Tuesday, 7 August 2012
60 min Textured Practice sculpt
Here's a quick 60 minute practive sculpt. Yes I still practice and will do until the day I die probably. The aim for this was to sculpt a head with 1/4 million polys or less. I also stuck a diffuse, specular and bump maps on it. I cheated with the eyebrows and did them in post in photoshop, as people without eyebrows look a bit freaky to me, although I did screw the mouth up a bit on this for some odd reason lol.
The reason for the self imposed quarter of a million poly limitis a simple one. I belive in never wasting a single polygon as they all add up. The more you can squeze that last bit of detail and form out of a sculpt..the better. I'vge been doing this poly limited practice routine on and off for over ten years now.
So it's not a serious sculpt, just a doodle done without refs for practice thats all.
Still waiting on olympics stuff, now if I was a betting man I'd say they are going to make us all wait until after the entire olypics is finnished and then pass it out (by then it ceases to be 'news' of course...this may or may not be on purpose ;) )
If your doing some FXPHD courses this term check out the bachground fundementals video week 4 which Mike Seymour uses some of my stuff to explain the ins nand outs of displacement, vector displacement and UV mapping.
Tuesday, 24 July 2012
What I'm finishing off today
Thursday, 5 July 2012
Mudbox Hard Surface Sculpting
Finally some art today as opposed to just typing about other
stuff. Something I was messing around with today as
sort of a practice exercise, the idea was to sculpt al the mech parts from the
base mesh with no retop or extractions. (The only parts that are separate
meshes are the teeth, tongue and arms....everything else was sculpted from a
low res mesh.)
It's a good exercise as people often take a short cut these
days, especially if they are using Zbrush and extract the shit out of the base
mesh into a load of seperate parts making life so much easier. however, easy is NOT what I want from a
practice sculpt... The idea is to make life as uncomfortable as possible.
I've included a quick render and the turntable from Mudbox
so you can see how I ran out of ideas once I got below waist level lol.
BTW the upper body rough sillhoutte was taken from a very old Doctor Who monster...if you noticed it was a blatant ripping of the sea devils sillhoute then you get a bonus point. ;)
Monday, 2 July 2012
ReDucto Update: ReDucto Standalone & tweaks
Always one never to give advance notice of when I'm putting things out app or plugin wise, I've just uploaded a tweaked version of ReDucto my poygon reduction app. The main tweaks are:
- A standalone installer for ReDuctro for non mudbox users
- Getting rid of the annoying bloody windows UAC notices whenever you use it
Just to clear up a misconception or two that never had time to back when I released it. ReDucto is not a mudbox plugin, it is a standalone app. It was originally packaged together with MudWalker as those would be the main people using it I guessed. You could say I was wrong as all sort of people and places use it. So the reason for splitting ReDucto into its own installer was a simple one.... that way its clear that anyone can use this and that you do not need mudbox installed at all.
To learn more about either ReDucto or the MudWalkerX suite go to www.psychocore.com
So I've been going back to that other old hobby of mine, writing and recording my own music, so if your inanely curious or just want to have something to moan about feel free to pop over and have a listen on soundcloud here:
Friday, 29 June 2012
Guardian of the Rings
Here's a little something I've been noodling about with last night and this afternoon. Not incredibly serious sculpt and wish I'd had more time to fix the arms and complete the claws, but alas it'd need a total retop to take futher. As usual created using Mudbox and 3dmax 2013 and renderd in mental ray.
Camera update: memory card if defnalty totally screwed, and cant test camera until I buy a new one tomorrow, so keep those fingers crossed.
Camera update: memory card if defnalty totally screwed, and cant test camera until I buy a new one tomorrow, so keep those fingers crossed.
Thursday, 28 June 2012
Lighting storm causes 5Dmk2 (MC) damage
This cloud brought electrical death!
I normally don't put photography stuff on my blog, but as
this is such an interesting story and also a cautionary tale I felt just this
once I was allowed. Just after dinner
this evening we had a massive storm right over our house. Now as I'd just got delivery of my 5D Mk2
about 3 days beforehand I thought this would be the perfect chance to use it
(I've been too busy with work the rest of the time).
So off I went outside with my wife and daughter (who had
never seen a storm or lightning before) and started filming and taking
photos. I didn't think too much about
it, even when a massive crack of lightning happened and my camera flickered like
I had just shorted out the battery or something. I kept filming and caught some amazing
footage of a lighting storm about as close as you ever want to get. 3 inches of rain fell in a little over a minute and a half. The worst storm I've seem here since the Epic consett lightning storm of 1995 that fried electrics over a 2 mile radius. (anyone local around at the time remembers it well!)
So after it had passed I rushed to my computer to download
everything...only to find that the storm had screwed up my brand new Scandisk memory
card (that cost £90 as it washigh speed and intended for video). I got a handful of photos off it but the camera
and the card kept giving errors. Finally
I stuck the card directly into the slot in my main PC and started a recovery
process...followed by recovering corrupt unfinished MOV files.
The video above shows what I could recover from the storm footage up to the moment it all went 'pair shaped guv'.
Now I have to admit being scared shitless of
testing my camera again in case it screwed that up as well. It took me a fair
old while to round up the money to spare that I could spend on it (as my rule is only money I make selling stuff or paid directly into ebay gets used for my camera stuff.)
So I am putting off testing the 5D at the moment..that going
down only days after I bought it would be to horrible to contemplate. (although
par for the course with the epic bad luck I usually have).
Weirdest of all... the storm also shutdown every single mobile
phone in our house, all unplugged and fully charged. I've no idea why...answers on a postcard
please. But anyway here's the video I
caught such as it is (with unfortunately the best parts missing with epic sheet and fork lighting.)
Wednesday, 27 June 2012
Onwards and ...well onwards
I'm sitting here just doing the final stuff on the contract
I've been working on for a client for a month.
Hopefully sometimes in the next couple of months I'll be able to show
and go into detail about what I've been doing and what for. So now it's back to hunting down freelance
gigs and firstly having a bit of 'doodle time' for the next week as this jobs
been full on long hours for a month now and it'll be nice to get some time back
to 'have a life' again lol.
Yesterday I finally got the 5D Mk2 DSLR I've wanted for 2
years now, so also I'll have a bit of time to play around with that as well. although its less for 'DSLR film making' and
more for project related stuff.
(Although that's not to say I won't be testing out the video features
lol).
I'm also REALLY looking forward to saving an archive copy of
what I've done and then deleting the other 125gig of incremental saves lol. So it's back to what passes for normal and
enjoying not having to be within phone answering distance stuck at home.
On my list of stuff 'To Do' is to do a Linux compile / port of MudWalkerX and ReDucto, do some
opening titles for a TV Show and try and get around to putting together stuff for
my next demo reel, although as usual the biggest problem will be actually
rendering it out on a single pc. It's
ironic that more people now have scenes I've came up with as part of the FXPHD
classes I've gave in their reels than I do. but still...I've got to smile at
that.
So now if you'll excuse me, I have a bit of speed sculpting I
want to doodle on with....
Friday, 15 June 2012
Interview with CGPHD now up
Short blog this time as still in midde of working in the stuff for a company I cannot mention, on a thing I cannot hint at and as such can't say anything about that till its out. (Once it is I promise you it will be worth and ...and very hard to avoid lol).
A while back I was asked to give an interview with CGPHD which they have just put live on their site. You can reach it at the link above. ...and no I have not grown the beard back, they just used an old photo lol.
Wednesday, 30 May 2012
Busy as a Rabbit in the...oh shit I already used that title for a blog
I've just signed to do a months worth of work for a firm, I cannot tell you which firm, what it is for, what type of thing it is, what my job will entail, what I am doing. Almost sounds like I'm James Bond lol (and no that was not a clue as I canot give clues....I would be strung up if I did.) For those of you who know this industry I'll be on a remote lockdown so I cannot utter a word of what I shall be doing until cleared whenever that may be. So if the art side of the blog stuff gets a bit thin for a month that is why ;)
Wayne...
Wayne...
Sunday, 20 May 2012
Sunday Night Doodle
Clicky for biggy version
Tongihts doodle...still trying to seehow far I can push anaomty before it falls apart. This ones getting pretty damn close to that. Mix of bull frog, human and something else.
Tongihts doodle...still trying to seehow far I can push anaomty before it falls apart. This ones getting pretty damn close to that. Mix of bull frog, human and something else.
Saturday, 19 May 2012
Figure Extended Doodle
...yes you can click this image to make it bigger
Sort of an extended doodle that I've had in my head for a while but not had time to sculpt with sorting everything out for the ReDucxto and MudWalkerX releases. I sort of see this one as a design rough that I could refine at a later date if I have the time and inclination. The head you may remember is from a speed scupt a while back that I wanted to extend to this full figure piece.
Wednesday, 16 May 2012
Beta Testers Needed
OK I'm going to need a few beta testers as I'm halfway through an update that will remove the
need to deactivate UAC on windows to get ReDucto from working for some people. As there has been a few studios interested in
using it / testing to out and of course the
last thing they want to be doing is disabling UAC & antivirus just for
ReDucto I'm half way through an updated version to touch wood solve this.
Here the criteria I need:
1 - you must have a machine that has UAC enabled
2 - Have had UAC related issues with the ReDucto or MudWalker
release
3 - You are running an anti virus as also going to try and
crack the false positive thing as well.
if you want to test the update drop me an email at
wayne@dashdotslash.net with "ReDucto Beta" in the subject line.
Also I'll be be starting working on posting both MudWalkerX and Reducto to linux in the next few days or so feel free if you want to beta test the linux versoin of either. ...and dont worry both will remain free.
Monday, 14 May 2012
ReDucto & MudWalkerX Now Available for Download
MudWalkerX ReDucto
have both been made available for download and use free at the above link. There are also some video help files on the
site as well, although you are STRONGLY encouraged to read the help files as
not everything is covered in the videos.
as well as what was
in the promo video I have added some extra little features you were not expecting:
- · A interop between Mudbox and Zbrush
- · Zbrush users can now make full use of ReDucto (as can Maya, 3DsMax and Softimage Users)
- · video showing how to add any app with scripting or an SDK in about 2 very easy lines of code anyone can do.
- · A third totally different hybrid poly reduction algorithm of mine 'WeaponX'
MudWalker Features:
- Send back and forth to many supported applications (including scene update as well)
- 'NoQuarter' A Voxel grid based polygon reduction with 9 easy to use auto settings
- Export selected faces/parts of your models or all of them (This can be used for easy model to 3d print parts workflow)
- Take all models in scene to their lowest subdivision level
- Take all models in the scene to their highest subdivision level
- Create a complete Multi Application project file structure if you wish
- Easy to add unsupported applications
- Send to Mudbox & Export to ReDucto from Zbrush
- Start ReDucto out of the box from 3DsMax, Maya & Softimage
- 'WeaponX' hybrid polygon reduction (think of it as a hybrid of ReDucto and NoQuarter, with the speed of the latter and very nearly the quality of output of the former)
ReDucto Features:
- Unique Polygon Reduction Algorithm using its own AI that works out how best to reduce the polycount of your mesh created especially for digital sculpts. It gives better results that anything around currently.
- Intelligent hole filling capable of filling 'impossible holes' other apps will reject
- Industrial strength tri stripping and un-stripping
- Bake Ambient Occlusion and Normal map data direct to your mesh at vertex level
- Mesh merging of high polycount datasets
- Find and Fix problems in your mesh such as rogue vertex, non planar faces many, many more
- Face, edge and vertex optimisation to enable faster loading times
- 3 types of subdivision not found in most applications
- Customisable interface configurations
- ReDucto is a standalone separate application and as such is totally application agnostic
Some extras you get as well:
- A drag and drop file viewer with support for many file types for fast reviewing of models
- 'Mudbox Backup' This simple exe will back up every setting in all versions of Mudbox installed on your machine into one place for easy restoring should the preference files become corrupt. Brushes, materials, hotkeys...everything
- Save and restore all Mudbox settings in one click
All made available for free on the stipulation that I do not
get any emails for tech support / requests for features / complaints you got
abducted by aliens due to MudWalker or ReDucto. If you are a company please
send me a courtesy email notifying you are using either ReDucto or
MudWalkerX. It will cost you nothing.
As many people requested it I had added a donate button on
the psychocore.com site for those that want to, but there is no obligation to.
Enjoy
Enjoy
Wayne...
Tuesday, 8 May 2012
ReDucto and MudWalker X Have landed!
More Details can be found here: http://psychocore.com/index2.html
I don't make my apps and plug-ins available very often, but
when I do people do seem to rather like them.
Back in early 2011 I stopped making everything available, lack of time
to make them available and quash any remaining bugs that I could personally
live with (but others would not) meant that everything stopped. I pulled all remaining releases after the
splash the initial version of MudWalker had made back in the day, and the even
bigger splash the vector displacement shader for mental ray made. As I explained back then it got to the stage where
I was spending all my time answering tech support emails for what were free
things I'd put out. I write these things
for me and I release things as either I have superseded them in my pipeline with
another version or simply as a gift. But
in truth it's a side effect of making things for me that I personally need use
of. Nothing more.
Now as I did not get into art to be a tech support guy and
want to remain being in art for art, releasing these means I cannot in all good
conscience sell them. The way I see it
if your selling an app or plug-in you have to be prepared to act as tech support
and give up a large chunk of your life.
Hence both MudWalker X and ReDucto are free to everyone with one small
stipulation...no emails begging for tech support (unless you're a large firm),
no emails or tweets begging for features to be
added...nothing...nada...ziltch. Any
emails will get deleted unless you're a huge firm and prepared to pay for any
changes or tech support.
ReDucto's 3d parts kit workflow is unique... there is
currently nothing that does this even as remotely as stable or as easily (let
alone fast...let's not forget that!).
The main ReDucto polygon reduction algorithm is unique and something I
came up with myself years ago. no other app has this algorithm as I own it, I came
up with it, I made it. It gives superb
results that are far and away better than everyone else's version of the simple
quadratic collapse algorithm used by 90% of the industry.
There is so much more that's its impossible to cover in a
single blog post. back when MudWalker
1st landed years back it was the very 1st of its kind that PC users could actually
use... It made a big splash and saw as a result a shit load of clones. I still find it ironic that it had more app
support in its 1st week than anything similar had in years. This release dumps a lot of the old stuff and
concentrates on newer features. (although I had made it easy to people to
activate or deactivate the old features if they want them.)
It contains its own super fast polygon reduction algorithm
that is totally different and totally separate from ReDucto, and probably the
one feature I use more than anything the ability to jump all meshes in a scene
to their highest or lowest subD level via a simple hot key. The extras I'm sticking in with both MudWalker
X and ReDucto are worth a look alone.
But its free and you can't argue with that.
They are both released via by own development banner 'Psycho Core'. Now Psycho Core is a software firm that is rather unique. It does not sell you anything, it does not want your money or your loyalty...it wants nothing and hopefully gives everything in return. Downloads for both will be made available later this week once the help files and vids are done. If you meet me at any point you can buy me a beer.... or hire me whichever is harder lol
Monday, 7 May 2012
Back Home
I had a great time over in Vancouver and apart from no one
being able to find the adapter for the Cintiq (which sort of put a downer on
any serious live sculpting for my 6 hour session..shame as I was really rareing to go) everything went fine. Some of those there near the end got a small
preview of something I have been working on over on the software side of things
that the rest of you will see some time this week. There were a host of excellent speakers, some
of who I missed due to trying to track down some tablets for a headache due to
the bloody hotel only having 2 sachets of coffee in each room per day! (I have that
before breakfast lol). So cue on killer caffeine
headache for a lot of us lol.
About 5 or 10 mins before my Lecture
I met a lot of great people I'd not met before this trip and
had a excellent time, all be it that I spent most of my free time holed up in
my hotel room working on 'something'. In
fact all but the last day the extent of Vancouver I saw was MacDonald's and various star bucks on Robson street.
The journey back home was a nightmare as on the plane form Calgary
to London I was stuck next to no less than 6 screaming babies. So sleep on plane = zero. Also my new phone
went arse up and I had to try something I'd never tried before and knew sod all
about...rooting my phone in the cafe in Heathrow terminal 5 while hardly able
to stand after nearly 30 hours awake at that point. By some miracle I managed it... although last
plane was late and I ended up seriously zombiefied by the time I got back home.
Still...it was worth it.
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