Posts Tagged ‘LightWave’

The Unofficial LightWave 3D Plugin Section

No Comment // Jun 30, 2008 // Posted in Workflow

I’ve recently put up an unofficial plugin section on artstorm. I don’t really code anymore, and I don’t have any intentions to return or dig deeper into the world of coding either these days, as I am just to much in love with my 3D work. But I do from time to time write a few scripts when I need a tool that’s currently not available and it’s within my reach to quickly develop it. So when I finish a script I’ll put it online there, so they are available if anyone else might find use for them besides me.

This section won’t be linked from the main menu of my site, but feel free to bookmark it or link to it from any other site, as the section will be there permanently.

I recently published the SymmXMirror tool that’s available there, and also the SaveIncBak modeler script the other day, which was born from a thread on the NewTek OB forum where Miguel Méndez Menéndez posted the idea for the tool. Also many thanks to Miguel for tracking down the differences between the Windows and Mac file system through LScript to get it working on the Mac platform as well.

I do have a few other modeler tools that are more or less working as they should which I’ll upload quite soon. I also have some scripts I’ve developed while working with my film projects for basic render pass management. As I’ve made them for me, the GUI is lacking big time, so I have to spend some time cleaning that up before I can release them in a state useful for others. So it might be while before I can spare the time for that.

Well, over and out for tonight.

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Color Management in LightWave - Second Attempt

1 Comment // Apr 25, 2008 // Posted in Workflow

Just a quickie…

I’ve been developing my workflow for my film project for some time. I want to have a rock solid pipeline setup so when I go full blast I can aim all my focus at the creative parts. So far I’ve concentrated mostly on the asset exchange, getting meshes and animations in and out of the different applications I am working with, as painlessly as possible. I am pretty happy with where I am at this point.

I’ve also put in much thought into the rendering pipeline, which of course also is really important to get right. So far I’ve mainly be working with animatics and test renders, so I haven’t had to set the rendering pipe in stone yet.

One thing I have decided on is to render everything to a floating point image format. Which has led me back into the dreadful lairs of color management. Again.

I did some lame attempts with color management a few years back, got myself a Spyder 2 calibrator to work with accurate colors. But after the calibration I couldn’t get my head around it with different profiles. Colors started to mismatch between applications and other mysterious things. I ended up uninstalling it and selling the device after a month. I’m pretty sure it was good hardware, but handled by a crappy operator. ;)

Anyway, when doing my initial tests with a floating point rendering pipeline, I encountered the gamma differences between the screen and the rendered images, as FP formats work in a linear gamma, and the screen does not, which led me back into reading up a lot on the subject. The gamma difference is an easy fix, but the control freak in me was not happy that I did not understand completely what was going on, so I’ve studied color management a lot more this time around.

A happy coincidence was that Gerardo Estrada just wrote an interesting article on the subject in the HDRI 3D magazine issue #18 and #19, proposing different workflows with linear color management in LightWave 3D, and have also been very active on the NewTek forums lately talking about the subject.

And that Sebastian Goetsch has just released an excellent set of tools for LightWave 3D, enabling an easy workflow for color management and ICC profiles right within LightWave 3D. Wow!

Well, well, as I’ve spent quite some time understanding the subject this time, and done tons of tests the latest week, I think I’ve actually got the hang of Gamuts, Gammas, ICC Profiles and a color managed workflow through the entire pipeline this time. Will even get myself a Spyder again to get my screen accurate, as I believe I can handle it this time. ;) In the end, which also my tests have shown, having a linear color corrected workflow do enhance both realism and quality of the renders and removes a lot of the obstacles associated with image manipulation. So it’s well worth the time to get it right.

As soon as I’ve implemented a decent, good quality, easy to maintain system/movie player to showcase animations and film clips on my website and blog, I’ll start posting some rendered sequences, and with that also write some more detailed text about my complete pipeline and workflow for my film project.

I’ll definitely also return to this subject and write a decent text or article in the blog about my color managed pipeline when I have had my film project in the rendering phase for some time.

I’m not posting any renders this time, but to not make this post lack images completely, I’ll just snap a photo of my latest McFarlane action figure I got the other week, standing happy on my work desk. :)

Lotus Angel Warrior

Latest addition to my McFarlane toy collection

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Ninja: Resurrection

1 Comment // Apr 19, 2008 // Posted in Characters & Creatures, Crash Test Ninja

Just a quickie, here is an old darling of mine which I recently resurrected… Fear his wrath!

Wrath of the Ninja

My Crash Test Ninja

This character was like 90% finished back in 2004 for a SpinQuad challenge / thing, which I never had the time to complete. I’ve been cleaning up my old folders and content directories, getting rid of old crap and revived a few things that had fallen into the dark shadows, hiding under the dust, but deserved to be brought back to life.

This Ninja guy is one the latter. Back in march I fixed his topology, made some new UV unwraps and updated his textures and created a new clean rig to animate him. This test render is also from march while working with the rigging.

I’ve always liked this character and have had some great fun animating him when I originally created this cunning Ninja, so I am pretty psyched about finally having the time to get him finely tuned and bring him to full life.

I’ve some diabolic plans of where he is heading, more to come soon…

Get ready for some tough, serious, Ninja action!

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Life signs… status updates…

2 Comments // Apr 10, 2008 // Posted in Announcements

There has been some unhealthy long periods of silence between my posts lately. The usual reason, commissioned work has kept me a busy bee. CG artists need to make a living as well - bills, bills and bills - unfortunately.

Some of my paid gigs are interesting and challenging though - gives me opportunities to tune my skills and dive into creating pieces using all my arsenal of CG tools which I might not have gotten into if I only worked with my personal projects. But still, some of the things I have planned to do for myself I really long to do. I’m working on a solution to switch between gigs and personal projects more freely, which seems to actually work out and become reality.

Anyway, I’ll probably be able to get back into posting regularly again, at least a few times a week. Starting from today. So now I don’t have any choice to not post, do I?

Even though my postings have been sparse I’ve spent a lot of my free time working on my projects. One of my different short films and animation projects have progressed rapidly, and I registered a new domain name for it a few days back, so it’s getting ready to be revealed real soon. Just a few weeks away for the initial release.

I’ve also been working a lot with my CG character development. Updates to those will be posted shortly. Just a quickie to go with this post to not make it completely boring without any images. A CG chick I’ve been trying out some things with in the last days. Modeling and sculpting is finished, currently working with textures and some hair guide styling.

A quick screenshot from the OpenGL view in LightWave with a temporary texture I’ve painted and the beginning of my hair guide styling.

CG Chick in Progress

Hair styling in LightWave

Posting to be continued in the next days….

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Symmetry Correction Plugin for LightWave

No Comment // Feb 17, 2008 // Posted in Workflow
Symm X Mirror

Symmetry Plugin for LightWave 3D

Long time, no post. Things are cooking though. Busy busy.

Anyway, I thought I should post a little freebie I coded recently. I’ve acquired a few new computers (Workstation, rendering slaves) and have made the switch to Vista x64 as well as LightWave x64 for 64-bit Windows. Fortunately most of the plugins I rely on are available for x64 or will soon be as it seems. Fiber Factory, TrueHair and Pictrix are the plugins I miss most for x64 at the moment.

Then there is the situation with smaller free plugins that probably will never be updated to x64 versions. One of my most used ones is pmirror.p by Pixel Potential that automates a technique by William ‘Proton’ Vaughan to correct symmetry. Pmirror.p is unfortunately only compiled for Win32 and OSX.

I really missed it in my Win64 environment so I wrote my own version using LScript, so other than working with Win64 (and of course Win32 and OSX) it should also work with LightWave for Intel Macs.

Basically the plugin selects the -X side of the mesh, flattens it, deletes it, mirrors the +X side and merges the points, which is really useful to quickly restore symmetry in an object if it gets broken. I added an extra method that tries to intelligently find the center through the object if it or some points has moved away from the 0 position. (Which is pretty common for instance in situations where the object has been brought to ZBrush and back.)

Check out the SymmXMirror page

Enjoy and have fun modeling!

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The Pod Bay in 3D World Issue 97

5 Comments // Oct 16, 2007 // Posted in Announcements

3D World issue 97 (December 2007) just went on sale, and I am delighted to have my The Pod Bay image published in this issue.

The Pod Bay in 3D World 97

The Pod Bay in 3D World (Click to enlarge)

The Pod Bay was my contribution for the Vue 3D Environment Competition 2007 and ended up in the 3rd place. 3D World Magazine runs a print of the winning images in the current issue. So if you get your hands on the latest issue you’ll find my image there together with the two other winning images by Julien Chabot and Dimitar Tzvetanov. Great work by you guys and congrats in the competition!

3D World is a great magazine for any 3D Artist, so it’s well worth a read for more reasons just than looking at our Vue images. :)

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Innkeeper: Now the fun can begin!

4 Comments // Sep 26, 2007 // Posted in Characters & Creatures, Innkeeper

I had some time tonight to continue working with this guy, so I finished up the modeling process of this project. Now the fun can begin!

The Innkeeper - Work in Progress 4 - No Hair

Untextured render of The Innkeeper

Since the last post, I’ve made tweaks all over the character, but I’ve mainly focused on the face to make him look a bit more interesting. Also for these renders I added a quick and dirty rig, so I could pose him and not have another boring T-pose render. The rig is far from finished, so he doesn’t deform perfect yet, but it was okay enough for these renders.

The Innkeeper - Work in Progress 4 - Hair

A bonus render with some quick and dirty hair

Alright, time to start texturing and create the shading for this guy. This is what I have been looking forward to the most this time, so I can’t wait to grab my Wacom pen and start painting. I will also fix the hair during this process. Stay tuned for another update coming soon!

Working Music: Beth Gibbons & Rustin Man - Out of Season

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Another Innkeeper session

No Comment // Sep 19, 2007 // Posted in Characters & Creatures, Innkeeper

Here is a few updated images of the progress of my Innkeeper character. I didn’t have time to work with him until today again. But now he is starting to come together after this session.

I’ve got rid of the strange pointy belly and added some more volume to it as well as some fat around the waist where the apron runs. Also I modeled a dagger for him and added some more details to the face, arms, hands and robe. The symmetry from the first modeling session is now about to run into the history land and I have started to get some more randomness to the different sides.

Innkeeper - Work in Progress 3 - Front View

The Innkeeper - Front View

Innkeeper - Work in Progress 3 - Right View

The Innkeeper - Right View

Innkeeper - Work in Progress 3 - Left View

The Innkeeper - Left View

I fixed some edgeloops as well this time which I was not that pleased with earlier, and it’s still pretty low poly for the amount of details. I have been thinking of using ZBrush displacements for him, but I’ll pass on that this time, and stick with normal maps in the end for the finer details.

I am not completely happy with him yet, so I’ll take him for one more modeling session for the final touches before I get into texturing this guy. Really looking forward to that part, as that’s my main purpose with this project.

Working Music: Arctic Monkeys - Whatever People Say I Am, That’s What I’m Not

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A small Innkeeper update

1 Comment // Sep 13, 2007 // Posted in Characters & Creatures, Innkeeper

I just wanted to post a small update. I’ve had a very busy week so far, so there haven’t been so much time to work with this guy. But the modeling is starting to get in place. I need one more session with him and then the modeling should be more or less finished.

I have two more accessories left to model for him and some additional details to add to his body. I hope to be able to have that session this evening.

The Innkeeper - Work In Progress 2 - Side View

Update of the Innkeeper - A small pouch is added

The Innkeeper - Work In Progress 2 - Front View

The Innkeeper - More details added to the clothes

I make this project to improve my texturing skills, so I wanna spend the most time in that area. But I have also dedicated quite some time now to explore a new flow for my detailed modeling. I have experimented with a new method that I kinda am starting to like a lot.

LightWave 3D -> ZBrush -> Modo -> LightWave 3D.

My flow goes like this, I rough out the overall shapes I am looking for in LightWave, his body and his different pieces of clothing. Then I bring the meshes into ZBrush, one at a time, and start sketching and sculpting out the details, like wrinkles in the clothing. When I have something I am happy with, I export them out in hires into Modo. And there I rebuild the clothing from scratch again, using the hires mesh from ZBrush in the background. The Pen Tool in Modo in quad mode with a background constraint is just wonderful for this work of creating new topology on an existing mesh. So by doing it like this I get a pretty low polygon mesh, with an excellent flow of edgeloops with as much details as I can preserve modeled in, carefully laid out in Modo where I need them. And when I am done in Modo, the model goes back to LightWave to replace the first rough draft version.

Working Music: Beirut - Lon Gisland

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New Character Started - The Innkeeper

No Comment // Sep 07, 2007 // Posted in Characters & Creatures, Innkeeper

I have another new project in the pipeline. A personal project where I want to perfect some techniques of mine. Mainly in creating lots of details in the models while keeping the polygons to a very low amount. But also to some extent texture painting.

So here is the first quick draft of a character called The Innkeeper.

The Innkeeper - Work in Progress

First rough draft of the Innkeeper

This is mostly a rough draft of this character. I’ve modeled the actual body and head in LightWave to get the overall look and proportions where I want them, as well as blocking in his clothing. His robe is where I have started doing some more work.

I have got quite some details modeled into the robe, while still maintaining a very low polygon count, so I am relying on a very nice topology carefully placed where needed for the details while still having good edgeloops so it’s animation friendly.

I am using ZBrush to sketch out the details I want in his clothing to then bring the model into Modo to redo the topology exactly how I want it. Retopologizing can be a pain, but I find Modo’s tools quite quick and intuitive for this kind of work.

I’ll continue modeling this guy all day, so a new post will follow shortly with more details.

Working Music: My Spy vs Spy Remix Album (Around from an old project)

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