Finally the trailer debut for Tim Burton’s Dark Shadows is out!
I worked on this film as a texture artist here at MPC London.
The trailer looks terrific btw! Enjoy!
Finally the trailer debut for Tim Burton’s Dark Shadows is out!
I worked on this film as a texture artist here at MPC London.
The trailer looks terrific btw! Enjoy!
Check out the second trailer for Wrath of the Titans, one of the latest projects which I was involved in at MPC London.
Yes I know, make your Mari textures work inside Maya could be a bit weird specially if you never worked before with multi UV spaces.
I hope to give you some clues with this quick and dirty step by step tutorial.
I’m using the blacksmith guy from The Foundry who has 40 textures with 4k resolution each.
Some of the greatest references which I used when I was working on Happy Feet 2.
If you have some free time I recommend you to watch these amazing documentaries.
Working on the train on my way to home.
It is already available the first trailer for Wrath of the Titans, one of the latest projects which I worked on.
Enjoy.
Check out these new clips from Happy Feet 2, they are looking really awesome!
Terrific job of all my ex workmates at Dr. D Studios.
Will be updated on the time.
Recently I was involved in a master class about texturing and shading for animation movies, and as promised I’m posting here the technical way to set-up different UV sets inside Softimage.
Super simple process and really efficent methodology.
SSS is a very nice shader which works really great with a good lighting setup, but sometimes is so expensive shader when you´re using Mental Ray.
Find below a couple of tecniques to deal better with SSS. Just keep in mind that those tricks could improve your render times a bit, but never will reach the same quality than using SSS for itself.
Have a look to the new Happy Feet 2 theatrical trailer, the last animation movie which I was involved.
Congrats to all Dr. D Studios crew, this movie is looking terrific!
Enjoy!
Yes I know, working with normal maps in Softimage is a bit weird sometimes, specially if you worked before with 3D Max normal+bump preset.
I’ve been using the same method over the years and suited fine for me, maybe would be useful also for you.
I prefer to generate the normal maps inside Softimage rather than Mudbox or Zbrush, usually works much better according to my tests with different assets.
- The most important options are:
- Use a normal map node connected to the bump map input of the shader.
Warner Bros has just released two new tv spots for Happy Feet 2, the last animation project which I worked on.
Enjoy!
One of the most useful workflows when you are texturing is bake your textures from one UV set to another one.You will need to do this for different reasons, one of them for example could be using different resolution models with different UV mapping or using a different UV mapping for grooming, etc.
The first time I tried to do this in Maya I realize that MentalRay Batch Bake tool doesn't work fine, I don't know why but I couldn't use it.
I solved the problem using Transfer Maps tool for Maya and decided to write down for future chances.
When you’re going to texture an asset which already have a displacement map, probably you’ll want to apply that displacement to your mesh before start the painting process.
In my pipeline, I usually apply the displacement map in Mudbox and then I export the high resolution mesh to Mari.
The problem here is that Mudbox doesn’t allow you to work with displacement maps and multiple UV shells.
I tried below to find a solution for this problem.
As you’ll realize, Mudbox doesn’t allow you to choose different maps for each UV shell which means that Mudbox will be able only to sculpt using the displacement map for U0-1 V1-0 coordinates. Big problem.
The way which I’ve found to solve this problem is:
Move left -> polyEditUV -u -1 -v 0 ;
Move right -> polyEditUV -u 1 -v 0 ;
Move up -> polyEditUV -u 0 -v 1 ;
Move down -> polyEditUV -u 0 -v -1 ;
When you are working with huge assets is very useful to keep everything organized.
One of the best ways to do it inside Mary is using selection groups.
If you are getting crazy trying to find the save as button in Mari, don’t worry, it's not there.
The best way to save as in Mari is using snapshots tool.
Is not exactly the same as save as option, but is something quite similar.
Mari is a great tool for texturing purposes and has a lot of useful small options. I’m going to speak about rendering turn tables for dailies.
Most of the options speak for themselves.
The most important are:
Then click OK and render will start.