Nov 162016
 

sneezing_villain01Hold o-o-oatchoonnn…

 

 

 


J Lech didn’t get a chance to say anything this week, and I don’t have that many words for you either, but let’s take a quick look-see at what I’ve been up to.

First up is a new rig for Ambrosia, or rather, the continuation of her rig, I’ve added some fleshy squash and stretch to her legs and I’ve also started to add some more definition to her face, as she’s a hero character that can only ever exist once in a scene, she deserves some more geometry, especially since the humans have already been refined.

nov8th_ambrosiaendoftheworldspecial

Doesn’t look like much, but here’s a quick gif of what we can do now, not that we’d want to.

nov17th_ambrosiarig

More importantly I’ve been working on the facial animations, specifically, I’ve been working on getting them into Unity, if you went to GameOn you’d’ve seen a rather sad preview of Lech talking to this female customer, her mouth open wide, jaw bouncing up and down and Lech’s disturbingly puckered lips.

After a few hours of trying to get the facial animations to work with the humanoid rig setting inside of Unity I switched over to generic, this is going to cause some other issues but after just a few minutes I had my first working animation.

Huzza! Sure, almost, you see, getting the animations to work consistently still wasn’t possible, despite my new exporter script helpers (I love Python!). Enter Maya Game Exporter, I might cover it in a short video in the future, for now, just try it out, it’s amazing. Using the Game Exporter in combination with some basic Python, everything works like a charm, every, single, time!

Here’s a short video on what it could look like (this is not what it’ll sound like though!)

I’ve also updated my post on Shader Forge vs Amplify Shader after the recent 1.29 SF and Beta 2 ASE update.


K So many things I ignored during the pre-GameOn event. But now I’ve had the time for some R&R and to handle most of those things and starting working on smaller fixes to get som functionality into a more stable state. So basically I’ve been all over the code base for some quality assurance.

Next step is either take what we have further to the next step or maybe starting on some dialog, but that sounds a bit early to me, maybe some basic customer behaviors, well it seems the next step is a meeting with Jona.


If you like this post, then please consider retweeting it or sharing it on Facebook!

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May 122016
 

Hello everyone especially all of you students from Uppsala University, hope you enjoyed our little talks, I sure did.

Today we’ll be looking at creating a super simple shader which will make grass, or any object for that matter, maybe a flag or tree branches, flow in the wind, based upon a vertex paint and a single scalar value.

At the bottom of the post you will find a .rar file with a mobile (unlit) and a PBR version of the shader, ready to open inside of Shader Forge.

First up, a semi-short video where we look at vertex painting in Maya, 3Ds Max and Blender.

In part two we create the shader inside of Shader Forge.

Or if you’re in a hurry, here are the actual Grass Shaders!

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Apr 092016
 

Hello everyone,

Today at work I wanted to setup my Maya to zBrush connection as I find collapse edges to be amazing… Not that you care about the reason if you’re here so, without further ado here are a few solutions.

Unable to install : First up, if you can’t install it for some reason, copy userSetup.mel from : C:\Users\Public\Pixologic\GoZApps\Maya to C:\Users\USERNAME\Documents\maya\scripts if there is one there already, add this eval(“source \”C:/Users/Public/Pixologic/GoZApps/Maya/GoZScript.mel\””); to any line in the file.

Unable to find Maya : If the reason was that you have Maya installed in a custom location, there’s another file in C:\Users\Public\Pixologic\GoZApps\Maya named GoZ_Config.txt open it and add your maya.exe path to the file, in my case this us what was written in the file when I was done : PATH = “E:\Applications\Autodesk\Maya2016\bin\maya.exe”

Now to the reason you’re most likely here.

// Warning: file: C:/Program Files/Autodesk/Maya2015/scripts/startup/rememberViewportSettings.mel line 43: Active stereo does not work with Aero enabled. Active stereo has been disabled. //
// untitled //
// Error: file: C:\Users\Public\Pixologic\GoZApps\Maya\GoZBrushToMaya.mel line 113: Plug-in, "Mayatomr", was not found on MAYA_PLUG_IN_PATH. //
commandPort -securityWarning -name commandportDefault;
// AbcExport v1.0 using Alembic 1.5.0 (built Jul 25 2013 11:21:20)
// AbcImport v1.0 using Alembic 1.5.0 (built Jul 25 2013 11:21:20)
updateRendererUI;
// Error: file: C:/Users/Public/Pixologic/GoZApps/Maya/GoZBrushToMaya.mel line 113: Plug-in, "Mayatomr", was not found on MAYA_PLUG_IN_PATH. //
// Error: file: C:/Users/Public/Pixologic/GoZApps/Maya/GoZBrushToMaya.mel line 113: Plug-in, "Mayatomr", was not found on MAYA_PLUG_IN_PATH. //

This simply means that you need to have MentalRay for Maya installed, you can find it here : Maya 2016. After you’ve installed it, make sure it’s active as well, just follow these steps.

  1. Install mental ray renderer, using the installer.
  2. In Maya, select Windows > Settings/Preferences > Plug-in Manager.
  3. In Plug-in Manager, set Mayatomr.mll to Autoload.

There another solution (I didn’t try it out myself) but according to a user at Polycount you can edit the file GoZBrushToMaya.mel which can also be found in C:Users\Public\Pixologic\GoZApps\Maya\.

Starting on line 109 you’ll find this.

// ------------------------------------------
// GoZBrushToMaya requires Mental Ray plugin.
if (`pluginInfo -query -loaded -name "Mayatomr"`==0) 
{
 loadPlugin "Mayatomr" ;
 //setCurrentRenderer mentalRay;
}

Just add // in front of every line or replace it with this code.

// ------------------------------------------
// GoZBrushToMaya requires Mental Ray plugin.
//if (`pluginInfo -query -loaded -name "Mayatomr"`==0) 
//{
// loadPlugin "Mayatomr" ;
// //setCurrentRenderer mentalRay;
//}
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Dec 082015
 

Week 2 is up, what will we produce this week?

We’re still going at it, must be at 5 hours per day since the start of December, this was a great initiative by @nerdtimeblog.

December 7th

J I’m back to sculpting again, working on a pair of tier 1 boots for the adventurers and NPCs, just baked the textures before heading off to bed.

Boot workflow, may have gone a bit crazy here…

 


K The 7th of december me and my girlfriend celebrated three years together, a hell of a thing to do on a monday but still I managed to get in my one hour of gamedev, to Lindas great dismay, well I needed to get in some basic animations connected to the player movement, and I did.

 

December 8th

J After baking the shoes I painted them and added a nice matcap with some specular highlights, I do like this look, I took a few of my older assets, a pistol and a shield, edited them slightly and threw them into my scene. Makes me want to render the character and his clothing a bit more thoroughly but I’m afraid there’s no time for that.

Eco Dec 8th


K While we flesh out the game concept I am beginning to test some shop functionality, started out with creating a test scene working my amazing programmer art skills, Jona watch out, soon a will be able to make something more advanced than cubes… Cylinders coming up…

Unity3D Scene for testing.

 

December 9th

J This is going quite well, one hour per day has turned into multiple hours per day, today I clocked in at about 4 hours, in that time I managed to get this skeleton all jointed up and after a pass of geodesic skinning and about 25 minutes of manual tweaks, all that’s left is to make sure the fingers deform well as well as, of course, setting up the controllers for the rig!

Skeleton done, controllers to come!

Skeleton done, controllers to come!


K This day I turned to some of the shop functionality with the ability to place and pick up items for sale shown below with this poorly made animated gif that might or might not work in wordpress.

3D Test Shop

Test Shop with pick up functionality.

 

December 10th

J Today I started on the controllers for my rig, I’ve got the main functionality down, however I want to add a foot roll and a basic facial animation setup.

Would have been further along, however I noticed that chaning colors and freezing transforms was taking too long so I decided to create some basic Python script as well as a MEL script, I’ll convert this to Python later, however I just couldn’t manage in the time I had allowed myself.

Eco Dec 10th

Base rig and controllers

 


K I managed to squeeze in my hour in an otherwise stressfull day by starting looking into Dialogue for Unity which seems to be a really competent dialog system, and even though I’ve made a ton of these myself this will save us a lot of time and have a workflow much nicer than what I have ever accomplished.

December 11th

J The controllers are connected to the rig, there’s a foot roll, and the fingers are animatable, this will be by far the most advanced and easily handled rig I’ve ever created. Currently I have things like the foot roll as well as finger middles and ends connected to custom attributes but I’m thinking I will want these as separate controllers later on.

Rig day 2

Rig day 2


K Today I dwelled deeper into Dialogoue for Unity fixing some left overs from yesterday and looking into its localization functionality from, well… Today.

Oh, and if you are in need of localization or can offer help to indie developers, swing by the Indie Game Localization group I manage on Facebook.

December 12th

J I’ve managed to get a decent if basic face rig going, there will probably be some morphtargets as well in the future but, I think most of the work will be made using the rig.

Oh and here’s a gif for your enjoyment!

Rig Day 3

Rig Day 3


K On the twelfth day of xmas I looked into A* Pathfinding Project Pro for all our path finding needs. I have worked with this tool before a few years back and remembered it as being well rounded solution and well it has only gotten better since then.

I quick test scene later it is up and running with an NPC walking around in the shop browsing warez.

December 13th

J The rig is almost done, going to make a final skinning pass and then I’ll be creating a lot of wonderful morph targets, for now, here’s an old fat man falling over.

Falling Over

Falling Over


K It has been a rough week, we have achieved a lot so today after getting some work done on the dialogue and path finding of the game I decided to clean up the office a bit, something I have failed to do since I moved in here some time ago, well deserved and such a morale boost, so keep it clean, now for some much needed rest.

Clean office

Clean office

Sep 202015
 

Hello fellow artist!

About a year ago I created a tutorial in which I showed people new to Unreal Engine 4, how to get around a pesky lightmapping error while saving time and doing as little as possible.

Now EPIC has a much nicer pipeline for lightmaps so I’m creating a new video which shows the how to create lightmaps swiftly inside of 3D Studio Max, Maya as well as Blender.

There’s some more reading below the video, but check it out first, I hope it’ll be helpful to beginner/intermediate users of the applications.

First of, the parts which are not filmed in Unreal can be applied to other engines as well, Unity for example uses the very same setup.

Keeping the post short and sweet, there is a huge amount of materials on creating amazing lightmaps, for small projects where every kb of texture memory doesn’t have to be account for and areas which are small enough to allow for high resolution lightmaps, semi-auto-generation is enough even in a AAA-setting, and an artist in a small indie team just doesn’t have the time to author pixel perfect lightmaps.

I hope you’ll enjoy the video and if you don’t agree with me, leave a comment on our Facebook page!

Peace, Love and Understanding
//Jona

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Aug 232015
 

Hello fellow developers!

Time again for a micro tutorial, or rather a a helpful tip.
Since I encountered this as soon as I made my first export to zBrush from Maya, I decided to create a short video on how to overcome it.

Hope you enjoy it, and if you do, please like and subscribe, we do love those likes!

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Aug 132015
 

The thing we’ve all been waiting exactly one year for has arrived, that’s right, it’s time for #SIGGRAPH2015!

Last week we were (finally?) allowed a sneak peak into Autodesk Stingray, a new engine for the development of games made by Autodesk, with the promise of incredible workflow between 3Ds Max/Maya and Stingray, I must confess, I’m intrigued.

So, back to Siggraph and the unveiling of the new extensions for Maya and 3Ds Max 2016. Extension 1 which will be available on the 11th of August for 3Ds Max subscribers and on the 9th of September for Maya subscribers will include a few things which I personally am very excited about!

Autodesk 3Ds Max 2016 Extension 1

  • Geodesic Voxel and Heat Map solvers are finally coming to 3Ds Max, this means we’re finally getting some long awaited skinning improvements, test these when you can!
Heat Map

I’ll update the post with a video showing off this skinning method in Maya soon!

  • Max Creation Graph (youtube) will be receiving controllers especially made for procedural animation!
  • A new “Game Exporter” which will not only work with Stingray but also update (replace?) the old FBX Export tool to better accommodate for game assets made for engines such as Unity and Unreal Engine 4!
  • Stingray live link, which’ll allow for instant updates between Max and Stingray.
  • A new updated 3D Text tool, finally!

Autodesk Maya 2016 Extension 1

  • Stingray live link, Maya also gets the instant update feature, however in Maya you will allegedly be able to do quite a lot more as far as editing goes!
  • The already existing “Game Exporter” will be updated (watch out for a video on how the current one works for Unreal Engine and Unity.)
  • Hypershade gets procedural texture nodes.
  • The new updated 3D Text tool.
  • Scalable Vector Graphics will now be supported, making 2D vector based art from Adobe Illustrator and the like easy to handle in a 3D world.

Look forward to more coverage of the most interesting things for Unity and Unreal developers unveiled at Siggraph 2015!

All the best!
//Jona

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