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Showing posts with label 3ds Max. Show all posts
Showing posts with label 3ds Max. Show all posts

Sunday, February 27, 2011

Brand New Facial Rig

After posting the instructions on how I made the old facial rig I designed, I decided that I would re-design it. I had already taken some of the 11 Second Club's models for my students to rig, since they're such nice models and work so well for animation and facial animation. The geometry is also clean and simple enough that they're easy for my students to work with. I like the model that they designed for the club, and after stripping the rig out of the model in Maya, I exported the model as an .obj to 3ds Max.

I started it by adding some shapes where I wanted deformation, I added some helpers and constrained them using position constraints and look-at constraints. I liked how it was moving, and then I walked away and slept on how I was going to hook all that up to some kind of interface that would make it easier for an animator to work with. The next day, yesterday, I got back to work on it, and had the brilliant idea of using a Position List with multiple XYZ Positions instead of using a ton of helper nodes. That in and of itself made the rig much smaller, with much fewer nodes.

If you're interested in more details about how I did this, some of it is similar to the tutorial I posted earlier, or just drop me a line.



Friday, February 25, 2011

Facial Rig for 3ds Max

Inspired by Jason Osipa

I thought I would put this tutorial that I did for a facial rig online. It's a little old, and probably could be improved upon, but it worked well, including working for export to the Gamebryo Game Engine.

The tutorial can be found here (.pdf format)

Sunday, October 31, 2010

Giraffe Seamless Texture Painting

I wanted to write about how I did the spots on the giraffe to make them seamless. This process is different in Maya than how I would or could have done it in 3ds Max. In 3ds Max I would have painted the spots in Photoshop first, and then used render-to-texture to render out the seams so that I could paint them and then overlay them in photoshop. Maya has a 3D paint tool however, and this made it simpler in many ways than having to paint over the seams. You can find the 3D paint tool under (Rendering Menu) Texturing --> 3D Paint Tool []

I painted spots on the giraffe model itself using compositor's green. That way I would have a guide to paint by in photoshop. Maya saves out a .tif file that has what you've painted on it. To the left is the file that Maya saved out with the green spots that I painted on it.

After opening this file in photoshop, I was able to use the 'magic wand' select tool to select only the green and then I could paint the spots where the green was. This assured me that the seams would line up. This worked like a charm, and here is the final map with the texture painted on it.