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Jul 2015 27

Free to play / explore / alter with this fan made model, done with Zspheres in Zbrush. This is tool contains the zsphere setup as well as the sculpt at 60%.
Enjoy
sulli_zb

zulli_base download ZTL in zip. ( zbrush 4r7 p3 )

Feb 2014 27

Mental Ray and Maya, its a love hate relationship, both need each other but its like a bad marriage. :p
Anyway, here is a quick run through of getting mip_matteshadow to work for catching shadows casted by mental ray lights, such as the native IBL. Usebackground shader will not work for MR specific lights.
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Feb 2014 10

zbrush_marmo_baking_johnchen
Here is a quick guide to baking out your normal maps from Zbrush into Marmoset Toolbag. Which worked for me.

A – If you are getting weird seams on your model in Marmo try these steps.
seams1
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Aug 2013 09

Completed CG Creature for personal work. I also wrote up a tutorial on sculpting, creating fur and rendering fur.

basset hound

how to create fur, render fur in zbrush and maya

click on image for hi-res

 

Also thank you to the following websites for kindly sharing my work and tutorial. I’m happy I can finally give something back to the community. 🙂

 

Mar 2013 04

Maya batch rendering with Mental Ray when you have keyframed shader attributes that have set driven keys on them will cause problems . For example I have a blendcolor setup that blends between weights on a MIB_color_mix using a set driven key on a rig.

The fix: The fix is to disable the “Optimize animation detection” option in the Mental Ray render globals “Options” tab under ‘Performance‘ roll out.

This will have a hit on the render times, but may solve issues with keyframed shader / texture attributes.

From testing its about a 15-20 percent increase time per frame during rendering.optimize animation detection mental ray

Feb 2013 02

Posted this question on my Facebook which Zap Anderson kindly answered for me. ( Thanks also to Jenni O’Connor for the help )

Question: I was wondering if you shed some light on the falloff parameter of the MISSS_Fast_skin shader in maya 2012, I couldnt find any documentation on this parameter, and wondering if its scene scale / rig scale dependent?

Answer: No, falloff isn’t scale dependent. It is really just a “shaping” of the filter kernel. Imagine the blurring-filter for light has weight 1 at the center and 0 at the scattering radius and if it was linear between the two it would basically be a triangle filter?
Except that triangle is raised to the power of “falloff” allowing you to play with the “shape” of it.

Thank you master Zap, hope this helps someone searching for the same thing online, as I couldn’t find any online documentation on it.
misss

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