Hi, heres a update on the lady
Yay the arm is much better and the metal plates overlap into her torso.
She now has eye lashes and mouth geo
Monday, December 16, 2013
Saturday, December 14, 2013
Week 11: The Facts
Heres a script that changes the grid to udk scale it just for ease further down the road ill build a ui for it and make it all pretty but as of now there is simply just no need for it. Further down the road ill make more special features but this script is useful enough. The notes are there so you can customize the sub divs and whatnot.
So feel free to use or distribute , non shall stop you do as you please!
import maya.cmds as cmds
cmds.text(l = "Grid spacing of Kirlis")
#To toggle the grid display of the grid (in all views):
currState = cmds.grid( toggle=True, q=True )
cmds.grid( toggle=(currState == 0) )
# To change the grid spacing and subdivisions:
cmds.grid( spacing=256, d=16 )
# To set the defaults for inches
cmds.grid( default=True, spacing='1in', size='1ft', divisions=4 )
# To change the size of the grid to 5000x5000, extending 10 units
# in each direction:
cmds.grid( spacing=5000 )
Here is lady Z's texture atlas
So feel free to use or distribute , non shall stop you do as you please!
import maya.cmds as cmds
cmds.text(l = "Grid spacing of Kirlis")
#To toggle the grid display of the grid (in all views):
currState = cmds.grid( toggle=True, q=True )
cmds.grid( toggle=(currState == 0) )
# To change the grid spacing and subdivisions:
cmds.grid( spacing=256, d=16 )
# To set the defaults for inches
cmds.grid( default=True, spacing='1in', size='1ft', divisions=4 )
# To change the size of the grid to 5000x5000, extending 10 units
# in each direction:
cmds.grid( spacing=5000 )
Here is lady Z's texture atlas
She is a vast improvement over her predecessor in terms of design and execution. She has even saved polycount currently she under 14k .(check my earlier posts for her pervious iteration)
What Worked
She was basically a texture test to myself creating a outfit design based solely on hand painted textures, no real photos.
The pillow emboss tool in Photoshop is a great tool , easy for painting hard surface objects.
The character design I am proud of, combining many of my favorites genres and styles
The face is simple yet effective
She stayed true to my original concept art
Her life support module (back was very fun to make) the painted spec really made it pop visually while keeping her back visually appealing
Her holster and harness make great contrast with the rest of her outfit
the fixed seams on the designs
I was pleased with the hair (it was a fun mudbox/ photoshop exercise)
What didn't Work
A lot of detail was lost in the normal bake
she isn't game ready ( no mouth geo)......yet
some textures not given enough love (circular parts on the back)pillow and emboss will help
possible asymmetry on her back, perhaps a result of splicing a reflected copy(will use old mesh if necessary
her arm; In mubox; the shaders really help with contrast and creating shadows, but unfortunately never rely on a shader , especially if it isn't in a game engine, it will definitely need another pass ie spec and greebels.
All of these problems stem from time management as I am a disgustingly busy person. I will address and fix these problem this weekend after work (its personal now). As I will continue to update this blog and continue my work and rig Lady Z and Cherno in the upcoming weeks.
See you soon,
Nick
Wednesday, December 11, 2013
Hello Good people,
Heres the long awaited update for the scripting half. I worked on two scripts this week
The Grid spacer of kirlis
And the Finalization of kirlis
They were made to help speed up the transition from maya to udk.
The grid spacer creates the udk scale at the click of the button, it doesn't do anything with the mesh (its best left up to the discretion to the modeler).
The finalization script is to help modelers make sure the history is deleted the normal are correct and the ngons and non manifold geo is addressed(not fixed but addressed). The scripts need some troubleshooting but no worries they will be released soon, very soon.
Heres the long awaited update for the scripting half. I worked on two scripts this week
The Grid spacer of kirlis
And the Finalization of kirlis
They were made to help speed up the transition from maya to udk.
The grid spacer creates the udk scale at the click of the button, it doesn't do anything with the mesh (its best left up to the discretion to the modeler).
The finalization script is to help modelers make sure the history is deleted the normal are correct and the ngons and non manifold geo is addressed(not fixed but addressed). The scripts need some troubleshooting but no worries they will be released soon, very soon.
Hey yall,
I've balancing a lot of things and projects (while starting up a company a lot of things u[p in the air).
A lady at work got fired, so ive been working a lot more, more money less art and less updates.
Her textures are almost finished excluding boots and mechanical arm, which will be completed by the end of the week. I cleaned up the texture map as there were artifacts from her previous iterations.
Most of the detail have been form fitting to emphasize that she is indeed a girl (easiest way would be increasing her curves since she has a very moderate bust size), while working some people referred to her as a guy at that point I needed a change
I've balancing a lot of things and projects (while starting up a company a lot of things u[p in the air).
A lady at work got fired, so ive been working a lot more, more money less art and less updates.
Her textures are almost finished excluding boots and mechanical arm, which will be completed by the end of the week. I cleaned up the texture map as there were artifacts from her previous iterations.
Most of the detail have been form fitting to emphasize that she is indeed a girl (easiest way would be increasing her curves since she has a very moderate bust size), while working some people referred to her as a guy at that point I needed a change
Also I used a custom brush alpha for her hair (in mudbox the stroke + stamp tool makes great custom hair). However the default color for transparency is a distracting tan color (where nothing is painted) which shows up very prominently against her platinum hair. And speaking of her hair as it was an alpha brush naturally it was white but I decided to stick with that color as it contrasts with the rest of her outfit but matches the clasps on her belts and harness. It also emphasizes the whole cyber goth aesthetic I am going for I might make another texture for black hair with possibly blue in the future.
I touched up her back life support module painting spec into it as no normal maps have been used. Updates will continue .
Saturday, December 7, 2013
Heres an update I spent some time baking the normals, but I am not satisfied with the results of the bake. The bake lost almost all of its details and many artifacts shown up ill continue to rework the zbrush sculpt to make sure to not loose the detail
I might need to re sculpt the arm with a full retopo as the normal looked like stamps and not her muscles character right arm). Since then I been re painting her and fixing her seams and adding more detail.
Wednesday, December 4, 2013
Hello All,
Heres a quick late night update of my character
Theres been many redesigns, a lot of moving and allocating uv shells
I started sculpting her her earlier the normal are mostly just for her arms as one is organic (character left) while the other is mechanical (based on musculature character right).
I also stated panel loops as an experiment (good tool I never end up using it zbrush hard surface is suspect nothing I cant do in maya faster)
her texture has been cleaned up (no screen cap available) is a just to get a base color on her and erase the old AO bake borders, thankfully, mudbox has a steady stroke tool option (sorry photoshop).
All her new parts have been neatly placed on 2 uv shells two 2048s.
Heres a quick late night update of my character
Theres been many redesigns, a lot of moving and allocating uv shells
I started sculpting her her earlier the normal are mostly just for her arms as one is organic (character left) while the other is mechanical (based on musculature character right).
I also stated panel loops as an experiment (good tool I never end up using it zbrush hard surface is suspect nothing I cant do in maya faster)
her texture has been cleaned up (no screen cap available) is a just to get a base color on her and erase the old AO bake borders, thankfully, mudbox has a steady stroke tool option (sorry photoshop).
All her new parts have been neatly placed on 2 uv shells two 2048s.
Sunday, December 1, 2013
Friday, November 29, 2013
Hello all
This week I dedicated to reworking Lady Z.
From concept to , well , progress
Ill go for more stylization, its really funny through all my side jobs I developed a new drawing style, an almost anime like one, thanks Funimation. For the new style Im going for Deus Ex meets Resident Evil Revelations, kinda of tactical cyberpunk feel. All of the metal work is based off of human musculature(easy) so ill integrate some normal maps to help speed up the process.
Heres a before and after much more busyness to her I also lifted her butt and slightly shortened her torso. I have to now paint over her ao and find some texture samples for her tactical equipment.
Next to do:
Her hair, makeup touchup
possible more geo on boots.
Rework her knee pads(possible)
The whole scripting experience is to create ease for exporting. In the works is a script to create a udk grid at the touch of a button (later unity).
I started by doing research what make a udk grid
length width 5K
Grid every 256
subdiv 16
At this point I have a basic script with some errors that ill be reworking and trouble shooting
http://www.worldofleveldesign.com/categories/unreal3/setup-grid-scale-in-maya-for-unreal3.php
// To change the grid spacing and subdivisions:
grid -spacing 10 -d 10;
this is the mel code but I still have to convert it to python
easy in theory but it looks some syntax errors heres a list of mel references
Heres the sample my script is based off of
http://download.autodesk.com/global/docs/maya2014/zh_cn/CommandsPython/grid.html
import maya.cmds as cmds
#To toggle the grid display of the grid (in all views):
currState = cmds.grid( toggle=True, q=True )
cmds.grid( toggle=(currState == 0) )
# To reset the grid to default values:
cmds.grid( reset=True )
# To change the grid spacing and subdivisions:
cmds.grid( spacing=10, d=10 )
# To set the defaults for inches
cmds.grid( default=True, spacing='1in', size='1ft', divisions=4 )
# To change the size of the grid to 20x20, extending 10 units
# in each direction:
cmds.grid( spacing=10 )
This week I dedicated to reworking Lady Z.
From concept to , well , progress
Heres a before and after much more busyness to her I also lifted her butt and slightly shortened her torso. I have to now paint over her ao and find some texture samples for her tactical equipment.
Next to do:
Her hair, makeup touchup
possible more geo on boots.
Rework her knee pads(possible)
The whole scripting experience is to create ease for exporting. In the works is a script to create a udk grid at the touch of a button (later unity).
I started by doing research what make a udk grid
length width 5K
Grid every 256
subdiv 16
At this point I have a basic script with some errors that ill be reworking and trouble shooting
http://www.worldofleveldesign.com/categories/unreal3/setup-grid-scale-in-maya-for-unreal3.php
// To change the grid spacing and subdivisions:
grid -spacing 10 -d 10;
this is the mel code but I still have to convert it to python
easy in theory but it looks some syntax errors heres a list of mel references
Heres the sample my script is based off of
http://download.autodesk.com/global/docs/maya2014/zh_cn/CommandsPython/grid.html
import maya.cmds as cmds
#To toggle the grid display of the grid (in all views):
currState = cmds.grid( toggle=True, q=True )
cmds.grid( toggle=(currState == 0) )
# To reset the grid to default values:
cmds.grid( reset=True )
# To change the grid spacing and subdivisions:
cmds.grid( spacing=10, d=10 )
# To set the defaults for inches
cmds.grid( default=True, spacing='1in', size='1ft', divisions=4 )
# To change the size of the grid to 20x20, extending 10 units
# in each direction:
cmds.grid( spacing=10 )
Friday, November 22, 2013
I've been working on the alpha process(png traerency method) I tried with alpha clusters but the fringe issue would need to be address and too much time.
One thing is for sure the maya display is garbage especially on my computer (it doesn't display alphas or normal maps correctly (only when I render but I assure everyone the finished character doesn't look like this)
One thing is for sure the maya display is garbage especially on my computer (it doesn't display alphas or normal maps correctly (only when I render but I assure everyone the finished character doesn't look like this)
Maya viewport= bad
render= good
I will now clean up and adjust some parts of the mesh (the loin loth is too exposed for my liking)
The color of his skin is much lighter than I thought , I might tweak that.
But rather than perfect him ill start on redesigns of my female cyberpunk character lady z. she was due in 2 weeks so I built her with that kept in mind, ill have some sketches soon. Ill go for a more deus ex approach more machinery based on human musculature while adding more organic parts to her (make her left arm organic) One critique was that she was rather androgynous, the critique was subjective to the point of irrelevance, but hey, ill push some glam in her yet.
Shes basically a shadowrun mod character I made but ive branched out from that (shes like 20k polys now)
Ill be redesigning the hair adding some more straps and cosmetics.
The reet will be more traditional boots (with steel toes)
Her lower body "support will be higher and more stylized a the current design isn't really innovative.
ill also make her pupils smaller and paint some detail on he lips
ill be experimenting with the colors.
Im really experimenting with the whole gothpunk influences (without taking anything from bladerunner)
Heres the Completed script
I noticed the last script the quit def was in the wrong place and broke the "quit" button.
There was a some trouble with the obj exporter but now it is fixed.
import maya.cmds as cmds
#import maya.mel as mel
#Nicholas_Kirlis
#Special Thanks Morrissey Alexander
#Special Thanks Roman Parez
def ExporterWindow():
#Checks if a window exists, if it does delete it
if cmds.window("ExpWin", exists = True):
#I copied this
cmds.deleteUI("ExpWin", window = True)
#Create a window
myWin = cmds.window("ExpWin", t = "Exporter of Kirlis")
cmds.columnLayout()
cmds.text(l = "Script of Kirlis")
cmds.text(l = "Choose Your Export Method")
cmds.button(l = "FBX", c = "FBXExport()")
cmds.button(l = "OBJ", c = "OBJExport()")
cmds.button(l = "Quit", c = "DeleteWindow()")
cmds.showWindow("ExpWin")
def FBXExport():
#Center selection
cmds.move(0,0,0, rpr = True)
#Delete all history
cmds.delete (ch=True)
#export selection
basicFilter = "*.fbx"
filename = cmds.fileDialog2(fileFilter=basicFilter, fileMode=0, caption="FBX export")
cmds.file (filename[0], force=True, typ= "FBX export" , pr=1, es=1 )
def OBJExport():
#Center selection
cmds.move(0,0,0, rpr = True)
#Delete all history
cmds.delete (ch=True)
#export selection
basicFilter = "*.obj"
filename = cmds.fileDialog2(fileFilter=basicFilter, fileMode=0, caption="OBJ export")
cmds.file (filename[0], force=True, typ= "OBJexport" , pr=1, es=1 )
def DeleteWindow():
# and pasted it here
cmds.deleteUI("ExpWin", window = True)
ExporterWindow()
I noticed the last script the quit def was in the wrong place and broke the "quit" button.
There was a some trouble with the obj exporter but now it is fixed.
import maya.cmds as cmds
#import maya.mel as mel
#Nicholas_Kirlis
#Special Thanks Morrissey Alexander
#Special Thanks Roman Parez
def ExporterWindow():
#Checks if a window exists, if it does delete it
if cmds.window("ExpWin", exists = True):
#I copied this
cmds.deleteUI("ExpWin", window = True)
#Create a window
myWin = cmds.window("ExpWin", t = "Exporter of Kirlis")
cmds.columnLayout()
cmds.text(l = "Script of Kirlis")
cmds.text(l = "Choose Your Export Method")
cmds.button(l = "FBX", c = "FBXExport()")
cmds.button(l = "OBJ", c = "OBJExport()")
cmds.button(l = "Quit", c = "DeleteWindow()")
cmds.showWindow("ExpWin")
def FBXExport():
#Center selection
cmds.move(0,0,0, rpr = True)
#Delete all history
cmds.delete (ch=True)
#export selection
basicFilter = "*.fbx"
filename = cmds.fileDialog2(fileFilter=basicFilter, fileMode=0, caption="FBX export")
cmds.file (filename[0], force=True, typ= "FBX export" , pr=1, es=1 )
def OBJExport():
#Center selection
cmds.move(0,0,0, rpr = True)
#Delete all history
cmds.delete (ch=True)
#export selection
basicFilter = "*.obj"
filename = cmds.fileDialog2(fileFilter=basicFilter, fileMode=0, caption="OBJ export")
cmds.file (filename[0], force=True, typ= "OBJexport" , pr=1, es=1 )
def DeleteWindow():
# and pasted it here
cmds.deleteUI("ExpWin", window = True)
ExporterWindow()
Saturday, November 16, 2013
Hello,
I am almost finished with my character chernobog. He should be completed this time next week (depending on various problems that could occur).
His face has been bloodied hands color transitioned nicer normal slightly tweaked necklaces painted (placeholder) I also added the designs on the vestments which really make his clothes stand out. Ill also test out new designs on his fleshy "crown".
Progress on my script is going smoothly the obj portion is still buggy and not worth posting nobody wants a broken script ill start cleaning it and compiling it (this week him getting together with some of my programmer buddies to make sure Im on the right track).
I am almost finished with my character chernobog. He should be completed this time next week (depending on various problems that could occur).
His face has been bloodied hands color transitioned nicer normal slightly tweaked necklaces painted (placeholder) I also added the designs on the vestments which really make his clothes stand out. Ill also test out new designs on his fleshy "crown".
Progress on my script is going smoothly the obj portion is still buggy and not worth posting nobody wants a broken script ill start cleaning it and compiling it (this week him getting together with some of my programmer buddies to make sure Im on the right track).
Saturday, November 9, 2013
Heres a large update of the script it integrated gui and export
I original wrote it in mel then converted it to python(albeit with help)
Use it freely, nobody will stop you, do as you please. Ill be working on the obj capabilities later this week
import maya.cmds as cmds
I original wrote it in mel then converted it to python(albeit with help)
Use it freely, nobody will stop you, do as you please. Ill be working on the obj capabilities later this week
import maya.cmds as cmds
#import maya.mel as mel
def ExporterWindow():
#Checks if a window exists,
if it does delete it
if
cmds.window("ExpWin", exists = True):
cmds.deleteUI("ExpWin", window = True)
#Create a window
myWin =
cmds.window("ExpWin", t = "Exporter of Kirlis")
cmds.columnLayout()
cmds.text(l = "Script
of Kirlis")
cmds.button(l =
"FBX", c = "FBXExport()")
cmds.button(l =
"OBJ", c = "command2")
cmds.text(l = "Coming
Soon")
cmds.button(l =
"Quit", c = "command3")
cmds.showWindow("ExpWin")
def FBXExport():
#Nicholas_Kirlis
#Special Morrissey Alexander
# Special Roman Parez
#Fbx_Export_Script
#import maya.cmds as cmds
#Center selection
cmds.move(0,0,0, rpr = True)
#Freeze transformations
#cmds.makeIdentity(apply=True, t=1, r=1, s=1, n=0)
#Delete all history
cmds.delete (ch=True)
#Group
#cmds.group(n='assets')
#export selection
basicFilter =
"*.fbx"
filename =
cmds.fileDialog2(fileFilter=basicFilter, fileMode=0, caption="FBX
export")
cmds.file (filename[0],
force=True, typ= "FBX export"
, pr=1, es=1 )
ExporterWindow()
Friday, November 8, 2013
Hey yall,
Heres a update,
His face was painted(basic colors detail needed)
hands painted
normal retouched
alphas on shawl and belt (prepped)
The orange like color on the fringe is a mudbox "error". I am an avid user of the export screen to psd feature in mubdox, its awesome, but certain artifacts emerge, regardless it will be alpha and the rest of the color will be cut out.
In painting him I clearly stayed away from the color black, as of now hes just one color but I will introduce more colors as I hit the detail phase.
I will paint gold (albeit fading) trim and designs on his clothes
Now looking at the character at a distance the colors are very similar , ill consider creating more of a contrast
Hers some direction from lotr
I plan to paint the face similar to this ie the teeth
And make his skin more visceral, my pretty much clone stamping the normals and texture, from the face to the rest of the body.
Tomorrow ill be uploading a script for some ui ill continue to tweak and integrate the export script and make a obj export option
Heres a update,
His face was painted(basic colors detail needed)
hands painted
normal retouched
alphas on shawl and belt (prepped)
The orange like color on the fringe is a mudbox "error". I am an avid user of the export screen to psd feature in mubdox, its awesome, but certain artifacts emerge, regardless it will be alpha and the rest of the color will be cut out.
In painting him I clearly stayed away from the color black, as of now hes just one color but I will introduce more colors as I hit the detail phase.
I will paint gold (albeit fading) trim and designs on his clothes
Now looking at the character at a distance the colors are very similar , ill consider creating more of a contrast
Hers some direction from lotr
I plan to paint the face similar to this ie the teeth
And make his skin more visceral, my pretty much clone stamping the normals and texture, from the face to the rest of the body.
Tomorrow ill be uploading a script for some ui ill continue to tweak and integrate the export script and make a obj export option
Friday, November 1, 2013
heres an update on cherno
textures done in mudbox and slightly tweaked in photoshop (looking pretty cool but ill need to add designs on the clothes (ie bishops robes with gold hemmed designs)
Heres the export script
its basic special thanks to Morrissey for helping with the syntax
#Nicholas_Kirlis
#Special Morrissey Alexander
#Fbx_Export_Script
import maya.cmds as cmds
#Center selection
cmds.move(0,0,0, rpr = True)
#Freeze transformations
#cmds.makeIdentity(apply=True, t=1, r=1, s=1, n=0)
#Delete all history
cmds.delete (ch=True)
#Group
#cmds.group(n='assets')
#export selection
basicFilter = "*.fbx"
filename = cmds.fileDialog2(fileFilter=basicFilter, fileMode=0, caption="FBX export")
cmds.file (filename[0], force=True, typ= "FBX export" , pr=1, es=1 )
Next ill continue on the script ui and include obj options and not to forget to continue on cherno
textures done in mudbox and slightly tweaked in photoshop (looking pretty cool but ill need to add designs on the clothes (ie bishops robes with gold hemmed designs)
Heres the export script
its basic special thanks to Morrissey for helping with the syntax
#Nicholas_Kirlis
#Special Morrissey Alexander
#Fbx_Export_Script
import maya.cmds as cmds
#Center selection
cmds.move(0,0,0, rpr = True)
#Freeze transformations
#cmds.makeIdentity(apply=True, t=1, r=1, s=1, n=0)
#Delete all history
cmds.delete (ch=True)
#Group
#cmds.group(n='assets')
#export selection
basicFilter = "*.fbx"
filename = cmds.fileDialog2(fileFilter=basicFilter, fileMode=0, caption="FBX export")
cmds.file (filename[0], force=True, typ= "FBX export" , pr=1, es=1 )
Next ill continue on the script ui and include obj options and not to forget to continue on cherno
Monday, October 28, 2013
I spent the past day fixing the normal map hes looking pretty cool
His normal are fixed in mudbox(great program)
I used his face normal as a clone stamp and made his shoulders visceral. As a transition from the flesh to the fungal bone. His fleshy fungus crown is much more flowing and organic
His normal are fixed in mudbox(great program)
I used his face normal as a clone stamp and made his shoulders visceral. As a transition from the flesh to the fungal bone. His fleshy fungus crown is much more flowing and organic
This is his back, the red sign is a mudbox high valence vertex error (it is tried off) at the location. there is some z fighting on the draped cloth and the shawl (a simple move will suffice).
After some very minor changes ill start painting (Ill make a ao out of the normal map). certain parts of the clothes will be alphas so I can makes holes and uneven fringe.
Friday, October 25, 2013
Hello again Ive asked around about the script. I have a definitive answer. In python im going to create what is called a basic filter function to export the mesh. (thank you Morrissey)
This is for the mel exporter(unused but interesting)
http://home.arcor.de/deundce/blockout/mel-export.html
Out of respect for the original author of the exporter script (haven't asked for permission) ill hold off posting the script
With the script in mind I will elaborate on it but first ill analyze it and understand the syntax. Whats the use of learning if you don't actually learn anything
pseudo code:
center pivot
freeze transformations
delete history
export in directory
To be honest instead of centering the pivot I would rather have the pivot at the bottom right but that is a very context based command and im afraid it would cause more problems.
http://docs.python.org/2/library/functions.html
The official resources page
Hello All,
This is yet another update on my model I resculpted the clothes and baked out his normal
please note this is just a screen cap of the normal
The bakes were sculpted in z brush then baked in x normal (with some tweaking in crazybump and mudbox)
Heres the clothes all divided into 11 1-4mil subtools (depending on how much love I wanted to give it; think visual hierarchy)
This is yet another update on my model I resculpted the clothes and baked out his normal
please note this is just a screen cap of the normal
The bakes were sculpted in z brush then baked in x normal (with some tweaking in crazybump and mudbox)
Heres the clothes all divided into 11 1-4mil subtools (depending on how much love I wanted to give it; think visual hierarchy)
Saturday, October 19, 2013
Here's the color pass on Cherno
There's going to be a lot of black on the clothes (its a monochromatic clolor scheme blue) This pass really illustrates the tattered clothes better than just the model as they will be alphas.
I really like the wispiness (perhaps later I could make free standing ribbons of cloth engulfing him)of this pass inspired by Grave Lord Nito (Darksouls). I think that color palate works because there is a balance between the bones on his torso and the black (particle emitter cloak). Hit makes him seem too human with the and its painting his skin the color of old bones.
As Cherno's body reaches the legs it is all cloth and cant really find visual balance (perhaps with the central belt cloth it could visually stand out but as it stands I would rather start with my first color pass idea inspired by Keith Thompson's undead book.
Usually I start with a color scheme however it doesn't mean I cant deviate from it as I see fit I see color schemes merely a suggestion
This is pretty much what I'm looking for its all black but different shades (and color by the looks of things) basically a LOTR Ring Wraith.
Here's the code for a FBX exporter. At this point it will only create and export PolyCube1, but ill fix that up so it will "apply to selected".
The code itself was derived from the output window (so it will require fixing and cleaning for superfluous material) Also it is mel at this time but the conversion from mel to python is very perscise so ill continue with this code. But an upside is you can save it to whatever directory you want.
polyPlane -w 1 -h 1 -sx 10 -sy 10 -ax 0 1 0 -cuv 2 -ch 1;
// pPlane1 polyPlane1 //
select -cl ;
select -r pPlane1 ;
editMenuUpdate MayaWindow|mainEditMenu;
checkMainFileMenu;
ExportSelectionOptions;
fileOptions "ExportActive" "projectViewer ExportActive";
IsExportActiveOperationMode();
// Result: 0 //
IsExportActiveOperationMode();
// Result: 0 //
fileOptionsAction OptionBoxWindow "ExportActive" "projectViewer ExportActive";
fileCmdCallback;
fileCmdRestoreCallback;
IsExportActiveOperationMode();
// Result: 1 //
IsExportActiveOperationMode();
// Result: 1 //
fileOperationsOptionsUISetup ExportActive FileDialogOptionsGrpBoxLayout;
np_getPrimaryProjectFileRules 0;
// Result: Scenes scene scenes Templates templates assets Images images images Source Images sourceImages sourceimages Render Data renderData Particles particles particles Clips clips clips Sound sound Scripts scripts Disk Cache diskCache data Movies movie data Translator Data translatorData AutoSave autoSave autosave //
fileOperationsOptionsUIInitValues ExportActive FileDialogOptionsGrpBoxLayout"OBJexport";
manipMoveValues Move;
toolPropertyShow;
changeToolIcon;
uvEntryFieldScriptJob;
saveOptionBoxSize();
fileOperationsOptionsUICallback ExportActive FileDialogOptionsGrpBoxLayout;
fileCmdCallback;
fileCmdRestoreCallback;
fileCmdCallback;
fileCmdRestoreCallback;
fileCmdCallback;
fileCmdRestoreCallback;
fileCmdCallback;
fileCmdRestoreCallback;
fileCmdCallback;
fileCmdRestoreCallback;
fileCmdCallback;
fileCmdRestoreCallback;
fileCmdCallback;
fileCmdRestoreCallback;
file -force -options "groups=0;ptgroups=0;materials=1;smoothing=1;normals=0" -typ "OBJexport" -pr -es "C:/Users/owner/Desktop/test.obj";
fileCmdCallback;
about -application;
// Result: maya //
about -product;
// Result: Maya 2013 //
about -version;
// Result: 2013 x64 //
about -cutIdentifier;
// Result: 201202220241-825136 //
about -osv;
// Result: Microsoft Windows 7 Home Premium Edition, 64-bit Windows 7 Service Pack 1 (Build 7601)
//
ls -sets;
// Result: defaultLightSet defaultObjectSet initialParticleSE initialShadingGroup //
listRelatives -ap -f |pPlane1|pPlaneShape1;
// Result: |pPlane1 //
listRelatives -ap |pPlane1|pPlaneShape1;
// Result: pPlane1 //
nodeType |pPlane1;
// Result: transform //
listRelatives -ap -f |pPlane1;
listRelatives -ap |pPlane1;
listRelatives -ap -f |pPlane1|pPlaneShape1;
// Result: |pPlane1 //
listRelatives -ap |pPlane1|pPlaneShape1;
// Result: pPlane1 //
nodeType |pPlane1;
// Result: transform //
listRelatives -ap -f |pPlane1;
listRelatives -ap |pPlane1;
listConnections -t file lambert1.color;
listConnections -t file lambert1.ambientColor;
listConnections -t bump2d lambert1.normalCamera;
memory -he;
// Result: 389.03125 //
memory -fr;
// Result: 1063.332031 //
memory -pf;
// Result: 4387037 //
fileCmdRestoreCallback;
// Result: C:/Users/owner/Desktop/test.obj //
fileCmdCallback;
fileCmdRestoreCallback;
refreshAE;
listHistory -pdo true -lf false -il 2 "|pPlane1";
listHistory -pdo true -lf false -il 2 -f true "|pPlane1";
listHistory -pdo true -lf false -il 2 "|pPlane1|pPlaneShape1";
// Result: polyPlane1 //
listHistory -pdo true -lf false -il 2 -f true "|pPlane1|pPlaneShape1";
// Result: initialShadingGroup //
allConnectedMentalrayShaders "initialShadingGroup";
manipMoveValues Move;
toolPropertyShow;
changeToolIcon;
uvEntryFieldScriptJob;
The code itself was derived from the output window (so it will require fixing and cleaning for superfluous material) Also it is mel at this time but the conversion from mel to python is very perscise so ill continue with this code. But an upside is you can save it to whatever directory you want.
polyPlane -w 1 -h 1 -sx 10 -sy 10 -ax 0 1 0 -cuv 2 -ch 1;
// pPlane1 polyPlane1 //
select -cl ;
select -r pPlane1 ;
editMenuUpdate MayaWindow|mainEditMenu;
checkMainFileMenu;
ExportSelectionOptions;
fileOptions "ExportActive" "projectViewer ExportActive";
IsExportActiveOperationMode();
// Result: 0 //
IsExportActiveOperationMode();
// Result: 0 //
fileOptionsAction OptionBoxWindow "ExportActive" "projectViewer ExportActive";
fileCmdCallback;
fileCmdRestoreCallback;
IsExportActiveOperationMode();
// Result: 1 //
IsExportActiveOperationMode();
// Result: 1 //
fileOperationsOptionsUISetup ExportActive FileDialogOptionsGrpBoxLayout;
np_getPrimaryProjectFileRules 0;
// Result: Scenes scene scenes Templates templates assets Images images images Source Images sourceImages sourceimages Render Data renderData Particles particles particles Clips clips clips Sound sound Scripts scripts Disk Cache diskCache data Movies movie data Translator Data translatorData AutoSave autoSave autosave //
fileOperationsOptionsUIInitValues ExportActive FileDialogOptionsGrpBoxLayout"OBJexport";
manipMoveValues Move;
toolPropertyShow;
changeToolIcon;
uvEntryFieldScriptJob;
saveOptionBoxSize();
fileOperationsOptionsUICallback ExportActive FileDialogOptionsGrpBoxLayout;
fileCmdCallback;
fileCmdRestoreCallback;
fileCmdCallback;
fileCmdRestoreCallback;
fileCmdCallback;
fileCmdRestoreCallback;
fileCmdCallback;
fileCmdRestoreCallback;
fileCmdCallback;
fileCmdRestoreCallback;
fileCmdCallback;
fileCmdRestoreCallback;
fileCmdCallback;
fileCmdRestoreCallback;
file -force -options "groups=0;ptgroups=0;materials=1;smoothing=1;normals=0" -typ "OBJexport" -pr -es "C:/Users/owner/Desktop/test.obj";
fileCmdCallback;
about -application;
// Result: maya //
about -product;
// Result: Maya 2013 //
about -version;
// Result: 2013 x64 //
about -cutIdentifier;
// Result: 201202220241-825136 //
about -osv;
// Result: Microsoft Windows 7 Home Premium Edition, 64-bit Windows 7 Service Pack 1 (Build 7601)
//
ls -sets;
// Result: defaultLightSet defaultObjectSet initialParticleSE initialShadingGroup //
listRelatives -ap -f |pPlane1|pPlaneShape1;
// Result: |pPlane1 //
listRelatives -ap |pPlane1|pPlaneShape1;
// Result: pPlane1 //
nodeType |pPlane1;
// Result: transform //
listRelatives -ap -f |pPlane1;
listRelatives -ap |pPlane1;
listRelatives -ap -f |pPlane1|pPlaneShape1;
// Result: |pPlane1 //
listRelatives -ap |pPlane1|pPlaneShape1;
// Result: pPlane1 //
nodeType |pPlane1;
// Result: transform //
listRelatives -ap -f |pPlane1;
listRelatives -ap |pPlane1;
listConnections -t file lambert1.color;
listConnections -t file lambert1.ambientColor;
listConnections -t bump2d lambert1.normalCamera;
memory -he;
// Result: 389.03125 //
memory -fr;
// Result: 1063.332031 //
memory -pf;
// Result: 4387037 //
fileCmdRestoreCallback;
// Result: C:/Users/owner/Desktop/test.obj //
fileCmdCallback;
fileCmdRestoreCallback;
refreshAE;
listHistory -pdo true -lf false -il 2 "|pPlane1";
listHistory -pdo true -lf false -il 2 -f true "|pPlane1";
listHistory -pdo true -lf false -il 2 "|pPlane1|pPlaneShape1";
// Result: polyPlane1 //
listHistory -pdo true -lf false -il 2 -f true "|pPlane1|pPlaneShape1";
// Result: initialShadingGroup //
allConnectedMentalrayShaders "initialShadingGroup";
manipMoveValues Move;
toolPropertyShow;
changeToolIcon;
uvEntryFieldScriptJob;
the scripting section of my work. I am writing a exporter fbx in python for reference I have been tearing apart linh's script to see his syntax as exporters are finicky he has included a lot of extra feartures (not needed).
I have been watching more of the digital tutors videos
http://download.autodesk.com/global/docs/maya2013/en_us/index.html?url=files/GUID-D9C648CB-2C71-4CE2-99EC-719445BEEDC0.htm,topicNumber=d30e87720
This is a very good reference it will show you all the commands, but not how to implement them.
I will have further update this weekend.
import maya.mel as mm
mm.eval("FBXExport -f myfile.fbx;")
this is the basic syntax for python for a exporter but ill consolidate my findings this weekend
I have been watching more of the digital tutors videos
http://download.autodesk.com/global/docs/maya2013/en_us/index.html?url=files/GUID-D9C648CB-2C71-4CE2-99EC-719445BEEDC0.htm,topicNumber=d30e87720
This is a very good reference it will show you all the commands, but not how to implement them.
I will have further update this weekend.
import maya.mel as mm
mm.eval("FBXExport -f myfile.fbx;")
this is the basic syntax for python for a exporter but ill consolidate my findings this weekend
I like to organize and break these post up,
Heres a screen cap of his uvs
the edges are cut off (all of the shells are on the 1/1) with 2 instances of stacked uvs on the hands and the shackles on the hands
for the upcoming texture work ill be looking at
Its a good book for reference, namely the character on the front it a monochromatic blue ill be making color passes very soon
first and foremost now since I have unwrapped the model I can transfer the normals which will add complexity to my model.
Friday, October 18, 2013
Hello,
All heres my weekly update, I was to tweak the Chernobog character (for aesthetic and function reasons)
He now has a ultra stylish necklace and a ornate chain(plates the hold together his shawl. one of my mail concerns on designing the model was "if I pay too close attention to the functionality of the clothes, he will loose his otherworldly bearing making him look like a guy who just got horribly mutated.
This was good reference a lich the lich's robe and Ornstein's decorations (chains) and also paladin leeroys armor (not shown)
Now his robe is more tattered and flowing and now I can allow alphas at the bottom of the shawl and the stepped robe parts (holes mesh and various imperfections)
At this time I am finished with the mesh but have to optimize the mesh and fix gridflow
No more ngons in this model
with all the mesh fixed I un wrapped him with 2 uv sets my standard uv layout is head-hands and the body gets its own
All heres my weekly update, I was to tweak the Chernobog character (for aesthetic and function reasons)
He now has a ultra stylish necklace and a ornate chain(plates the hold together his shawl. one of my mail concerns on designing the model was "if I pay too close attention to the functionality of the clothes, he will loose his otherworldly bearing making him look like a guy who just got horribly mutated.
This was good reference a lich the lich's robe and Ornstein's decorations (chains) and also paladin leeroys armor (not shown)
Now his robe is more tattered and flowing and now I can allow alphas at the bottom of the shawl and the stepped robe parts (holes mesh and various imperfections)
At this time I am finished with the mesh but have to optimize the mesh and fix gridflow
No more ngons in this model
with all the mesh fixed I un wrapped him with 2 uv sets my standard uv layout is head-hands and the body gets its own
Saturday, October 12, 2013
Here's the collection of my scripts, first starting out in python is quite daunting, but it is simply what must be done, these are very basic. Due to me having some experience in MEL it isn't an alien concept to me but the syntax is still fundamentally different.
For my tutorials I looked at the first 7 videos and followed along.
From now on I'll start making modeling scripts and exporters, ill continue my research and hopefully have a nice script to show for it soon.
The main thing is getting the exporter to work (very difficult task)
python
import maya. cmds
comp
concatioate script
thisNum = 5.3
thisVal=1
lists
For my tutorials I looked at the first 7 videos and followed along.
From now on I'll start making modeling scripts and exporters, ill continue my research and hopefully have a nice script to show for it soon.
The main thing is getting the exporter to work (very difficult task)
code 2013
print 12.0/5
hash mark + notes (#) on script
import maya. cmds
maya.cmds.polySphere()
import maya. cmds as mc
mc.polySphere(r=1, sx=20, sy=20, ax=(0, 1, 0), cuv=2, ch=1)
mc.setAttr("polySphere.radius", 25)
movement
mc.move( -2, -2, -2, r=True)
mc.rotate( 0, 90, 0, r=True)
mc.scale( 4, 4, 4, r=False)
constraint
mc.parentConstraint("polyCube2", "polyCubeGRP",
mo=True, weight=1)
mc.scaleConstraint("polyCube2", "polyCubeGRP", mo=True,
weight=1)
Variable
weapCtrl = "aim_weapon01"
weapoGRP = "weapGRp"
mc.parentConstraint (weapCtrl, weapGRP, mo=True
mc.scaleconstraint (weapCtrl, weapGRP)
that = "cool "
print that + "is the value of that"
print "%f is the value of thisNum. "% thisNum + that
mc.rename("pCube1, "coolCube_%d" % thisVal)
this = mc.ls (sl=True)
ourFirstList =["awesome"], 9.8 this[1]]
mc.select(ourFirstList[2])
mc.select(this[2, tgl=True)
Friday, October 11, 2013
Here he is 16k polys now that all the parts are there I can really mess with the mesh. He looks clean, not on my watch! I plan to make his robes ragged and more ornate
I want his robes to be ethereal yet wispy a kin to our friend Gravelord Nito
I tore his model apart ingame very basic simple mesh with a particle emitter engulfing it. Though li will not be going about that way its good visual reference.
I tore his model apart ingame very basic simple mesh with a particle emitter engulfing it. Though li will not be going about that way its good visual reference.
Wednesday, October 9, 2013
Here's the first batch of my characters, This is my iteration of the Synth Scorpion from the upcoming Wasteland 2. As much of the concept art is very loose and obscured, several creative liberties needed to be taken such as the bottom and the top of the chassis.
Here's my female heavily based on Shadowrun, Deus Ex and various 80's cyberpunk media(surprisingly no Bladerunner too noir). I based her design knowing we only had 3 weeks to work on her. The textures, I love (though needs more color variation), but rest of the body a tad too basic for my tastes.
Here's a scan of my sketchbook the current product is very similar with minimal changes
Here's is the mighty Chernobog, lord of fungus, of Slavic Mythology his inspiration was Darksouls hollows, catholic bishops and various lich like entities
a lil reference, this is a unused Darksouls model
The musculature of Chernobog( almost all his pelvis region is clothed)
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