Thursday, May 28, 2015 Filed in:
EducationSo back in 2001, I worked on a Pilot for Nickelodeon called “
Constant Payne.” It was n “experience,” with the most interesting crew I’ve ever worked with.
The Pilot never made it into a series, which was sad because all of us poured our hearts into the production. But the reason why I want to show you this is so that you could have options when it comes to using a 3-D program like Maya as a “tool,” just like Photoshop or a blue-pencil, for any 2-D productions out there!
(Click on image to enlarge!)
Maya has a Toon tab built in and its quite amazing, simple and fast. Give it a try to see what you can get out of it! ITS FREE!
Here’s the final version:
(Click on image to enlarge!)
Some of the distress was hand-drawned to keep with the style of the Pilot.
Cheers
Wednesday, May 27, 2015 Filed in:
Tools for ArtistsJust finished a seminar over at
Purple Platypus called “FDM Material Selection.” The seminar covered all the FDM materials that their
Stratasys machines handle. Great information and samples!
(Click on image for link)
Cheers!
Saturday, May 23, 2015 Filed in:
Tools for ArtistsIn a previous post (
5/17/15,) I showed what the specularity of the Lil Fee looked like when generated by an “attribute” - having the specularity’s Color attribute control a “general” amount across the texture…
Here’s a comparison between a custom,
hand-painted map and the one
generated by an attribute. The first image is the
hand-painted Specular Map:
Notice how
the specular is more intense on certain areas: the nose, cheeks and chin in comparison to the rest of the head, plus, I can make the freckles dull in specularity and I can avoid any “blooming” as in the top of the head…
And the image above is the one where the specular is generated by the Specular’s Color swatch. This creates a “constant” specular across the head, so when you get a good result, say, for the nose, the specular gets “blown” on the top of the head…
Cheers!
Sunday, May 17, 2015 Filed in:
Tools for ArtistsHere’s a test I did using the
PxrLMSubsurface base material’s Specular Attribute. This was done
without a texture-map, to see what the attribute could do in as a default, and I have to say that the out-of-the-box results are AMAZING! Check out the differences I got by just tweaking the
Color and the the
Refractive Index (image 2,) which I found on the Internet:
Here are the settings I used for the Color and
Refractive Index:
Why use the Refraction Index of water? Well,
babies are made of 78% water and as we get older we loose that percentage - 60% for a full-grown male!
This has to do with the
Specularity of the skin, not the water-content. And because
some parts are more “oily” than others, the next step is to create a
custom texture map for the specular and input it in the color Attribute.
Hope this helps someone!
Cheer!
Monday, May 11, 2015 Filed in:
Tools for ArtistsMore testing using
Pixar’s RenderMan’s PxrDisney Material, PxrFlakes and other fun attributes:
And another mask where I experimented with the
PxrDisney Material.
Cheers!
Saturday, May 09, 2015 Filed in:
Tools for ArtistsMore testing using
Pixar’s RenderMan’s Car Paint and PxrFlakes plugin:
I played with the flake-size and the density to take the car paint to a
pleather-
level: fake, plastic-leather-like material used in 50s dinner-furniture, wrestling masks and stilettos!
For this one, I reduced all of the attributes of the
PxrFlakes to make it different that the previous mask.
Cheers!
Friday, May 08, 2015 Filed in:
Tools for ArtistsYes, I just jumped on
Pixar’s RenderMan’s bandwagon. It is
AMAZING! Talk about an Artist’s friendly render-engine!
Here’s a test I did using the
PxrLMSubsurface base material. I did the painting in Brush (
Polypaint,) and then transferred it as a texture-file and applied it in Maya to a
PxrLMDiffuse material. The sclera has a
PxrLMGlass material. Check it out:
And here’s some tests using the
Car Paint and the
Rubber Presets:
I’ll post more tests as I figure-out the fine-tuning!
Cheers!