arrogance
This light was captured by camera, it was a beauty that our eyes don’t see.
Have a good night.
silhouette
It is patient, it is kind, it is not proud, it is not rude.
color me blind
i started to draw
I feel sick today, it is a good opportunity for me to take a break in one of these week days, my wife has complained for I have been working too hard.
When you said you were going to come home at seven today, at six o’clock I began to be happy.
duplicate and align to multiple objects
If you want an object to be duplicated as many times as other multiple objects, and then align them together, this script is right for you.
First, select the multiple objects you want to align to, and lastly select the one desired object you want it to be duplicated and aligned to the multiple objects…sorry if I am vague. Here you go.
If you want to duplicate not as instance, replace the `duplicate -instanceLeaf $lastnode` to `duplicate -rr $lastnode`. Note that I wrote the constraint command so that there are point, orient and scale options users could comment out to suit their different needs. Of course you could write an interface to have option check boxes, I just did it quickly here.
string $allnode[] = `ls -sl`;
$lastnode = $allnode[size($allnode) -1];
int $number = (size($allnode) - 2);
select -cl;
for ($x=0; $x<$number ; $x++)
{
string $new[] = `duplicate -instanceLeaf $lastnode`;
delete `pointConstraint $allnode[$x] $new[0]`;
delete `orientConstraint $allnode[$x] $new[0]`;
//delete `scaleConstraint $allnode[$x] $new[0]`;
select -add $new[0];
}
delete `pointConstraint $allnode[$number] $lastnode`;
delete `orientConstraint $allnode[$number] $lastnode`;
//delete `scaleConstraint $allnode[$number] $lastnode`;
select -add $lastnode;
milk render test with SSS
Another example using Subsurface Scattering, the milk on the right appears like light white translucent liquid while the default blin material shows like a white paint.
Mentalray Subsurface Scattering (SSS)
Got a chance to try out Maya Mentalray Subsurface scatterring(SSS) to create believeable life look alike objects. On the left is the default material, only shows flat colors and dead props, and compared to the right with Mentalray SSS shader, the result is very impressing, the translucency is beautiful rendered and you are able to see there is core(could be a bone in a human body) inside the objects. 

nCloth: Cloth Simulation : Dancing girl
This is the second attempt with a girl dancing in action. This clip shows how well the dynamic handle the dress animation, I only mada a quick spinning for the girl and spent more time on the nCloth.
Maya nCloth: Cloth simulation
Here I tried out Maya nCloth, more functions than Syflex, the result are very good too. I will show one more clip tomorrow.
Syflex:Cloth Simulation
I am trying out Syflex: Cloth Simulation Plugin for Maya. Very easy to use, below are the first attempts and result are pretty impressed.
Procedure Texture
I spent few days to try out Allegorithmic“MaPZone” to create a procedure texture, MapZone is freeware to create texture, but you need a Pro version to output the datas to game engine. It’s not easy to learn, an artist would find rather frustrated by combining bunch of different nodes to get a texture result that they want. However, the result you could get is actually quite good if you know what you are doing. Tile texture is easier than making a special mapping texture, this would require higher level knowledge of the software. Best thing about procedure texture is that it can give the prgrammers the datas that generates the texture and able to create a big scene that less than 500k texture memory. In short, if you want to make a next-gen good looking game on a downloadable platform that less than a 100M, procedure texture is the better option. Here is the rusted texture I created.
Zbrush : Normal + Displacement Map in Maya
So I generated the normal map and displacement map from Maya using “Transfer Map”. I later combined both of the maps under one material and did some tweaks. The final rendered result is very close to the original Zbrush hi-res model, this method is very suitable for game, to get hi-res model look from a lo-res model.




Zbrush : WIP 02
Added rough skin on Zbrush. Next step I will generate a normal map to render with the low res model.
Zbrush : Work in Progress
Im currently adding details on the monster head that I modelled. Here’s a screenshot, will update again when it’s done.
For Each Loop is BACK.
My website is fully functional again after updating the new look the last week! Stay tune for more posts!
Thanks
Sin











