Scuptris is made by Pixologic, the same people that make Zbrush.
Its basically an easier version of Zbrush.
Its a 3d sculpting program.
Anyway, I made my first sculpt in it! I know there are areas I can improve upon, but I'd say it looks much like a person!
I make the same nose and lips every time though. Bleh.
This is a screenshot of the program since I don't know how to take a .png of the sculpt.
-MNR
I post much of my abstract artwork here, and now I feature tips on art supplies and how I use them.
JTPhillips Illustration and Crafts at Etsy
Showing posts with label 3d. Show all posts
Showing posts with label 3d. Show all posts
Saturday, November 10, 2012
Thursday, December 29, 2011
Another Maya 3d Rant
I was writing these notes in response to what some 'experts' said on the topic of switching from Maya to a new program. The thread devolved into arguing how good maya is, (or not good). I don't enjoy that they couldn't stick to the topic at hand. But the point remains.
I dunno. I just want to create some pretty pictures, not delve into technical aspects. I will look into the architecture of the program when I feel I am ready.
--------------------
The point is, if you're spending $3000 dollars on a piece of software, the team should invest some more time in fixing bugs, not releasing a new version with the same bugs.
The point is, you use a program for ease of use in addition to being powerful. You shouldn't have to spend hours with tutorials in order to do one effect. You shouldn't
Maya should meet you partway with their tools, making them understandable to use, and relatively bug free. Maya has achieved this somewhat, but in many ways it doesn't.
There's a button in maya that crashes the program when you press it. You will be in object mode and click on an icon, I forget which, and the program crashes. I call this bugginess, and it shouldn't be that way. Maya crashed on me twice, in the same day, and a total of 3x in the same week. Blender crashed a few months ago for me.
All I was doing was modelling.
Albeit, I could read the documentation, but its written at such a high level as to be inaccessible in general, and confusing when you sit to decipher it.
Similarly, I have read Blender documentation, making more sense when doing basic tasks.
I am an undergrad student taking one animation class. Why do I have to delve deeply into the architecture of the program to be able to model and put a few textures on? Why do I get a fatal error when trying to extrude something? Move some vertices on a low poly model? Why do I need a tech support team in order to figure out what is happening in these errors and glitches? I have project deadlines to meet, (and a good grade to try and get), I just want to get a simple model up and running. It takes the technician several days to fix any complex problems we have with the software.
My biggest problem with maya is that its extremely clunky and slow, both on my laptop and the animation lab computers. One has to go through the menus instead of using hotkeys much of the time, say if you were to slide a set of edges down the mesh.
The compatibility from version to version isn't great. I was so frustrated that I couldn't open a simple modeled and textured image that my teammate had made. Turned out I was using 2011 and they were using 2012, and so the model wouldn't open in my version, had to transfer my file to the school computer.
Why should I have to delve deeply into Euler's method of approximation to find the length of a curve, and how Maple or Latex uses it, if I want to quickly estimate a curve? It is similar to this.
Instead of trying to sell a new product every year,k focus should be made on fixing these issues rather than adding new shiny features. People are paying a great deal for a powerful program. Lots of bugs and uneasy workflow takes away from that power. Having 1 million working features doesn't detract from 5 nonworking features, especially if those 5 are crucial.
To some extent, people that work with 3d programs are techincal artists. But really, does a 10th grader look at 3d animation and say: "Ooh I want to spend the day debugging a 3d program rather than creating beautiful 3d images!"?
-MNR
I dunno. I just want to create some pretty pictures, not delve into technical aspects. I will look into the architecture of the program when I feel I am ready.
--------------------
The point is, if you're spending $3000 dollars on a piece of software, the team should invest some more time in fixing bugs, not releasing a new version with the same bugs.
The point is, you use a program for ease of use in addition to being powerful. You shouldn't have to spend hours with tutorials in order to do one effect. You shouldn't
Maya should meet you partway with their tools, making them understandable to use, and relatively bug free. Maya has achieved this somewhat, but in many ways it doesn't.
There's a button in maya that crashes the program when you press it. You will be in object mode and click on an icon, I forget which, and the program crashes. I call this bugginess, and it shouldn't be that way. Maya crashed on me twice, in the same day, and a total of 3x in the same week. Blender crashed a few months ago for me.
All I was doing was modelling.
Albeit, I could read the documentation, but its written at such a high level as to be inaccessible in general, and confusing when you sit to decipher it.
Similarly, I have read Blender documentation, making more sense when doing basic tasks.
I am an undergrad student taking one animation class. Why do I have to delve deeply into the architecture of the program to be able to model and put a few textures on? Why do I get a fatal error when trying to extrude something? Move some vertices on a low poly model? Why do I need a tech support team in order to figure out what is happening in these errors and glitches? I have project deadlines to meet, (and a good grade to try and get), I just want to get a simple model up and running. It takes the technician several days to fix any complex problems we have with the software.
My biggest problem with maya is that its extremely clunky and slow, both on my laptop and the animation lab computers. One has to go through the menus instead of using hotkeys much of the time, say if you were to slide a set of edges down the mesh.
The compatibility from version to version isn't great. I was so frustrated that I couldn't open a simple modeled and textured image that my teammate had made. Turned out I was using 2011 and they were using 2012, and so the model wouldn't open in my version, had to transfer my file to the school computer.
Why should I have to delve deeply into Euler's method of approximation to find the length of a curve, and how Maple or Latex uses it, if I want to quickly estimate a curve? It is similar to this.
Instead of trying to sell a new product every year,k focus should be made on fixing these issues rather than adding new shiny features. People are paying a great deal for a powerful program. Lots of bugs and uneasy workflow takes away from that power. Having 1 million working features doesn't detract from 5 nonworking features, especially if those 5 are crucial.
To some extent, people that work with 3d programs are techincal artists. But really, does a 10th grader look at 3d animation and say: "Ooh I want to spend the day debugging a 3d program rather than creating beautiful 3d images!"?
-MNR
Tuesday, October 18, 2011
Animating Character for Animation 2
I have yet another character project to work on. This time it is for class.
I got stuck doing it in Blender, foolishly, because Maya can't figure out how to import an unwrapped object correctly. Seriously, it butchered my UVs. Everyone else in the class is using Maya. Ugh. As long as I get a finished object that moves as I want it to....
The problem is, Blender is great for 3d modelling and animation, but Maya has some professional tools, and leagues more documentation.
So now I have to finish the animation in Blender, yeah.
.... I guess I can tell things I found useful lately.
If I don't find a tutorial on how to rig and skin it, I suppose I shall have to make my own tutorial. I've always wanted to make blender or gimp tutorials.
How to 'Hide' the mesh while making the armature:
http://www.blender.org/forum/viewtopic.php?t=19991&sid=24b2eeb40edc3a0f583f258805dbc417
This is the tutorial I am using so far.
http://wiki.blender.org/index.php/Doc:Tutorials/Animation/BSoD/Character_Animation/Upper_body_weight_painting
-MNR
I got stuck doing it in Blender, foolishly, because Maya can't figure out how to import an unwrapped object correctly. Seriously, it butchered my UVs. Everyone else in the class is using Maya. Ugh. As long as I get a finished object that moves as I want it to....
The problem is, Blender is great for 3d modelling and animation, but Maya has some professional tools, and leagues more documentation.
So now I have to finish the animation in Blender, yeah.
.... I guess I can tell things I found useful lately.
If I don't find a tutorial on how to rig and skin it, I suppose I shall have to make my own tutorial. I've always wanted to make blender or gimp tutorials.
How to 'Hide' the mesh while making the armature:
http://www.blender.org/forum/viewtopic.php?t=19991&sid=24b2eeb40edc3a0f583f258805dbc417
This is the tutorial I am using so far.
http://wiki.blender.org/index.php/Doc:Tutorials/Animation/BSoD/Character_Animation/Upper_body_weight_painting
-MNR
Friday, June 10, 2011
Blender updates
I've just found an amazing modifier in blender 2.5. It was probably here for many versions. I just found it today though. The bevel modifier.
It adds subtle creases to your mesh, and makes it look more detailed without you having to model in the curves. It is much better for softening hard edges than the subdivide modifier or smooth modifier.
Hopefully I will be able to post images of this mesh after the game comes out.
-MNR
It adds subtle creases to your mesh, and makes it look more detailed without you having to model in the curves. It is much better for softening hard edges than the subdivide modifier or smooth modifier.
Hopefully I will be able to post images of this mesh after the game comes out.
-MNR
Wednesday, June 8, 2011
3d Modelling and Texturing
It is difficult in Blender 2.5. Heck, it was difficult in blender 2.49.
Blender is a great 3d modelling program. Yeah, 2.5 looks much more sleek and professional, but why did they take the spacebar menu from us? Now I have to click and point. Spacebar brings up file menu items, not mesh objects and options. I kinda liked that.
I learned quite a few things in the past two weeks. I am out of college for the summer, and working at Deadmans Productions as a game artist. I am learning a lot about how an artist works, and I have learned how to pace myself. I am not sure if I am allowed to show previews or anything, since the projects are under wraps.
But we have one new app coming out soon, and I am working on another one that should be coming out in a few weeks. Tight deadline.
I just did some weird UV stuff. By weird UV stuff, I mean I unwrapped a mesh and gave it an image with an alpha channel. But now the outside is invisible and the inside is the wrong texture. Oh blender. You can be so tricky and finicky.
But having to model things, mockups and finished structures has really helped me to streamline my 3d and sketching skills. I know how to move the 3d cursor back to the origin of the map, to parent objects and to make new objects, to join objects, what blender wants to see when you want to make a UV object, and lots more. How fun.
I'm pretty grateful that I get to work in the industry so soon.
Ugh. I'm having trouble adjusting to the new schedule though. I'm tired all the time.
Blender is a great 3d modelling program. Yeah, 2.5 looks much more sleek and professional, but why did they take the spacebar menu from us? Now I have to click and point. Spacebar brings up file menu items, not mesh objects and options. I kinda liked that.
I learned quite a few things in the past two weeks. I am out of college for the summer, and working at Deadmans Productions as a game artist. I am learning a lot about how an artist works, and I have learned how to pace myself. I am not sure if I am allowed to show previews or anything, since the projects are under wraps.
But we have one new app coming out soon, and I am working on another one that should be coming out in a few weeks. Tight deadline.
I just did some weird UV stuff. By weird UV stuff, I mean I unwrapped a mesh and gave it an image with an alpha channel. But now the outside is invisible and the inside is the wrong texture. Oh blender. You can be so tricky and finicky.
But having to model things, mockups and finished structures has really helped me to streamline my 3d and sketching skills. I know how to move the 3d cursor back to the origin of the map, to parent objects and to make new objects, to join objects, what blender wants to see when you want to make a UV object, and lots more. How fun.
I'm pretty grateful that I get to work in the industry so soon.
Ugh. I'm having trouble adjusting to the new schedule though. I'm tired all the time.
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