Transfering Uvs from an object to a already skinned object is often necessary, but not that confortable in Maya.
Normaly you have to keep the object with the new uvs in the scene, because you can’t delete the history of the rigged object or you delete the history and have to transfer the skinning afterwards. But there is actually an easy solution for this problem, you just need to enable the originShape, transfer the uvs, delete history of the Origin and disable it again. not too complex (will maybe make a tutorial about that), but a pain in the ass if you have to do it for severall objects.
thats why i finally wrote this small script. you just need to select both objects (the one with the new uvs first) run the script und you are done.
uploaded it to creative crash, but will take some time to get approved. for now, you can find it here.
After creating the 3D Scene with Models, Shader, Lights & Animation there is often just one thing missing, render elements. Most of them are working straight from Vray, but to create nice and more important, constant Multi Matte elements you have to assign a lot of ids to your objects by hand. To get rid of this painful task, I wrote this small tool set. With the help of this script, you can easily Assign IDs and create Vray Multi Mattes with just a few clicks.
“all” assigns IDs to all Shapes / Materials
“Selected” assigns IDs to selected Shapes / Materials
with “unique”, you can decide if you just want to assign one ID to the Objects/Materials or an unique ID for all Objects / Materials
“Create Multi Matte Element” will create Vray RenderElements for all IDs in the current Scene.
just Place the mel file in your script folder and run it with dr_MM or just add “dr_MM;” to the end of the file and run it straight from the Script Editor
still waiting for the confirmation from creative crash, but in the meantime you can dowload it here.
the new version (1.3) has now two additional buttons to create the Multi Mattes for Mats and Objects seperatly. New file, old link
As promised, some pictures from my work on the Skybike from “The Leviathan”. Was responsible for the Modeling and Texturing. Its based on concept art from Adam Anderson.
The final model has around 500k polygons (without subdivs), so its actually fairly high, but there are some closeup and it needed this amount of details. Same goes for the the textures, 8 udims with 8k textures. every udim with a map for the base, painting, decals and dirt.
A few month but (probably more then a year, but lost track) Ruairi told me about his new Project and ask if i wanted to help. After the work on “Last Days on Mars” and seeing some stuff from “The Leviathan”, i was almost forced to say yes. My Task was modeling & texturing the Skybike (these small ships with just one pilot). Going to post some renderings of the actually model, but for now, just the teaser/proof of concept from Ruairi.
“Learn Computer Graphics Programming From Scratch”
just found this awesome Site on cgfeedback.com and thought, that it is worth sharing.Can’t really say that much about it in the moment, ’cause I just started exploring it, but it seems like a really good source of knowledge about Computer Graphics. Propably a lot of “nerdy” knowledge …. but nothings better then getting to know the roots of your job / hobby.
New awesome Showreel from the Chaos Group + the Mars Rover from Last days is in it
“In Irish mythology, the Fomoire (or Fomorians) are a semi-divine race said to have inhabited Ireland in ancient times. They may have once been believed to be the beings who preceded the gods, similar to the Greek Titans. It has been suggestedthat they represent the gods of chaos and wild nature, as opposed to the Tuatha Dé Danann who represent the gods of human civilisation. Alternatively, they may represent the gods of a proposed pre-Goidelicpopulation of Ireland.”
This is a small TV Bumper for TG4. It was produced by Big Fish.
the whole Project was realized by a small but well-selected team consisting of Grainne Freeman (Compositing), John O’Connell (Shading, Lighting, Rendering, Simulation and Production), Vadim Draempaehl (Animation) and myself (Modeling & Texturing of the Formorians).
the cinema release of "last days on mars" is coming closer and closer. its allready available on demand, but will hit the cinemas in the US at 6 of december. Probably have to wait to see it here in Germany, but i will wait, because is the first time to read my name on the big screen ;)
Project was really cool and the Team at Screen Scene was even better. I was responsible for the Modelling, Texturing and Shading of the Rover (also did the lighting on a few shots)
Breakdown Animations are taken from Ed Bruce
more after the break
a few weeks ago, i moved to a new flat with a nice home office. The good thing is that i have finally enough space, but..this space is almost empty.
that's why i was looking for some "inspiring" stuff to place around me. i started looking for a nice anatomical full body figure as a reference. i mean, when you are working on a humanoid character, its always perfect to check the muscle and the structure of a "real", working human. But, that problem with Anatomical Models is, that they are bloody expensive and when you buy a cheap, you will get something to small or even wrong anatomy. after that point, i was totally demotivated, was just to much money (probably worth it) was a planned move to a new flat, and buying are more or less accurate model is just stupid.