Friday, 6 September 2013

3D World : My 3Ds Max 2014 Review

There were so many tempting captions I could have put alongside that image of bigfoot lol

I just got word on twitter today that the review I was asked to do for 3D World magazine of 3Ds Max 2014 is in the issue just out.  I made sure this is a balanced review as possible and covers it from angles of everything from Film, Games, arch vis and advertising.   Give it a read and see if you agree.

Thursday, 5 September 2013

Mudbox + Modo




Eat something you skinny old bastard!

I spent last night finishing this guy off from a month of two back in Mudbox and then trying to replicate my usual 3Ds Max scene file and shader set up in Modo.  I managed it pretty easily although I do want to add a bit more subsurface to the shader setup next time I use it.  Modo runs on my Macbook better than Maya does, As 3Ds max doesn't run naively on a mac I thought I'd use Modo on it as it as its always nice to expand your skill set.   

On other news I'm on re-adding some features I added to MudWalker while I was working at screen scene for the next release.  So there will be a release for Mudbox 2014 soon (ish), if I have time I may add the 1st mac version as well.  It will have one feature that no one else has that was always intended to be included but couldn't as it was impossible to test at the time.  Suddenly it will make the whole 'one click' workflow thing make a whole lot more sense.  I fully expect everyone and his dog to then rip the idea off wholesale lol. 

Monday, 2 September 2013

Kit Bashing in Modo


I decided to do a little kit bashing in Modo for half an hour just to see what would pop out with the default install.  Nothing amazing or serious.....  But I do like Modo for this sort of thing and its poly tool set.  Ideally I'd like to be using my own kit bash set rather than a default install one.


Saturday, 31 August 2013

Wayne's Crazy Album Challenge: succeeded

I managed it, all be it with some drama last night at the last minute when the software I am using (which is Ableton LIVE for those interested, mostly stock install with only one or two plugins used for the production side) decided the very last day was a really good time to deactivate the license. Now I didn't notice this until I had done the final mix of the last song (most of which was recorded before I went to London for a few days). It also saw fit to make my plugins disappear as well, so I had to master it the more pain in the arse way for one.

 The actual time taken was 10 days (I had 4 days off) and spent the 7.30-11pm each night so 10 x 3 1/2 hours. If your maths isn't to hot that's 35 hours all in. I realize many come here and my youtube channel etc for the 3D stuff but its important to remember that my music predates my art by at least 20 years.

 For once it was something not done for or to help others but rather just for me. Its also safe to say I am going to have a short while away from recording 'proper' stuff after hot housing myself for 2 weeks every night. So here's the playlist of all 15 songs, and below it a video that explains what they each mean.




Enjoy...

Monday, 26 August 2013

Waynes Crazy 'Create an Album in 14 days' challenge: Only One more to go!



I've had a productive weekend that's seen 5 songs wrote and recorded, this brings me up to 14 in 9 days working on 7.30 - 11pm at night on it.   For once I've wanted to do something just for me, not to help others, not to give things away, something just for myself and as a challenge to see if I could to it myself.  To me its very attractive that as opposed to my art, where people will always have expectations of both quality and content due to me being around 3D quite a long time.  With my music,which  have been doing since I started playing guitar aged 8, it doesn't come with any of that baggage.  So I can mix a few electronic songs, some electric ska, some classical, some rock even some thrash metal and dub step and no one bats an eyelid and says 'Oh noes!! You cant do that!!'

People who have known me very well since I was young stared to realize a couple of days ago that one or two of these songs have titles that reflect things from my own life.  Yep, guilty as charged.  Actually every title has a meaning of some sort, some I'll explain once the last song is done, others I'll leave private.  I have tll the 31st of This month to finish the last song, so I'm going o take my time with it and try and make it something special.... a l;east that's the plan.

Although as I am away on Wednesday and Thursday this doesn't give me a whole lot of time lol.  So here are the 5 tunes from over the weekend starting with the earliest to the last one.




This next one is NOT safe for work!




Friday, 23 August 2013

Waynes Crazy 'Create an Album in 14 days' challenge: More Songs

No I've not been slacking off..... here's the songs wrote and recorded so far for my crazy 'make an album in 14 days' challenge'


...and tonights one...

Thats nine songs in 7 days so far..... although I have a week left I only have a handful of evening to complete the as I will be away for a couple of days at some point next week.

Tuesday, 20 August 2013

Time for some art....



After the music stuff of the last few days... I figured it was time to post ssome actual art on my art blog lol.   Something I knocked out today for next time I need a male human model. 


Monday, 19 August 2013

Waynes Crazy 'Create an Album in 14 days' challenge







Above you can find a few songs of mine I've wrote last night and on Saturday night.  Some of you know my music predates my 3D stuff by a lot of years and in some ways is my 1st love creatively.  It's something I do just for me and not for 'coolness or glory', I do it because I enjoy it.  It has had a side effect or two though recently.  Firstly I was approached by a certain games firm who asked if a few of my songs could be used in an upcoming game or two they have in dev.  Which is odd as it means I am back to being a 'pro' musician after 20 years away from it.  It was never intended for that many people to hear it, but hey that's what music is supposed to be for I suppose.

But I've came up with a very crazy and probably incredibly stupid idea.  It may not surprise you to realise that I am not just a fast sculptor, I also have a pretty fast turnaround of my songs from initial idea to final master.  I try not to spend any longer than 1-2 evening on any one song or composition.  As just like my 3D I have had a fair bit of practice at it over the years and I'd have to be pretty stupid to have not naturally sped up in that time.
So my idea is this:  In the space of 14 days to record, mix and master a whole new album of songs of a professional quality. 

I have only two simple rules for this:


  1. I am allowed to reuse nothing previously I have done before, everything must be new. 
  2. It must not interfere with my 3d or day job or my life in general.

                                             
This is a massively stupid idea in many ways and could well be doomed to failure.  But it's going to be fun attempting it.

My 'working' hours for doing this are between 7.30pm and 11pm at night only and I'm aiming for between 10 and 15 songs.  God alone knows what will pop out of my head, but I find it a great way to unplug from the day job of 3D as unlike 3D where people do 'expect' a certain quality from me, in music no bugger has a clue about me and my music and have no expectations.  Which is very liberating I have to admit.  I love the fact that people for once expect nothing quality wise as it is so much less stress.  I am already consigned to the fact that 90% of people won't like the music I make, but the point is it's a relaxation and enjoyment thing for me.

So... over the weekend I am already 3 songs in (although my favourite so far is 'The King of Life' BTW) so my end point for finishing all this is Saturday 31st of August.   Wish me luck... I'm going to need it...it makes a maximum available time for me to do all this 49hours with my kids jumping around at the same time lol!

[EDIT] I should point out something rather important.... this is NOT to 'prove' anything to myself or anyone sle, but has the most simple motivation of all...to see if it can be done [/EDIT]

Thursday, 15 August 2013

Prize Winners Have a Peek behind the curtain



I work on all sorts of things both artistically, R & D wise and programming wise that never ever see's the light of day, (or it can be a fair few years until they do).  Some time ago I had a little mini competition on Facebook to see who could share my short 'Monsters' the fastest.  It was a draw between 2 guys, Pete Steiner & Adrian Wise.  So there I was for over a month trying to work out a prize that would be interesting and unique for them.  So it came down to two things, and I thought I'd send them both :)

The first is the unreleased text from the Mudbox book I was writing back in 2009, its never seen the light of day, was never finished and never will see the light of day in that form.  Secondly is a special video with a 'peek behind the curtain' of something I have had in development for a while. (I think its seriously fucking cool BTW).  It seemed to be far more interesting to give a prize that was unique than just something simple like a DVD or a model.

Both Adrian and Pete have been told to keep these to themselves so don't go asking or pestering them please.   Maybe one day I'll restart the mudbox book.... although I've been saying that to myself for years.

Monday, 12 August 2013

Back in the Office

Just a quick note ethis time to let those interested know I've just finished my stinkt at Screen Scene in Dublin (a far shorter stint than my 6 1/2 months last time lol) and I am back working in my office.  As usual NDA means I can't say what projects I was working on yet.

You will also notice a new production reel has apeared today on the main site (www.dashdotslash.net) but that has to stay behind a password at the moment due to NDA's.


This means I now have plenty of time left for both personal projects and also freelance work.  It also gives me some time on an evening and during the day to expand my list of apps I use a little bit.

Tuesday, 30 July 2013

Bigfoot FINAL (with breakdown) & tweak to digital double of Me


BigFoot

Me with hair tweak



[EDIT] I've added some details on how I approached the Bigfoot model including lots of details at the end for those that are interested[/EDIT]

A couple of ones today, finally calling the bigfoot head shot done, as I have to get that one wound up as I have a busy week or two ahead of me.  Orantrix was used for the hair, sculpted and textured in mudbox, renmderd in 3dmax with vray for the Bigfoot and mental ray for the digital double of me.  My hatred of doing hair is wel known..however I have to say that the demo of ornatrix I used for these is probbaly hte best hair systemn I have ever tried. Its very easy to get the look your after I find.  I'll do a breakdown of why certain design choices were made on the bigfoot another time.

Enjoy

My Approach to Bigfoot



I thought the subject matter of the bigfoot model, my preparation and research for it may be interesting for some.  I wanted to show the good, the bad and the downright ugly to show in context what goes on behind the scenes. As a note to those starting out, things rarely pop out fully formed and perfect.  It occurred to me that artists rarely show when things go wrong, they only want to show the good things. It also occurred to me that its far more useful to people starting out to see the mistake as well as the solutions and decisions made and why.


I decided to do a bust of Bigfoot, coz..well ....why not?  I didn't want to just 'sculpt something that looks cool' off the top of my head but do some proper research as I would do in production.  So it had to have a strong basis in reality using anthropological references and mixing them into a way that I felt made the most logical sense.  That way I am nearly guaranteed to get something that is believable at the end.

My first move was to do a speed sculpt to get a feel for things and to see what pops out of my head when it's on its 'default settings'.  My first idea was to mix together both human and gorilla. While that was all very nice and all that, it didn't 'float my boat' and so it was back to the drawing board.  


the original speed sculpt


Step two was to change the 'mix' of source animals to human, gorilla and gigantopithicus (an extinct giant ape ).  The reason for this choice were that it is a  bloody huge ape and the right silhouette, it is also many big foot believers 'animal of choice' if it turned out to exist.   

Photoshop mockups


So I ran off some Photoshop mock ups using my speed sculpt as a basis until I was happy the mix would both work and look right.  I didn't however want to go too much in the direction of Gantipithicus as the ape looked a bit bloody gormless to be honest and didn't look at all threatening.   (if you don't believe me, look up some reconstructions that have been done by anthropologists lol).  So by varying the amount of each animal until I was happy I ball parked the main concept.  S by doing a 3 way blend between human, gorilla and Gigatipithicus skulls I had a ballpark shape.

Texturing was fun as I didn't want to take the predictable way out and give him black gorilla like skin.  That was simply too forgiving as a main colour, so I went with something paler. (This also helps with the subsurface scattering of the skin, as dark colours do not scatter well).
For his eyes I had a choice between human and ape, I decided human would made him look way too much like planet of the apes so went with chimpanzee eyes instead as they also seemed to add something to the model...they just felt 'right'.


oh no..... that doesn't look right at all!

The hair and fur I initially approached completely differently to I (or most other people) would.  I created some hair out of splines for the sides of the face, the chin and the overall 'flying' hairs on the head. I then put hair and fur under this for the head part to fill it out using the default hair and fur in 3ds max.  while the cheek and chin hair looked great the rest looked like shit as you can see above (in fact it looks like a cross between a hair brush and pubic hair). So it was back to the drawing board.  

I then started messing around with the Ornatrix demo (which resets your models hair every time you save), and was amazed how much easier it was to use.  Anyone who even remotely knows me, knows I hate doing hair on models.  I'm usually terrible at it, so if I can get something looking even remotely ok out of it the it has to be a good system. 

So in this case research was vital and kept it from getting too far away from reality.   It was rendered in 3Ds Max 2014 using Vray and comped in Photoshop and Nuke. (minor grading).  Hopefully this helps those starting out to see that things undergo a few iterations, a lot of planning and problem solving and don't just pop out fully formed.  It came to me that artists normally only how the 'good decisions' of a piece, never the good and bad in context.

Thursday, 25 July 2013

The BrainKiller EP



I discoverd a genre of music called 'nightcore' at 8pm last night. As usual, I deconstructed it...and put it back together in a way I like...so sort of my version of nightcore as a style.  So then as I had had a seriously screwed up day I sat and remixed some songs of mine into this EP between 8pm last night and midday today.

Enjoy

Friday, 12 July 2013

Bigfoot bust doodle



As I decided to take this molrning off, I thought I'd spend this afternoon doing a doodle..... My idea was to do a bust of bigfoot... 1st version is a simple cross between a gorilla and a human male.  I'll probably doa  version two as this combo works but doesnt work well as a design for me.  Next attempt wil be gigantipithicus + human.

Mudbox, rendered in mental ray using my very old clay / chavant setup (thats been riped off more times than enough over the years lol)

Thursday, 4 July 2013

MaxScript: Wayne's Morpher Switcher




A useful maxscript of mine for those of you dealing with morph target animation (whether it be keyframe of facial mocap).  This script lets you turn part of your animtion on and off based on your naming convention you use.  So if every mouth target starte with 'Mouth_'  then simply put that into the mouth section and set the base name using the button above it.  Do this for your 4 groups provided and you can turn section of your animation on and off making it easier to spot problems. 

Isolating the sections of your facial animation can give you vital clues to why a certain area may not be looking right.  Its a non distructive process and your animtoin is still there, simply turned off until you turn it back on again.

Feel free to poke around in the maxscript and adapt to your needs...although I canm promise you there is nothing revolutionary there lol.  To run simply extract the ziup file and bang it into your scripts folder.  The run as normal.

Enjoy

Monday, 1 July 2013

MaxScripts: Wayne's Nitrous Tools & Wayne's Morph Renamer



A couple of maxscripts that you guys may find of use.  The first is a one I knocked up this morning to make life a bit easier to control the Nitrous viewport in 3Ds Max.  Consider it a basic version 1, as its got the things I personaly need / want there.  (Other stuff will be added later / as I get time.)  Its pretty self explanitory to use, simply bung it in your scripts / startup folder and add to your UI.  You will find it under the catagory 'Wayne Robson'.


The second is for those that attended my second End User Event lecture.  It is a life saver for those who use mudbox in a blendshapes workflow, it removes the 'Shape' text tag from all morph layers making life a bit easier from a workflow perspective.  (Mudbox add's the text 'Shape' to every blendshape on export which can screw up transferring of animation data).  Its nothing world changing, but a nice handy little script you just need to run when you need it.

Enjoy.....