Tuesday, 20 March 2012

Sculpted Liquids in Mudbox


This is just a Mudbox direct screen capture.....it can do magical stuff when you know what your doing with it.


It seems I can show these images now that I did about 3 months back...two from about 8 varations done for a client of liquids sculpted for a drink manufacturer. The 1st image is a direct screen capture of the sculpt in Mudbox...yes a screen capture....really. The second shows a final render done in 3D Max using mental ray with a HDRI created by hand painting in mudbox.


The final render (3D Max and mental Ray) using a HDRI hand painted in Mudbox

The liquids had to match precisely the concept from the art dept with no room for any mistakes or fudges. Got to be the 1st time you've seen a sculpted liquid from me ;)

As Monty Python used to say: “...and now for something completely different!”


"Adoramus Vertexium" soundtrack link


The last week I’ve been getting back into something else that predates my 3D Career, I’ve started writing and arranging my own music again. It’s been amazing coming back to things and noticing the massive change in music software it the last 10 years or so! Apps that were in version 1 and to be honest a bit crap are now fully featured DAW’s with a feature set I could only have dreamt of back then. I’m still finding my feet and trying to get used to all these software changes, plus I’m treating it in two ways, firstly as a way to relax away from 3d and secondly to write the soundtracks for shorts I have in mind.

These two are dark ambient choral pieces intended as part of the soundtrack for a short film idea I have and to be honest probably not the ideal things to use to learn new music software as is sort of pushed my poor laptop and the software way too hard with so many VST's and fx layers routed in somewhat unique ways. The 2nd is unfinished as the file managed to corrupt before it was done (which is a shame as I liked the final version far better).



"The Holy F*ck" (Requiem Mix 2): Soundtrack link

But not everything will be dark choral thingies lol.... I used to write in many different styles of music...I recorded and wrote songs I wanted to listen to that I couldn’t find. That’s my rule as it’s the ultimate selfish act to me...I write for me and what I want to hear and no one else.

On the 3D side my main machine upped and died yesterday so I am reduced to my laptop for the foreseeable future until I either fix or replace the main machine. I also now only have the main tower of the model of Durham cathedral complex left to UV map. I had a day off yesterday due to being ill from working too many hours to be frank. But I’ve pencilled in a bit of down time for once this is done and finished. Then its prepping for the Anomaly event in Vancouver and catching up on stuff.

Sunday, 11 March 2012

Durham Cathedral: Modelling Finished!!




Trust me there is a LOT of detail behind those shadows!


After what feels like 6 life times (in truth less than 1 1/2 weeks) I'm finally calling the modelling stage of the Durham Cathedral complex for my FXPHD class MOD302 done. I feel like I know this cathedral better than the people who bloody built it afer starring at it for a week and a half lol 18 hrs a day.

So many areas are detailed I can't get them all into a single still

Now this was not just a modelling 'challenge' for me (it being without doubt the most complex model I've ever done...especaily if you count the interior I did last year for MOD302), but also a software one. in the end I had to use 3d max 2012 for this for one simple reason...it was the only software with any chance of being able to have the ammount of polygons in the viewport at the sametime without crashing like a bitch all over the place.

Its gives me migraine just thinking about ever doing this again LOL

We're talking tens of thousands of seperate parts and a polycount that technically should 'break' 3d max, its viewport ....as 3d max has a theoretical poly limit of 10 million for a single scene (without proxies etc). This model breaks that by a fair old bit. In fact its between 12-15 million..with no instances or proxies used. There is detail thats not visible even in a 1080p frame lol. (in fact even trhe sanctuary knocker is modelled even though it takes up about 3 pixels.) So every part of the cathedral complex is capable of supporting a close up.

Now I MUST give props to Neil Hazzard and the nitrous team who handle the 3d max viewport progamming. Any other app would have not only crashed but certainly not have such a nice viewport as respresentative of the final render. In fact below at the bottom is the viewport grab of the scene to compare with the 1st image in this post. Not bloody far away I think you'll agree!

The model will stand up to a close up on any tiny part of the entire complex.

So lets remember that when 3d tech works well...god damn its impressive...and this does. So hats off to Neil and his crew. (I promise to buy him several drinks next time I see him.)


But....

Now comes the hard part...texturing the entire cathedral complex ,setting shaders up and getting it ready to create the entire 3d scene it will go in. But 1st I'm taking a damn day off as a week and a half 18 hours a day working on this has me on the verge of running round with an axe.



insane polycount in the viewport of 3d max....

Friday, 9 March 2012

"...If I never model another cathedral it will be too soon!"

This is just the front section of the complex...there is far more behind this!


I've been putting some intense hours into the model of the durham cathedral complex the last day or two. Now that the front and main towers are done (I'll have to leave off the many statues for now as it'll simply take far too long and probably make it nearly impossible to render.) There are still loads of decorative thingies to put on, but those can wait till the last minute.

Durham cathedral as its not been seen (in newly erected condition ) since 170AD

Once this is done then I have to texture the whole damn complex and then create the cgi enviroment that I am going to replace 80% of the final plate with. Although I have been enjoying the challenge in a strange masochistic sort of way, if I never model another cathedral for at least a year I'll be a happy man lol. There are only so many widdly bits of stone the human mind can put up with before it threatens to break and I run round with an axe lol.

So for now its decorative thiniges and lots of windows and doors I have left to do modeling wise , and roof supports and borring shit like that. There can't be many 3d guys who have modelled an entire cathedral complex and its interior.... I dont think most people are insane enough to try unless they have to on pain of death. Seriously though I have been enjoying it, but yes I will be glad once its done.

Monday, 5 March 2012

Durham Cathedral Exterior WIP PT2

The front two towers raw poly model

OK the two front towers I'm calling about done modelling wise (given the extreme crunch on this one)...starting to add the side windows and deco now.... the biggest pain in the backside will be the main tower as there's more polys needed for that than the rest of the complex combined.

Now in an ideal world (when is it ever that??) I'd sculpt every part and render through renderman...but alas time will not allow this...it also occured to me that apart from a few design tweaks this is the first time durham cathedral has been seen in its orginal state since 1100AD!


Still loads to do!

Saturday, 3 March 2012

Durham Cathedral Exterior WIP


Work in Progress (about 1 /20th of the cathedral complex!)

Well it seems like a lifetime since I finsihed off the durham cathedral interior for FXPHD course MOD301 that I gave last year. But now about 4-5 months later its now time to get on with the exterior of the cathedral. This is no men task as the whole cathedral complex is massive and once you get a 300mm lens out you see detail that is not visible with the naked eye.

The bad side? I only have a week and a half to get it all done in before it has to be used in tehfinal few classes of the MOD302 3D digital environments course. Its the 1st time in ages I am geniuely crapping bricks it wont be done on time as usually I've give myself at least another week or two. but if this isn't done right it coud ruin the whole series of shots for the Joan of Arc short that FXPHD & mike seymour are making.

You know people ask me why I like using 3d max for personal stuff. Thats an easy question to answer, its got a lot of power and most of all the nitrous viewport... I hope neil hazard and the nitrous team are ready for it to be pushed to insane levels ;)

With a viewport like this its far easier to judge forms and lighting.

Thursday, 1 March 2012

FXPHD Interview & doc on my time as an escape artist

FXPHD / FXguide were nice enough to ask me for an interview a while back that they have just made live and you can watch it here:



...also for this I made a 22min documentary on my time as an escapologist. Until a couple of weeks back most people in 3D didn't have a clue about this and its safe to say there was a fair bit of interest in knowing more. So here is the full 'directors cut' of my short doc on my time as an escape artist. In some cases the footage is 27 years old and are the only copies that survive anywhere so this isn't the HD footage you may be used to.




I warn you it is a frank and often brutally honest look back at what I achieved and allows me for the very 1st time to put the record straight on something from over 23 years back thats been eating away at me all that time. So while to many of you in 3D thats not really important...to those who knew me before 3D this allows me to right a wrong and put my side of the story for the 1st time.

I realise that as a result I may well get the piss taken out of me now every time I appear at a 3d or art event to lecture or demo, but you know what... I'm still proud of everything I did back then. This isn't the character I use to present the 3d videos I release, or the crazy version of me from my youtube videos, but rather the real me.... this is as personal as it's ever going to get.
Enjoy

Wayne

Finally can show this a month and a half after I finished it


This is actually the Sanjay who runs the corner shop near me ;)

As the next issue of 3D Artist magazine is now on sale I can finally show this model I did a month and a half back. You may remember seeing a couple of early work in progress shots before it was pointed out that actualy I wasn't allowed to show it in this particular case before publication. Its safe to say that after that it went a bit further onwards.

It nearly drove me nuts having to sit on this for a month and a half and it was also one of the reasons I did the last bust...as wanted to show how something along similar lines (hence why they both have a jumper on....) Oh and there's a tutorial of mine in there as well.

Done using mudbox and 3dmax

So enjoy...




an iteration with no jumper

Sunday, 26 February 2012

Calling this final now....







ok calling this one done or I'll sit and tweak stuff from now till doomsday...so it'll do for a weekend doodle. It uses Three 4k maps (color, bump and diffuse) on high res model using couple of spot lights in 3D Max.


also this weekend (back on thursday night) produced this full 3D scene as well (so its been quite a productive weekend!)

Saturday, 25 February 2012

Saturday Night Render


Sort of start of a work in progress.... ignore the jumper as it not been sculpted yet and the uvs are screwed up... but threw it into max and did a render anyways. Not the worlds most challenging model on the sculpting side as very little to do really...although may change a few proportions next time I pick it up. Runs off Three 4k maps, a diffuse, a bump and a spec....these are then plugged into various channels of the shader and color corrected in app as needed.... render time is only 40 seconds and this way saves a fair old whack of render time.

Some of you I know may see that it bares more than a passing resemblance to someone on the london 3d max scene...thats totally by chance.... honest ;)

Thursday, 23 February 2012

Anomaly 2012



I'e just agreed to give a lecture at the Anomaly 2012 event in Vancouver this year on April 28th, no I am not telling you whats its about just yet. It will be as usual a one off lecture, I've not been to canada before so it should be an experience.




Captains log.... additional:

did a quick 2hr 'speed matte' tonight...although in truth its a totally 3d scene..I had to work around the crash from hell so only the above shot looks the way I wanted it to... in this case its game model res.


Yep tiz all 3d before you ask....



Crash meant this one is unfinished so lighting and shaders bit off

Monday, 20 February 2012

Two Scenes...One bit of Geometry doodle




The idea behind this doodle was a simple one, to take the same geometry and from it make 2 scenes by changing just lights and materials. (I actually made a third as well but its pretty borrring to look at so I've left itout.) Why? well just for something to do really on a sunday evening to relax and I wanted to try something else as part of my enviroment pipeline.

I'm more partial to the 1st image as it has a more 'alien' feel to it.

Sunday, 19 February 2012

Tweaks


"Give me a chocky muffin and custard!"


I sharpened things up a bit and tweaked a few minor things...may extend it to full body...not sure. I'll see how I feel in a day or two. Took it into zb to render for a change (as I get sick of the same thing lol....plus nice to switch things up a bit.)

Saturday, 18 February 2012

Warm down doodle



Its been a while since I did some sculpting what with all the 3d vue / maya stuff..and even longer since I did a monster...so this is my warm down sculpt for tonight...I 'may' actually continue with this one and do a few fixes that are annoying me at the moment with it.

Monday, 13 February 2012

Waterfalls Scene Final

About as final as you'll get until its in shot

This is about as final as this will get here on my blog now until its used in the Joan of arc short FXPHD are making that these shots are meant for. Not one but two animated waterfalls and neither use water sims, both are old school practical effects. ;)

It may seem very little has changed since the last update but I can assure you it has... drastically... so that everything works in the actual shot and isn't going to take 6 million years to render. In fact it should be less than the average frame time for a TV series shot.

Now for my MOD302 class this is the final result you'll see in the next video covered from top to bottom, There is of course always a chance we'll change or add things slightly for the shot that's actually used..but nothing drastic. Its going to look nice once rendered out and properly graded (as its ungraded at the moment).
There's a combo of Nuke, Vue, Mudbox, Photoshop and Maya in this (maybe one or two other app's I can't remember as its been a busy 48 hours lol).

So for those of you taking my MOD302 course....get a notepad ready as this class is going to up the ante on the complexity front several notches or so. This leaves 2 shots left to do before the end of the course, the desert scene and the cathedral exterior matchmoved very complex shot that will give you nightmares..... as there is not just the cathedral to add.... ;) lets just say I have had an idea I want to run past mike 1st.