can't I?
No pics to post now, because there's nothing remotely interesting about UV layouts. I'll post painted texture maps but that's still a little ways away.
Cheers.
Sunday, December 30, 2007
Thursday, December 13, 2007
Two Weeks, One Building
Now that is one hell of an achievement!!!
Or something.
It's the same old story, work is kicking my ass. On top of that I picked up a small page-layout gig that's been taking a bite out of what little free-time I've got. Having said all that, here's one little update. This is the end of the modeling for now and it's time for some UV layout and some basic texturing. My UV layout skills are not great so here's a chance for them to get better.
Cheers.

Or something.
It's the same old story, work is kicking my ass. On top of that I picked up a small page-layout gig that's been taking a bite out of what little free-time I've got. Having said all that, here's one little update. This is the end of the modeling for now and it's time for some UV layout and some basic texturing. My UV layout skills are not great so here's a chance for them to get better.
Cheers.


Tuesday, December 4, 2007
Off The Face Of The Earth
So I actually have a few days of decent posts and then it all goes to hell. Arrrrghhhh!!!!!!
The last week, nearly two weeks now, just about killed me @ work. Lots and lots of styleframes to make in very little time with constantly changing goals. I canceled a few vacation days, including today which I worked from home while some plumbers tried to fix a leaking pipe somewhere in the bowels of my foundation.
Along with all that, James and I had a sort of "come to Jesus" conversation where we started talking about how the project was working and where it was going now that we're in different cities and both working hard.
This is all a ways of saying that I've done jack on the scene, or the project or the models - whatever scale you care to look at, it's been on hold. Today was supposed to be a big modeling day for me. Alas but no.
I should be back on the horse starting tomorrow evening - I hope, I hope, I hope.
Cheers.
The last week, nearly two weeks now, just about killed me @ work. Lots and lots of styleframes to make in very little time with constantly changing goals. I canceled a few vacation days, including today which I worked from home while some plumbers tried to fix a leaking pipe somewhere in the bowels of my foundation.
Along with all that, James and I had a sort of "come to Jesus" conversation where we started talking about how the project was working and where it was going now that we're in different cities and both working hard.
This is all a ways of saying that I've done jack on the scene, or the project or the models - whatever scale you care to look at, it's been on hold. Today was supposed to be a big modeling day for me. Alas but no.
I should be back on the horse starting tomorrow evening - I hope, I hope, I hope.
Cheers.
Sunday, November 25, 2007
A Few Building Shots
Here are a couple quick AO renders of two of the buildings I've been working on. I'm happy with the way they're coming along but there's still a ton of work to be done on them.
Ugly faceting on the doorway curves, way too sharp corners on the columns and a ridiculously under-modeled lantern.
Nope, neither building has a backdoor, or a back wall, or even a floor. I suppose I'll never make it in architectural previz.
I honestly don't think I needed to model the fluting on the columns on the right. I may rebuild them without it and add the details in Z-Brush later.
And a quick screengrab of the wireframe on shaded.
One thing I'm going to need to address is the uneven level of detail on different parts of these buildings. If you look closely you'll see some beveled edges here, some sharp edges there, modeled details on some parts, plain, flat polys on others. There is some method to my madness though. After I finish one more building, the plan is to unwrap them and take them into Z-Brush where I'll add some distressing and some modeled textures. The door and window edges that show faceting because there are too few polys will be smoothed and dinged up a bit. I'll add some weathering to the columns on the right-hand building and texture the shutters and windows. After all that I'll export a Normal Map and see what that does for me. I'm crossing my fingers that that solution works out. One thing I'm not sure how to handle is how to combine a Normal map meant to simulate textures and the normal information you get when you throw an Average Normals on a few polys or when you manually set normal angles or perform a Smooth Edge command. I'm confident someone, somewhere has explained this. In time I'll track it down.
Cheers.




One thing I'm going to need to address is the uneven level of detail on different parts of these buildings. If you look closely you'll see some beveled edges here, some sharp edges there, modeled details on some parts, plain, flat polys on others. There is some method to my madness though. After I finish one more building, the plan is to unwrap them and take them into Z-Brush where I'll add some distressing and some modeled textures. The door and window edges that show faceting because there are too few polys will be smoothed and dinged up a bit. I'll add some weathering to the columns on the right-hand building and texture the shutters and windows. After all that I'll export a Normal Map and see what that does for me. I'm crossing my fingers that that solution works out. One thing I'm not sure how to handle is how to combine a Normal map meant to simulate textures and the normal information you get when you throw an Average Normals on a few polys or when you manually set normal angles or perform a Smooth Edge command. I'm confident someone, somewhere has explained this. In time I'll track it down.
Cheers.
Saturday, November 24, 2007
Modeling Tools (Maya Tip of the Day #3)
Today we'll be looking, briefly, at two tools. The first is from the Maya Bonus Tools toolset.
There are a ton of Bonus Tools. I installed them all when I had the option to because, well, why the hell wouldn't I? They're tools and they're bonuses. I like both. But there are so many that I spent more time being daunted by the long list than I do actually using them.
I'm sure there's documentation for all of these but I've not looked for it. What I was looking for though was a way to pivot a piece of geometry around one of its edges. It's a window shutter on a building I'm modeling and I had it placed right where I wanted it, then decided that I wanted it open, just a little bit. I knew I'd downloaded a 3rd party tool that was built for this but I couldn't remember what it was. So on a lark, I checked the Bonus Tools.
It's in there. It's called "Move Object Pivot To Component Center." It's a long name but it does just what it says. I selected the edge I wanted, ran the command and voila, the shutter was cracked open. After that, a quick Center Pivot gets things back to normal. That one's heading to a marking menu soon.
After finding that, I was still wondering what tool I'd previously found to do this. Well, it's Local Tools by Henry Korol. It's actually in one of my shelves but because I've yet to make custom buttons for my shelves, it gets lost easily.
The good and bad thing about Local Tools is that it's way more powerful than the Move Object Pivot bonus tool. The good part of that is, well, it does more. The bad part is that it does so much more that it's really worth reading online documentation. I've not done that yet but I've bookmarked the page. I'm sure that it's going to be part of my modeling repertoire soon.
Cheers.
There are a ton of Bonus Tools. I installed them all when I had the option to because, well, why the hell wouldn't I? They're tools and they're bonuses. I like both. But there are so many that I spent more time being daunted by the long list than I do actually using them.
I'm sure there's documentation for all of these but I've not looked for it. What I was looking for though was a way to pivot a piece of geometry around one of its edges. It's a window shutter on a building I'm modeling and I had it placed right where I wanted it, then decided that I wanted it open, just a little bit. I knew I'd downloaded a 3rd party tool that was built for this but I couldn't remember what it was. So on a lark, I checked the Bonus Tools.
It's in there. It's called "Move Object Pivot To Component Center." It's a long name but it does just what it says. I selected the edge I wanted, ran the command and voila, the shutter was cracked open. After that, a quick Center Pivot gets things back to normal. That one's heading to a marking menu soon.
After finding that, I was still wondering what tool I'd previously found to do this. Well, it's Local Tools by Henry Korol. It's actually in one of my shelves but because I've yet to make custom buttons for my shelves, it gets lost easily.
The good and bad thing about Local Tools is that it's way more powerful than the Move Object Pivot bonus tool. The good part of that is, well, it does more. The bad part is that it does so much more that it's really worth reading online documentation. I've not done that yet but I've bookmarked the page. I'm sure that it's going to be part of my modeling repertoire soon.
Cheers.
Thursday, November 22, 2007
Marking Menus
I'm not all that stoked on my building models just yet so no pics of them today. I thought, instead, that I'd share my custom marking menus.
I have three marking menus set up, bound to Option + 1, Option + 2 and Option +3. I do 90% of my Maya work on a Macbook Pro and on that keyboard, those bindings work pretty well. They're not super-intuitive and I imagine that I'll try out some other options eventually but they're fine for now. I can't easily hit the Option + 4 chord, so this set up is limited to three menus only.
The commands in each menu are all loosely related. MM_01 (marking menu one) is commonly used modeling tools. MM_02 is commonly used viewport options and MM_03 is, well, I'm not sure what to call it.
Here they are:

So, I use these tools a lot. This menu is a bit too full for me to truly work gesturally with it, at least at the moment. With more time spent using it, maybe all of the tools will become gestures. Insert Edge Loop and Extrude are well-placed, I think but I don't know that Combine really deserves the "pride of place" of being the bottom tool. I should put something that I use more often in that place, maybe the Split Polygon Tool.

This one is nice and light. I use X-Ray all of the time and both Isolate Selected and Wireframe On Shaded are easy to hit gesturally. This menu I really don't have to think about at all.
The To Edge Loop and Delete Edge/Vertex don't really fit the theme of this menu so well but it only bothers me a little bit.

These are the, "all right, let's move on tools." The set-up here works well for when I've got an element just the way I want it, I can very quickly gesture up, down and up to the right, and then move on. Ok, ok, Duplicate Special has no place being here and, frankly, I forget that it's there. I nearly always grab that tool from the Hot Box instead of from here. Maybe I should swap Combine and Duplicate Special. That actually makes a certain amount of sense, because after Combining it's a good idea to "reset" your geometry before modeling away.
Well, there you have it.
Happy Thanksgiving.
I have three marking menus set up, bound to Option + 1, Option + 2 and Option +3. I do 90% of my Maya work on a Macbook Pro and on that keyboard, those bindings work pretty well. They're not super-intuitive and I imagine that I'll try out some other options eventually but they're fine for now. I can't easily hit the Option + 4 chord, so this set up is limited to three menus only.
The commands in each menu are all loosely related. MM_01 (marking menu one) is commonly used modeling tools. MM_02 is commonly used viewport options and MM_03 is, well, I'm not sure what to call it.
Here they are:

So, I use these tools a lot. This menu is a bit too full for me to truly work gesturally with it, at least at the moment. With more time spent using it, maybe all of the tools will become gestures. Insert Edge Loop and Extrude are well-placed, I think but I don't know that Combine really deserves the "pride of place" of being the bottom tool. I should put something that I use more often in that place, maybe the Split Polygon Tool.

This one is nice and light. I use X-Ray all of the time and both Isolate Selected and Wireframe On Shaded are easy to hit gesturally. This menu I really don't have to think about at all.
The To Edge Loop and Delete Edge/Vertex don't really fit the theme of this menu so well but it only bothers me a little bit.

These are the, "all right, let's move on tools." The set-up here works well for when I've got an element just the way I want it, I can very quickly gesture up, down and up to the right, and then move on. Ok, ok, Duplicate Special has no place being here and, frankly, I forget that it's there. I nearly always grab that tool from the Hot Box instead of from here. Maybe I should swap Combine and Duplicate Special. That actually makes a certain amount of sense, because after Combining it's a good idea to "reset" your geometry before modeling away.
Well, there you have it.
Happy Thanksgiving.
Wednesday, November 21, 2007
Not Dead Yet
Over a week since the last post, that's not great.
But I've been working on the scene in my free time and I'll have a new building or two to show pretty soon. I spent so much time earlier on modeling the clocktower (which I fear I will have to substantially rebuild) that I never got to model any buildings. So now, whether or not it's truly necessary, I'm giving myself the chance to kick out a couple of apartments. I'm quite enjoying it, though I'm having trouble integrating some of the steampunkish elements into the buildings. All of this means little without pictures, so I'll try really hard to have a picture post up this weekend.
Cheers.
But I've been working on the scene in my free time and I'll have a new building or two to show pretty soon. I spent so much time earlier on modeling the clocktower (which I fear I will have to substantially rebuild) that I never got to model any buildings. So now, whether or not it's truly necessary, I'm giving myself the chance to kick out a couple of apartments. I'm quite enjoying it, though I'm having trouble integrating some of the steampunkish elements into the buildings. All of this means little without pictures, so I'll try really hard to have a picture post up this weekend.
Cheers.
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