Wednesday, May 28, 2014

"Inc" Visual Development Book Project Update #2 May 2014

Artwork WIP & Finished: 138 images
Pages Complete: 40 (33% of book done)

So I know I said quarterly updates, but so much has been going on with Inc I may have to do them a little more often. I'll say "at least quarterly" updates.

This will be a short one, but we just hit the 1/3rd done point with 40 pages complete! And a staggering 138 images in progress or complete (well, its staggering to me at least considering this isn't our day job). On the story front, we now have all the major story beats pretty finalized, as we refine the specific action in each sequence things may change a bit of course, but overall we have a solid 3 act scifi adventure.

Next update will include info on the team, so far we've got work back from 7 of the 8 participants, and the stuff I'm seeing from the team is fantastic!

My big milestone in May was finishing the design and modeling of one of our two main characters. One protagonist is a robot, one is human, you can guess which one I've been working on :) Anyways, construction is complete, all 1617 pieces of him (252 of which are screws). June is texturing month for me, then on to the final design of the bad guy robots.

More next month!


Wednesday, May 21, 2014

SoulburnScripts Updated May 21st 2014

Max script update:

Updated a bunch of scripts:

soulburnAssetLoader: Fixed a merge bug where sometimes the script would put the objects on the wrong layer.
blendedBoxMapMaker: Makes a much more accurate calculation on the "Auto Calculate Size" for the mapping UVW modifiers.
cornerEdgeToVertexMap: Fixed a bug where polyOp.getEdgeFaces returns undefined on some meshes and then crashes the script. Now the script will continue to function even if it runs into these situations. Set the defaults to turn off the Border Edges by default. Can be turned back on if you wish.
modifierUtilities: Added ability to turn on or off or toggle modifiers based on Name.
sLib: Added sLibGammaChange.

http://www.neilblevins.com/cg_tools/soulburnscripts/soulburnscripts.htm

Thanks to everyone for your support.

Tuesday, May 13, 2014

SoulburnScripts Updated May 13th 2014

Max script update:

First, my script pack appears to work fine in Max 2015

Updated two scripts:

soulburnAssetLoader: Fixed a bug where the script would fail on some system with an "Syntax error: at (, expected do" error.
geometryBanger: Added Progress Bar. Added ability to turn off undo to fix a max memory issue. Only affects instanced objects once.

http://www.neilblevins.com/cg_tools/soulburnscripts/soulburnscripts.htm

The image below is from SoulburnScript user Nick, who is now using SAL to organize his model library. Just figured it would be cool to see someone else's assets for a change, I'm glad Nick is enjoying the script!


Rest In Peace H.R. Giger

Such horrible news this morning, one of my greatest influences has passed away. Your work will live on in all of us forever. Thank you so much for everything you brought to the art world.

H.R. Giger: February 5, 1940 - May 12, 2014

http://www.rollingstone.com/music/news/h-r-giger-surrealist-artist-and-alien-designer-dead-at-74-20140513


 

Friday, May 9, 2014

SAL News Update

First off, we now have max 2012 compatible asset packs available here:

http://www.neilblevins.com/cg_tools/assets/assets_3dsmax.htm

Both the 3 free pack and the 1 pay pack. Thanks to the people who decided to support me by buying the hard surface pack. Note, even if you're not a vray user, the hard surface material pack comes with a dozen highres tilable bitmaps that you can use in your own materials for any renderer. At $10, I think it's pretty cheap for what you're getting, and again, if I see there's a decent market out there for this sort of thing I'll spend the time to make more packs, possibly another hard surface one, and certainly an organic one for terrain, snow, trees, fabric, etc.

As for SAL itself, the release actually went pretty smoothly, there were only two large bugs that affected about a half dozen users. The first bug I managed to figure out thanks to the help of the users and Paul Neale. So I've released a new soulburnscript pack, version 081, which contains the fix (the bug would throw a random dotNet error when you tried to run the script).

http://www.neilblevins.com/cg_tools/soulburnscripts/soulburnscripts.htm

Now I'm working on the second bug, hope to get that one worked out soon. And I've compiled all your wishlist items, some of which I hope to add in the near future.

That's it for now, happy Sal usage!


Saturday, May 3, 2014

soulburnAssetLoader (SAL) has been released for 3dsmax!

The soulburnAssetLoader is a quick way to let you merge various assets into your scene from a nice icon based interface (including Environments that consist of lights and hdris, material presets and individual models). I got the idea from looking at keyshot, while keyshot is a nice piece of software, it's quite limiting when you want to do something more complex (like adding rust on an object for example.) But it's great at quickly swapping materials and rendering them in a realistic environment. So hopefully this script can help you achieve the speed but lets you to customize your materials and rigs more than keyshot allows.

Go here to download the script:

http://www.neilblevins.com/cg_tools/soulburnscripts/soulburnscripts.htm

Visit http://www.youtube.com/watch?v=edvfB7Tc-lU to watch a video showing how the software works.

And here's 4 asset packs of environments, materials and models. 3 packs are free, and 1 pack of advanced vray hard surface materials is $9.99. Please consider buying the Hard Surface pack to support the further development of SAL:
http://www.neilblevins.com/cg_tools/assets/assets_3dsmax.htm

Thanks!