Sunday, December 29, 2013

What's Coming in 2014

Hey everyone! First off, a big thanks to all of you for your encouragement and feedback in 2013, it was a tough year but in the end I was able to take off 3 months and finally got a chance to explore a few subjects that I've been meaning to put some focus on, from some new cg tools to a lot of education to a bunch of new artwork.

2014 is going to be a huge year. On the art front, I can now reveal that I'm working on my first book, it's going to be a visual development book on an IP I've been toying around with for a few years now. I'm also super lucky to have a number of artist friends helping out, including two who will be writing the script for the story, and then quite a number of visual artists who will be contributing artwork to the book. Expect finished paintings, 3d models, rough paintings, sketches, even a few traditional models as we explore the story and world of "Inc" (that's the codename, it used to be codenamed "One World Divided"). I've already got about 2 dozen new paintings ready, and have plans for dozens more. I'll post a teaser here and there, but for the most part I'm gonna keep it quiet so we can surprise you with the majority of the work once the book is ready. So even if you don't see tons of new artwork from me next year, I'm actually doing a lot and you can expect to see it all hopefully in 2015.

I'll also continue my educational plans with more youtube videos, as I continue to plus out the 20 stage process that I released this year on my educational page: Also hope to do a few more live workshops, so hopefully I'll have one in your area.

CG tool wise, I probably won't be too focused on my scripts this coming year, but I will continue providing bug fixes, and I'll be working behind the scenes to hopefully improve some of the stuff you're already using or will use in the future.

No Pixar film for me in 2014, as many of you know, "The Good Dinosaur" got pushed back 2 years from its original release date, so hopefully you'll see some of our work on that in 2015.

That's it, have a great last few days of 2013, hope your plans for 2014 go awesome, I'm hopeful 2014 will be fantastic, it's time to turn this thing around and explore some new territory. Cheers!

Monday, December 16, 2013

Soulburn 3D Education Page Updated Dec 16th 2013

Added a new lesson called Texture Baking: Baking Patterns To Use In An Incompatible Render, which shows off the new script I wrote texmapBaker and how to use it to take a material that uses the plugin WarpTexture, and bake the results so that it can be used inside mentalray.

SoulburnScripts Updated Dec 16th 2013

Max script update:

Updated a bunch of scripts:

texmapBaker: Fixed crash bug when a selected object was not geometry. In Vray turns GI off before rendering to speed up baking. Vray now baked multiple objects. Added tons of new features. For more info, follow along with this tutorial: which goes over how to use the new features.
cameraMapGeminiRenderer: Now turns off lock viewport if on so it can properly render the necessary views.
Added Vray support.
sLib: Added sLibGetActiveMap.
SoulburnScriptsExtras: Added vrayLight. Added more info to the warning message that occurs when you don't have a necessary plugin installed.

Tuesday, December 10, 2013

Monday, December 9, 2013

Soulburn 3D Education Page Updated Dec 9th 2013

Heavily modified all of my Metal / Reflection related tutorials, so: Reflections and Highlights, Anisotropic Reflections In The Real World, Anisotropic Reflections In CG Software, Chrome Material, Brushed Metal Material, and Gold Material. All of these tutorials had been written awhile ago, back when the industry was still shifting from scanline techniques to raytracing, so since most of us today are using raytracers, it made sense to update them a bit and add extra examples for mentalray and Vray.

Friday, December 6, 2013

Soulburn 3D Education Page Updated Dec 6th 2013

Added a new material and accompanying tutorial called Dirty Rusty Decaled Painted Worn Metal. This is the same material I showed off at this year's CAVE conference / Autodesk University 2013, and it's the main material I use to shade anything that's metallic, painted and grungy (ie, almost all of my stuff), and it's all ready to be applied to your models. If you need a robot, a weapon, a guy in power armor, construction equipment, etc, and you want give it high quality texturing without the need to set up UVs, this is the material for you (Currently Max/Vray only).

Thursday, December 5, 2013

Back From CAVE / AU 2013

And I'm back from the Cave Conference / Autodesk University 2013.

Had a great time, got to see Syd Mead, Neil Gaiman, John Cleese and Scott Robertson speak.

Got to see a ton of old friends and like Wayne Robson, Kim Lee, Jeff Mottle, Paul Hormis, and many more, and meet some new ones that I'd previously only spoken to on the net like Paul Neale, Chip Weatherman, Chris Murray, Nico Bauerschäfer, etc.

A huge thanks to Shawn Hendriks for inviting me.

And a huge thanks to everyone who came to my class. As usual, I spoke too fast, but otherwise people seemed to like it, asked lots of good questions, and made the whole experience fantastic.

Now the bad news, so I was told earlier that the talk were being recorded, turns out only a few (~10%) of the classes were being recorded, and mine wasn't one of them. So afraid no official adesk recording of my talk.

But I promise that the material will make its way onto my CG Education page in the near future. In fact, tune in tomorrow for a HUGE surprise, I'll be posting something very useful to my site and will write about it here (people who attended my talk already know what's coming). To be continued!

Photo below by Kim Lee!