Tuesday, December 27, 2011

Self Port

Made more adjustments to sculpt. UV'd N Exported mid rez mesh with mid range displacement at 2048 (levels 2-4), and hi-rez normal map at 4096 (levels 4-6). Set up portal lights w/ blackbody lighting and physical sun n sky. created env sphere  Painted dermal maps (epidermal, subdermal, back scatter, overall color) and set up maya fast skin SSS. Still a lot further to go with tweaking dermal maps and creating roughness, reflectivity, and gloss maps.

Still going to create hair, eyes, etc.

and a screenie of the current workflow

Tuesday, December 20, 2011

SelfPort Cont

Made some progress on my self port.

Refined the anatomy, sculpted ears, and retopologized.




Monday, December 5, 2011

maya fluids

created my first fireball today. could this be any more fun?

haha turns out they have these pre made in maya. :p

Thursday, December 1, 2011

More hard surface Zbrushing


Finally getting the hang of the pure Zbrush workflow. Shadowbox, sculpt, remesh, repeat...





Here are some wips of a character i am creating for an Ipad Game. Needless to say this was a lot of fun.

apophysis







Wow, has anyone heard of this program? Apophysis is absolutely amazing. Artist friendly fractal generation!

self port


everyone should do a self port once in a while. its been years since i have done one. Its nice to have multiple projects running together as it gives your mind a little rest from one project to the next. Really looking forward to tightening this up and getting a good render

Graphic Design for a Friend


Pulled this job off using maya, ps, and a depth pass composite. haha although i must say im not much of a graphic designer yet.

HardSurface ZBRushing


Learning some hard surface techniques in Zbrush! who would have thought

Tuesday, September 27, 2011

Caliban_Cont.



Making some progress on this sculpt.

 Also some Scripting for pymel.

 import maya.cmds as cmds
import maya.mel as mel



cmds.setAttr("defaultRenderGlobals.currentRenderer", "mentalRay",type="string")

def RenderMenu():
   
    if cmds.window("RenderWindow", exists=1):
        cmds.deleteUI("RenderWindow", window=1)
     

    RenderWindow=cmds.window("RenderWindow", title="Render Options")
    cmds.rowColumnLayout(numberOfColumns=1)    #sets overall layout
    cmds.frameLayout( label='Indirect Lighting', borderStyle='in' )
    cmds.iconTextCheckBox( style='iconAndTextVertical', image1='render_envSky.png', label='Physical Sun And Sky',onc="SunSkyOn()", ofc="SunSkyOff()")
    cmds.button( label='Sun And Sky Options', command="SunNSkyMenu()" )
    cmds.iconTextCheckBox( style='iconAndTextVertical', image1='render_envBall.png', label='Image Based Lighting', onc="IBon()", ofc="IBoff()")
    cmds.button( label='Image Based Options', command="IBLMenu()" )
    cmds.frameLayout( label='Final Gather', borderStyle='in' )
    cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Final Gather',v1=0, onc="FGon()", ofc="FGoff()")     #turns Final Gather on and off
    cmds.floatSliderGrp( label='FG Weight', field=True, minValue=0.0, maxValue=100.0, fieldMinValue=0.0, fieldMaxValue=100.0, value=0 )
    cmds.frameLayout( label='Global Illumination', borderStyle='in' )
    cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Global Illumination',v1=0, onc="GIon()", ofc="GIoff()")     #turns Global Illum on and off
    cmds.floatSliderGrp( label='GI Weight', field=True, minValue=0.0, maxValue=100.0, fieldMinValue=0.0, fieldMaxValue=100.0, value=0 )
    cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Importons',v1=0, onc="IPon()", ofc="IPoff()")
    cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Irradiance Particles',v1=0, onc="IRon()", ofc="IRoff()")

    cmds.frameLayout( label='Render', borderStyle='in' )
    cmds.checkBoxGrp(numberOfCheckBoxes=1, label='Ambient Occlusion',v1=0, onc="AOon()", ofc="AOoff()")
    cmds.floatSliderGrp( label='AO Inensity', field=True, minValue=0.0, maxValue=100.0, fieldMinValue=0.0, fieldMaxValue=100.0, value=0 )
    cmds.frameLayout( label='Render', borderStyle='in' )
    ImgWidth=cmds.intSliderGrp( field=1, label='Image Width', value=640, min=2, max=1920, fieldMinValue=2, fieldMaxValue=10000)
    ImgHeight=cmds.intSliderGrp( field=1, label='Image Height', value=480, min=2, max=1080, fieldMinValue=2, fieldMaxValue=10000 )
    DPI=cmds.floatSliderGrp(pre=0, field=1, label='Image Resolution', value=72.000, min=2.000, max=300.000, fieldMinValue=2.000, fieldMaxValue=1000.000)
    cmds.floatSliderGrp( label='Overall Quality', field=True, minValue=0.0, maxValue=100.0, fieldMinValue=0.0, fieldMaxValue=100.0, value=0 )  #controls quality of render  
    cmds.separator( height=40, style='in' )
    cmds.button(label="Render Camera One", command="RenderCam1()")
    cmds.connectControl(ImgWidth, "defaultResolution.w")
    cmds.connectControl(ImgHeight, "defaultResolution.h")
    cmds.connectControl(DPI, "defaultResolution.dpi")
    cmds.showWindow(RenderWindow)

def DPI():
    cmds.setAttr("defaultResolution.dpi")

def SunNSkyMenu():
    if cmds.window("SunWindow", exists=1):
        cmds.deleteUI("SunWindow", window=1)
    cmds.window("SunWindow", title="Sun And Sky Options")
    cmds.frameLayout(label='Sun And Sky', borderStyle='in' )
    Mult=cmds.floatSliderGrp( label='Light Intensity',pre=3, field=True, minValue=0.0, maxValue=2.5, fieldMinValue=0.0, fieldMaxValue=10.0, value=0 )  #controls intensity of sun
    cmds.attrColorSliderGrp( at='mia_physicalsky1.ground_color')
    cmds.attrColorSliderGrp( at='mia_physicalsky1.night_color')
    Haze=cmds.floatSliderGrp( label='Haze', field=True, minValue=0.0, maxValue=10.0, fieldMinValue=0.0, fieldMaxValue=30.0, value=0 )  #controls intensity of haze
    RBShift=cmds.floatSliderGrp( label='Red/Blue Shift', field=True, minValue=-1.0, maxValue=1.0, fieldMinValue=-10.0, fieldMaxValue=10.0, value=0 )  #controls light shift from red to blue
    SunSat=cmds.floatSliderGrp( label='Saturation', field=True, minValue=0.0, maxValue=10.0, fieldMinValue=0.0, fieldMaxValue=1000.0, value=1 )  #controls sun saturation
    HorizH=cmds.floatSliderGrp( label='Horizon Height', field=True, minValue=-2.0, maxValue=2.0, fieldMinValue=-2.0, fieldMaxValue=2.0, value=0 )  #controls height of horizon
    HorizB=cmds.floatSliderGrp( label='Horizon Blur', field=True, minValue=-2.0, maxValue=2.0, fieldMinValue=-2.0, fieldMaxValue=2.0, value=0 )  #controls horizon blur
    SunIn=cmds.floatSliderGrp( label='Sun Intensity',pre=3, field=True, minValue=0.0, maxValue=5.0, fieldMinValue=0.0, fieldMaxValue=10.0, value=0 )  #controls sun shape intensity
    SunSi=cmds.floatSliderGrp( label='Sun Size', field=True, minValue=0.0, maxValue=20.0, fieldMinValue=0.0, fieldMaxValue=1000.0, value=0 )  #controls horizon height
    SunGl=cmds.floatSliderGrp( label='Sun Glow', field=True, minValue=-5.0, maxValue=5.0, fieldMinValue=-100.0, fieldMaxValue=100.0, value=0 )  #controls horizon height
    cmds.connectControl(Haze, "mia_physicalsky1.haze")
    cmds.connectControl(RBShift, "mia_physicalsky1.redblueshift")
    cmds.connectControl(SunSat, "mia_physicalsky1.saturation")
    cmds.connectControl(HorizH, "mia_physicalsky1.horizon_height")
    cmds.connectControl(HorizB, "mia_physicalsky1.horizon_blur")
    cmds.connectControl(SunIn, "mia_physicalsky1.sun_disk_intensity")
    cmds.connectControl(SunSi, "mia_physicalsky1.sun_disk_scale")
    cmds.connectControl(SunGl, "mia_physicalsky1.sun_glow_intensity")
    cmds.connectControl(Mult, "mia_physicalsky1.multiplier")
    cmds.showWindow("SunWindow")

def AOon():
    cmds.setAttr(

def IBLImport():
    mel.eval('AEfilenameBrowser "AEassignFilenameCB  mentalrayIblShape1.texture";')

def invertOff():
    cmds.setAttr('mentalrayIblShape1.invert', 0)

def invertOn():
    cmds.setAttr('mentalrayIblShape1.invert', 1)

def alphaLumOn():
    cmds.setAttr('mentalrayIblShape1.alphaIsLuminance', 1)

def alphaLumOff():
    cmds.setAttr('mentalrayIblShape1.alphaIsLuminance', 0)

def IBLVisOn():
    cmds.setAttr ("mentalrayIblShape1.primaryVisibility", 1)

def IBLVisOff():
    cmds.setAttr ("mentalrayIblShape1.primaryVisibility", 0)

def IBLEnvOn():
    cmds.setAttr ("mentalrayIblShape1.visibleInEnvironment", 1)

def IBLEnvOff():
    cmds.setAttr ("mentalrayIblShape1.visibleInEnvironment", 0)

def IBLSecReflOn():
    cmds.setAttr ("mentalrayIblShape1.visibleInReflections", 1)

def IBLSecReflOff():
    cmds.setAttr ("mentalrayIblShape1.visibleInReflections", 0)

def IBLRefrOn():
    cmds.setAttr ("mentalrayIblShape1.visibleInRefractions", 1)

def IBLRefrOff():
    cmds.setAttr ("mentalrayIblShape1.visibleInRefractions", 0)

def IBLFGOn():
    cmds.setAttr ("mentalrayIblShape1.visibleInFinalGather", 1)

def IBLFGOff():
    cmds.setAttr ("mentalrayIblShape1.visibleInFinalGather", 0)

def IBLEvoOptOn():
    cmds.setAttr ("mentalrayIblShape1.overrideEnvColorFx", 1)

def IBLEvoOptOff():
    cmds.setAttr ("mentalrayIblShape1.overrideEnvColorFx", 0)

def IBLInvEvoOn():
    cmds.setAttr ("mentalrayIblShape1.envInvert", 1)

def IBLInvEvoOff():
    cmds.setAttr ("mentalrayIblShape1.envInvert", 0)

def IBLMenu():
    if cmds.window("IBLWindow", exists=1):
        cmds.deleteUI("IBLWindow", window=1)
 
   
    cmds.window("IBLWindow", title="Image Based Options") #creates sub windows
    cmds.scrollLayout( 'scrollLayout' )
    cmds.frameLayout( label='Image Based Lighting', borderStyle='out' )
    cmds.frameLayout( label='General', borderStyle='in' )
    cmds.button(label='Import File', command="IBLImport()")
    IBLExpos=cmds.floatSliderGrp( label='Exposure', field=True, minValue=-10.0, maxValue=10.0, fieldMinValue=-10.0, fieldMaxValue=10.0, value=0 )  #controls exposure
    IBLAlpha=cmds.floatSliderGrp(pre=3, label='Alpha', field=True, minValue=0.0, maxValue=1.0, fieldMinValue=-0.0, fieldMaxValue=1.0, value=.5 )  #controls alpha
    cmds.connectControl(IBLExpos, "mentalrayIblShape1.hardwareExposure")
    cmds.connectControl(IBLAlpha, "mentalrayIblShape1.hardwareAlpha")
    cmds.attrColorSliderGrp( at='mentalrayIblShape1.colorGain')
    cmds.attrColorSliderGrp( at='mentalrayIblShape1.colorOffset')
    cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Invert',v1=0, onc="invertOn()", ofc="invertOff()")
    cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Alpha Luminance',v1=0, onc="alphaLumOn()", ofc="alphaLumOff()")
    cmds.frameLayout( label='Render Stats', borderStyle='in' )
    cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Visibility',v1=1, onc="IBLVisOn()", ofc="IBLVisOff()")
    cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Visible As Evnironment',v1=1, onc="IBLEnvOn()", ofc="IBLEnvOff()")
    cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Visible Secondary Reflections',v1=1, onc="IBLSecReflOn()", ofc="IBLSecReflOff()")
    cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Visible In Refractions',v1=1, onc="IBLRefrOn()", ofc="IBLRefrOff()")
    cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Visible In Final Gather',v1=1, onc="IBLFGOn()", ofc="IBLFGOff()")
    cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Adjust Environment Color',v1=0, onc="IBLEvoOptOn()", ofc="IBLEvoOptOff()")
    cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Invert',v1=0, onc="IBLInvEvoOn()", ofc="IBLInvEvoOff()")
    cmds.attrColorSliderGrp( at="mentalrayIblShape1.envColorGain")
    cmds.attrColorSliderGrp( at="mentalrayIblShape1.envColorOffset")
    cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Adjust Final Gather Color',v1=0, onc="IBLFGColOn()", ofc="IBLFGColOff()")
    cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Invert',v1=0, onc="IBLFGColInvOn()", ofc="IBLFGColInvOff()")
    cmds.attrColorSliderGrp( at="mentalrayIblShape1.fgColorGain")
    cmds.attrColorSliderGrp( at="mentalrayIblShape1.fgColorOffset")
    IBLFGFilter=cmds.floatSliderGrp(pre=3, label='Filter Size', field=True, minValue=0.0, maxValue=1.0, fieldMinValue=0.0, fieldMaxValue=5.0, value=0.005 )
    cmds.connectControl(IBLFGFilter, "mentalrayIblShape1.fgFilterSize")
    cmds.frameLayout( label='Light Emission', borderStyle='in' )
    cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Emit Light',v1=0, onc="IBLEmitOn()", ofc="IBLEmitOff()")
    IBLEmitFocVar=cmds.floatSliderGrp(pre=3, label='Vary Light Focus', field=True, minValue=0.0, maxValue=1.0, fieldMinValue=0.0, fieldMaxValue=5.0, value=0.800 )
    cmds.connectControl(IBLEmitFocVar, "mentalrayIblShape1.jitter")
    cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Disable Back Lighting',v1=1, onc="IBLskipBackOn()", ofc="IBLskipBackOff()")
    cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Emit Diffuse',v1=1, onc="IBLemitDiffuseOn()", ofc="IBLemitDiffuseOff()")
    cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Emit Specular',v1=1, onc="IBLemitSpecularOn()", ofc="IBLemitSpecularOff()")
    cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Ray Trace Shadows',v1=1, onc="IBLuseRayTraceShadowsOn()", ofc="IBLuseRayTraceShadowsOff()")
    cmds.attrColorSliderGrp( at="mentalrayIblShape1.shadowColor")
    cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Adjust Light',v1=0, onc="IBLAdjLightColOn()", ofc="IBLAdjLightColOff()")
    cmds.checkBoxGrp( numberOfCheckBoxes=1, label='Invert',v1=0, onc="IBLAdjLightINVOn()", ofc="IBLAdjLightINVOff()")
    cmds.attrColorSliderGrp( at="mentalrayIblShape1.lightColorGain")
    cmds.attrColorSliderGrp( at="mentalrayIblShape1.lightColorOffset")
    cmds.showWindow("IBLWindow")

def IBLAdjLightINVOn():
    cmds.setAttr("mentalrayIblShape1.lightInvert", 1)
def IBLAdjLightINVOff():
    cmds.setAttr("mentalrayIblShape1.lightInvert", 0)
def IBLAdjLightColOn():
    cmds.setAttr("mentalrayIblShape1.overrideLightColorFx", 1)
def IBLAdjLightColOff():
    cmds.setAttr("mentalrayIblShape1.overrideLightColorFx", 0)
def IBLskipBackOn():
    cmds.setAttr("mentalrayIblShape1.skipBack", 1)
def IBLskipBackOff():
    cmds.setAttr("mentalrayIblShape1.skipBack", 0)
def IBLemitDiffuseOn():
    cmds.setAttr("mentalrayIblShape1.emitDiffuse", 1)
def IBLemitDiffuseOff():
    cmds.setAttr("mentalrayIblShape1.emitDiffuse", 0)
def IBLemitSpecularOn():
    cmds.setAttr("mentalrayIblShape1.emitSpecular", 1)
def IBLemitSpecularOff():
    cmds.setAttr("mentalrayIblShape1.emitSpecular", 0)
def IBLuseRayTraceShadowsOn():
    cmds.setAttr("mentalrayIblShape1.useRayTraceShadows", 1)
def IBLuseRayTraceShadowsOff():
    cmds.setAttr("mentalrayIblShape1.useRayTraceShadows", 0)

def IBLEmitOn():
    cmds.setAttr("mentalrayIblShape1.emitLight", 1)
def IBLEmitOff():
    cmds.setAttr("mentalrayIblShape1.emitLight", 0)
def IBLFGColOn():
    cmds.setAttr("mentalrayIblShape1.overrideFgColorFx", 1)
def IBLFGColOff():
    cmds.setAttr("mentalrayIblShape1.overrideFgColorFx", 0)
def IBLFGColInvOn():
    cmds.setAttr("mentalrayIblShape1.fgInvert", 1)
def IBLFGColInvOff():
    cmds.setAttr("mentalrayIblShape1.fgInvert", 0)

def SunSkyOn():
    mel.eval("miCreateSunSky;")
def SunSkyOff():
    mel.eval("miDeleteSunSky; refreshAE; miUpdateSunSky;")
    if cmds.window("SunWindow", exists=1):
        cmds.deleteUI("SunWindow", window=1)    #creates and deletes Physical Sun N Sky
def IBon():
    mel.eval("miCreateIbl;")
def IBoff():
    mel.eval("miDeleteIbl; refreshAE; miUpdateIbl;")
    if cmds.window("IBLWindow", exists=1):
        cmds.deleteUI("IBLWindow", window=1)       #creates and deletes Image Based Lighting
def FGon():
    cmds.setAttr ("miDefaultOptions.finalGather", 1)
def FGoff():
    cmds.setAttr ("miDefaultOptions.finalGather", 0)    #turns Final Gather on and off
def GIon():
    cmds.setAttr ("miDefaultOptions.globalIllum", 1)
def GIoff():
    cmds.setAttr ("miDefaultOptions.globalIllum", 0)    #turns Global Illumination on and off
def IRon():
    mel.eval('setAttr -type "string" miDefaultOptions.stringOptions[14].value "true";')
def IRoff():
    mel.eval('setAttr -type "string" miDefaultOptions.stringOptions[14].value "false";')
def IPon():
    mel.eval('setAttr -type "string" miDefaultOptions.stringOptions[3].value "true";')
def IPoff():
    mel.eval('setAttr -type "string" miDefaultOptions.stringOptions[3].value "false";')
def RenderCam1():
    mel.eval('renderWindowRenderCamera render renderView camera1;')