Happy New Year 2009!
I wish everyone have a nice new year!^_^
新年快樂!在幾小時後2008就要結束了,祝福大家有個美好的新年!^_^
Wednesday, December 31, 2008
Wednesday, December 24, 2008
2008 CG Retrospective
http://features.cgsociety.org/story_custom.php?story_id=4839
Ha ha! Anyone know what is No.1?
2008年CG界的回顧,共列出20大最受注目的事件。知道甚麼排第一的嗎?^^
Ha ha! Anyone know what is No.1?
2008年CG界的回顧,共列出20大最受注目的事件。知道甚麼排第一的嗎?^^
Tuesday, December 23, 2008
Adobe dabbles in video-object manipulation
http://www.engadget.com/2008/11/29/video-adobe-dabbles-in-video-object-manipulation/
Amazing! How can do that?!
Adobe的新技術展示影片,見鬼了,直接控制影片內的物件....?!
Interactive Video Object Manipulation from Dan Goldman on Vimeo.
Amazing! How can do that?!
Adobe的新技術展示影片,見鬼了,直接控制影片內的物件....?!
Interactive Video Object Manipulation from Dan Goldman on Vimeo.
Sunday, November 23, 2008
Heavy Monster Project(WIP)_Character Rigging
God!!!!! Rigging is so hard!!!!
I didn't study this territory, and I never study program. All knowledge are finding by internet.(God! so tire!!) In this character, I add some individual joints that let me to simulate like muscle animation. This character rigging is not a good example.(God! I never want to touch this territory again.)
God!!!!! Rigging實在是有夠難!!!!基本上我並未真正學過這一塊(應該說也沒有地方有教這一塊),我也從沒碰過程式(簡單講就是不會程式啦!)哀,所有的相關知識只能從網路上找尋(囧)。我在這個角色上加上了一些獨立存在的關節,主要就是要手動去模擬肌肉的運動。基本上這個角色的rigging並不是一個好的範例,大家就不要太在意它了(我再也不想碰觸這一塊了)。
I didn't study this territory, and I never study program. All knowledge are finding by internet.(God! so tire!!) In this character, I add some individual joints that let me to simulate like muscle animation. This character rigging is not a good example.(God! I never want to touch this territory again.)
God!!!!! Rigging實在是有夠難!!!!基本上我並未真正學過這一塊(應該說也沒有地方有教這一塊),我也從沒碰過程式(簡單講就是不會程式啦!)哀,所有的相關知識只能從網路上找尋(囧)。我在這個角色上加上了一些獨立存在的關節,主要就是要手動去模擬肌肉的運動。基本上這個角色的rigging並不是一個好的範例,大家就不要太在意它了(我再也不想碰觸這一塊了)。
Saturday, November 22, 2008
Heavy Monster Project(WIP)_ZBrush Sculpting
emmm~~ Look like become mini making of~~(ha ha!)
Ok! When finished retopology, UV edit, then, go back to ZBrush. Sculpting will beginning!
This is my character sculpting. Because my computer is a notebook(old type), so~~~, when I sculpt to higher level, that is so~~~slow, therefore Lv6 is my computer limit.
In ZBrush, I sculpt structure, muscle, skin, scar...etc. In this stage, that is very freedom for me^^. ZBrush is an amazing software!
When every parts are finished, then I generate some textures of my character, yes, that is, normal map and displacement map. I still draw a basic color map by freehand(use PolyPaint), and then go to Photoshop to finish it. In this project, normal mapping is very important for me.
呵呵,看起來這一系列好像有點變成迷你的製作過程似的。^^
Ok! 當在Maya中完成重新佈線以及展UV的工作之後,就要再回到ZBrush中進行雕塑的工作了。
由於我的電腦是舊型筆電,所以當雕到較高的level之後就開始變得很~~~~慢很~~~~慢,因此Lv6就是我的極限啦。在ZBrush的製作模型階段,真的是很自由。我在此製作了角色的結構、肌肉、皮膚、傷痕等等細節。每一個部分通通都雕好之後,就要開始輸出我所要用的貼圖了,沒錯,normal map 和 displacement map。在此次的project中這兩個貼圖(尤其normal map)對我是非常重要的。另外,我還手繪了color map的基本底色(使用PolyPaint),接下來就是到Photoshop中去完成它了。
Ok! When finished retopology, UV edit, then, go back to ZBrush. Sculpting will beginning!
This is my character sculpting. Because my computer is a notebook(old type), so~~~, when I sculpt to higher level, that is so~~~slow, therefore Lv6 is my computer limit.
In ZBrush, I sculpt structure, muscle, skin, scar...etc. In this stage, that is very freedom for me^^. ZBrush is an amazing software!
When every parts are finished, then I generate some textures of my character, yes, that is, normal map and displacement map. I still draw a basic color map by freehand(use PolyPaint), and then go to Photoshop to finish it. In this project, normal mapping is very important for me.
呵呵,看起來這一系列好像有點變成迷你的製作過程似的。^^
Ok! 當在Maya中完成重新佈線以及展UV的工作之後,就要再回到ZBrush中進行雕塑的工作了。
由於我的電腦是舊型筆電,所以當雕到較高的level之後就開始變得很~~~~慢很~~~~慢,因此Lv6就是我的極限啦。在ZBrush的製作模型階段,真的是很自由。我在此製作了角色的結構、肌肉、皮膚、傷痕等等細節。每一個部分通通都雕好之後,就要開始輸出我所要用的貼圖了,沒錯,normal map 和 displacement map。在此次的project中這兩個貼圖(尤其normal map)對我是非常重要的。另外,我還手繪了color map的基本底色(使用PolyPaint),接下來就是到Photoshop中去完成它了。
Tuesday, November 18, 2008
Heavy Monster Project(WIP)_Maya retopology
Hi! continue previous post.
When I complete my ZSphere building, then I go to Maya to retopology my character model.
This stage is buiding a good wire for animation in the future.
At the same time, I added some parts to my character(like nail, horn, chains...etc)
When I finished my topology, next step is go back to Zbrush, and start in sculpture in my character.
嗨!接續上一次的內容。
當我完成了ZSphere的創建後,我就到Maya去對我的角色模型重新佈線,以適用於日後的animation使用。同時,我也開始加上一些其他的物件(如:指甲、角、鎖鍊...等)。當我完成我的佈線後,接下來要回到ZBrush中開始角色的細部雕塑了。
Heavy Monster Project(WIP)_ZBrush base model
Ok! When I decide my concept, then I go to ZBrush to build my base model.
In this project, I start in ZSphere. Not necessary option, but ZSphere can faster.
When I complete the base model, I export it to Maya, and retopology the base model.(similary, not necessary option. You can use ZBrush's topology tool...etc)
嗨!各位。當我的概念已定案後,我就開始著手製作我的角色模型了。在這個作品中我是採用ZBrush的ZSphere開始建立基本模的。建模的方式很多種,隨你高興,在這裡之所以會選ZSphere是因為他用來建基本模的大型是挺快的。當我完成這個基本模之後,我就將它導入到Maya中重新佈線,因為用ZSphere所建出來的模型其佈線並不太適於製作日後的anmation。(同樣地,你也不一定要導到Maya中去佈,重新佈線的方法也很多)
In this project, I start in ZSphere. Not necessary option, but ZSphere can faster.
When I complete the base model, I export it to Maya, and retopology the base model.(similary, not necessary option. You can use ZBrush's topology tool...etc)
嗨!各位。當我的概念已定案後,我就開始著手製作我的角色模型了。在這個作品中我是採用ZBrush的ZSphere開始建立基本模的。建模的方式很多種,隨你高興,在這裡之所以會選ZSphere是因為他用來建基本模的大型是挺快的。當我完成這個基本模之後,我就將它導入到Maya中重新佈線,因為用ZSphere所建出來的模型其佈線並不太適於製作日後的anmation。(同樣地,你也不一定要導到Maya中去佈,重新佈線的方法也很多)
Wednesday, November 12, 2008
Heavy Monster Project(WIP)_Concept Art(Color)
Monday, November 10, 2008
Heavy Monster Project(WIP)_Concept Art
Hi! everyone!
This is my new project in this semester. I spend many time to do it, and I want that I can finish it in the end of this semester.(only myself do this project, and I am not major about 3DCG)
This project will become my demoreel in the future. I want use it to find a job.(I hope^^) Because this semester is my last student life.
In the future, I will recording my work in progress, and share it in my blog.
I am come from Taiwan. I am clever at hi-poly model making.
This work hope you like it.
Welcome any comment and criticism.
嗨!
這是我這學期所要做的新作品。這個作品同時也要作為我未來找工作的demoreel內容之一。這一作品是我從零到有、所有的一切、所有的步驟我都run過一遍。(夠累人的!|||)在製作過程中用到許多不曾學過的技術,其中遇到許多問題實在都只能夠靠自己一一解決,有夠辛苦!(而且我還要兼顧學校的課業,我是修別系的。)
在未來,我將陸陸續續地將我的一些製作過程畫面發上來和大家分享,也算是將我的這個作品做一個小小的紀錄。
我還是學生,但也快畢業了,今年算是最後一年了吧。希望未來能找到適合的工作。我個人較擅於製作高精度模型,較喜寫實風格。
希望各位會喜歡我的作品,並且歡迎任何的意見指教。^^
Friday, October 24, 2008
Autodesk Signs Agreement With Avid Technology to Acquire Softimage
http://usa.autodesk.com/adsk/servlet/item?id=12022457&siteID=123112
discuss from CGTalk:
http://forums.cgsociety.org/showthread.php?threadid=688242&utm_medium=plugblock&utm_source=cgtalk
Amazing!!!
Maya, REALVIZ, then...XSI. Who's next one?(This time Autodesk spend $35 million.)
天啊!這大概是繼2006年收購Alias後又一重大的CG界收購新聞了!Autodesk到底還有多少錢,還要收購多少公司、產品啊?
discuss from CGTalk:
http://forums.cgsociety.org/showthread.php?threadid=688242&utm_medium=plugblock&utm_source=cgtalk
Amazing!!!
Maya, REALVIZ, then...XSI. Who's next one?(This time Autodesk spend $35 million.)
天啊!這大概是繼2006年收購Alias後又一重大的CG界收購新聞了!Autodesk到底還有多少錢,還要收購多少公司、產品啊?
Tuesday, October 7, 2008
Monday, October 6, 2008
Autodesk release Mudbox2009 online help
http://download.autodesk.com/esd/mudbox/help2009/index.html
very cool! But it's limitations look like very much, too.^^
Autodesk發布的Mudbox2009線上幫助文件。看起來非常酷,不過此版本的限制似乎也很多。^^
very cool! But it's limitations look like very much, too.^^
Autodesk發布的Mudbox2009線上幫助文件。看起來非常酷,不過此版本的限制似乎也很多。^^
Wednesday, October 1, 2008
Wednesday, September 17, 2008
SoftimageXSI Case Study: METAL GEAR SOLID 4
http://www.softimage.com/products/xsi/customer_stories/metal_gear_4/
I can't say anymore....amazing, and so cool!
I can't say anymore....amazing, and so cool!
Autodesk Mudbox 2009 Demonstration
Atutodesk release Mudbox2009 new features.
http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=11458946
looks like pretty cool, but still have some doubts(my personal opinion):
when you are painting, change color look like very unhandy.(no independent color pallet)
Mudbox2009 new feature--Rendering. Looks like very cool, and I really like mult passes, but still like disturb our work of sculpture.(good or bad?)
emmm~~anyway, I really look forward to the new version of Mudbox.(of course ZBrush3.5, too.^^)
Autodesk放出Mudbox2009的新影片。
http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=11458946
看起來真的是很不錯,也非常酷,不過似乎還有一些疑慮(我個人的意見):
當在繪製貼圖時,要改變顏色似乎變得挺繁瑣的(沒有獨立的顏色模板)
Mudbox2009的新功能--Rendering。看起來非常酷,我個人也非常喜歡那多重passes的功能,但是酷炫的Render似乎也擾亂了我們的雕塑。(到底是好還是不好呢?)
總而言之,我是真的很期待Mudbox的新版本,當然也很期待ZBrush3.5^^
http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=11458946
looks like pretty cool, but still have some doubts(my personal opinion):
when you are painting, change color look like very unhandy.(no independent color pallet)
Mudbox2009 new feature--Rendering. Looks like very cool, and I really like mult passes, but still like disturb our work of sculpture.(good or bad?)
emmm~~anyway, I really look forward to the new version of Mudbox.(of course ZBrush3.5, too.^^)
Autodesk放出Mudbox2009的新影片。
http://usa.autodesk.com/adsk/servlet/index?siteID=123112&id=11458946
看起來真的是很不錯,也非常酷,不過似乎還有一些疑慮(我個人的意見):
當在繪製貼圖時,要改變顏色似乎變得挺繁瑣的(沒有獨立的顏色模板)
Mudbox2009的新功能--Rendering。看起來非常酷,我個人也非常喜歡那多重passes的功能,但是酷炫的Render似乎也擾亂了我們的雕塑。(到底是好還是不好呢?)
總而言之,我是真的很期待Mudbox的新版本,當然也很期待ZBrush3.5^^
Sunday, September 7, 2008
Autodesk Maya 2009 Demonstration
Autodesk released Maya2009 New Features.
You can see it fromhttp://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=11804202
actually, I feel this version just a complete new version since Maya8.(that's my personal opinion)
Autodesk放出Maya2009的新功能展示片,各位可以到
http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=11804202
看到新的demonstration。
恩,我個人認為這次的更新才比較像是一個完整的版本,自從Maya8以來。
You can see it fromhttp://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=11804202
actually, I feel this version just a complete new version since Maya8.(that's my personal opinion)
Autodesk放出Maya2009的新功能展示片,各位可以到
http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=11804202
看到新的demonstration。
恩,我個人認為這次的更新才比較像是一個完整的版本,自從Maya8以來。
Saturday, August 30, 2008
ZBrush 3.12!
http://209.132.96.165/zbc/showthread.php?t=62482&page=1&pp=15
Pixologic will be released ZBrush3.12 for Mac OS X on September 29, 2008.
Notice, this is not ZBrush3.5. This version just for Mac OS X platform, and ZBrush3.5 will be released in the fourth quarter of 2008.
woo~~ so expect!
Pixologic將於2008/9/29在Mac OS X上推出ZBrush3.12版。注意這並非是在Siggraph2008上所宣布的ZBrush3.5版。這個版本只是給Mac OS X平台用的,ZBrush3.5版將在2008年末推出。啊~~~真期待啊!
Pixologic will be released ZBrush3.12 for Mac OS X on September 29, 2008.
Notice, this is not ZBrush3.5. This version just for Mac OS X platform, and ZBrush3.5 will be released in the fourth quarter of 2008.
woo~~ so expect!
Pixologic將於2008/9/29在Mac OS X上推出ZBrush3.12版。注意這並非是在Siggraph2008上所宣布的ZBrush3.5版。這個版本只是給Mac OS X平台用的,ZBrush3.5版將在2008年末推出。啊~~~真期待啊!
My Gallery(3D)_The king of jungle_T-Rex
My Gallery(3D)_Save your life?
Sunday, August 24, 2008
Saturday, August 23, 2008
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