Tuesday, February 22, 2005

Maestro v.1.0 for Lightwave 3D

Where to Start?

What an incredible plugin Maestro has turned out to be.
At version 1 it is hands down the best plugin I have ever used for character rigging.
Within an hour of rigging bones for my character in Modeler I was ready to animate in Layout. The hot spot interface is extremely intuitive and after a few minutes I was able to get clear fluid motions. This is proving to be as good and simple as it gets.

I have purchased other rigging plugins before and each eventually offered some technical limitation and design short coming. I was beginning to believe that I was going to be out of the character animation loop indefinitely. With Maestro not only is this not the case anymore, but I am already planning to build up work around it. Simply put there are no hidden animation complexities in its UI and associated operations.

Maestro effectively takes all the voodoo out of bones and rigging them to your characters. There are a good number of default bone rigs that can be adjusted to suit most any biped and quadruped model. There is even an effective facial morph system included.

I have yet to utilize all the assets this small but powerful program offers. I could easily write pages on the benefits, but I think I can summarize in writing that this is the best $120 I’ve spent in a long while.







Rough Around the Edges


There are few quirks in this first version and they can’t go without notice in an otherwise stellar debut by this Stillwater Pictures program.

• There is no install program. So for the uninitiated, unraring or unzipping files into appropriate directories can be frustrating.
• You also need to put the Maestro program in the same directory path as your models.
• There are also some details in the PDF documentation that need to be corrected, clarified, and updated for clearer understanding of the tutorials.
• Registering the program requires you to forward your emailed payment information to support@stillwaterpictures.com before you can get your user name and password. Some may or may not catch that readme file in the plugins directory.


Conclusion

Overall the program is a must have for inexperienced and experienced Lightwave users alike. For people like myself who struggle with bones and IK it’s a big plus. For experienced riggers, this can only help to speed up their setup processes. Since the program operates entirely within Lightwave, there is no import export exercises to take away from the creative process.

Read more about Maestro here


Other Blogs

http://pcentertainment.blogspot.com/

http://scifitwist.blogspot.com/

Websites

http://www.digitalworks.8m.com

http://www.wonderplanes.com

Tuesday, February 15, 2005

Vue 5 Infinite: Part 1

Why Use a Landscape Modeler?

If you already own an advanced 3D package like Lightwave, Maya, or 3D MAX, you can create some believable photorealistic terrains. If you create a high enough polygon land mesh, add procedurals, textures, and bump maps you can get some good to great results. The problems lie in the incorporation of plants, rocks, water, atmospheres, and cloud layers to name a few. This is what 3D terrain packages are supposed to excel at. They are meant to produce many of the elements you would otherwise labor over otherwise.

Anyone familiar with 3D terrain packages can tell you that depending on what your needs are they can be both hit and miss. The best thing to do is define your project requirements and see which of the programs best suits your needs.

After doing my research on the work I am going to undertake in the coming weeks, I chose Vue 5 Infinite. There are three versions and you can see which suits your interests.
http://www.e-onsoftware.com/Products/VueIndex.php

Simply put I ran the Vue 5 demo through some paces and I liked the immediate returns. The layout is more attuned to a professional 3D package and the features and settings are easily accessible and highly modifiable. Getting some of the initial results in Lightwave would have required a day or two to get right. Since I am still learning Vue 5 that says allot.

Some of the features that sold me on Vue 5 Infinite include the ability to work with Lightwave native models and scenes, network rendering, as well as its native Poser 5 support. For a more complete list you can read them here. http://www.e-onsoftware.com/Products/vue5infinite/




Of course at $600 the Infinite package is pricey and that is not in economical ball park for hobbyists or recreational artists, but the professional feature strengths make it a sound buy. Of course there is Vue 5 Pro Studio for $399 and Vue 5 Esprit for $249 to choose from. Each has its feature set to an appropriate price point. If you were looking at an even more economical value you could consider buying Vue 4 Esprit for $69. Not bad if you want to get a working feel for a full program not limited by demo restrictions.


Alternative Programs

One application that many people are aware of is Bryce. This is the program that was made available at the retail level and enjoys a sound following by artists and hobbyists alike. For all of Bryce’s possibilities both the interface and the rendering times could prove to be a challenge. Unfortunately Bryce’s development stalled at version 5 and is now owned by DAZ3D. They are working on version 5.5 with few details of what to look forward to. http://bryce.daz3d.com/

There are a number of other landscape generation programs out there and I’ll just mention a few here so you can research which one works for you. As with most software packages there are basic and pro versions available.

There really is no right or wrong in making a decision here. Buy what works for you and accomplishes the look and feel you are trying to achieve.


Other Blogs

http://pcentertainment.blogspot.com/

http://scifitwist.blogspot.com/

Websites

http://digitalworks.8m.com

Wednesday, February 09, 2005

ZBrush 2.0

2D and 3D Combined

There are many specialized 2D and 3D applications out there but there is one that really bridges the gap between the two. That program is called ZBrush. ZBrush is a very powerful program that enables new users to get impressive results fairly quickly.

If you take a look at user posts on ZBrush forums you can see what the program is capable of. You can see Works In Progress (WIP) that can be nothing short of impressive. Take into account the fact that some of the people posting there are new to the digital medium. That speaks volumes about the strength of the program. See some WIPs here

ZBrush sells for $489 on the Pixologic site. Depending on your level of interest that is either a steal or a bit too expensive for hobby use. For me, ZBrush is a valuable utility that bridges the work between my other applications and is worth the price of admission. If you are a Poser user you may be interested to know that ZBrush is great for creating morphs for Poser models.



ZBrush really empowers new users with its use of ZSpheres. These innovative three dimensional balls are at the root of ZBrush’s 3D strengths. By arranging a group of interconnected spheres you can create very organic shapes in half the time it would take in more expensive 3D applications. Creating basic humanoid and animal forms are really fairly easy. Of course the ZSpheres menus have a number of settings that offer different interactions that form geometry. So creating your optimal shapes is best done after a few tutorials.

On the Up Side

Depending on your computers speed and memory ZBrush can really handle very complex models/meshes effortlessly. The same models that bog down performance in Lightwave run smoothly in ZBrush. My suggestion is get as much Ram as you can in your system especially if you are planning on building detailed characters.

The sculpting tools are amazing. There is a great level of control over model surfaces. It really does feel like your painting your mesh. I have yet to see this level of ease in more expensive 3D applications. You also model symmetry mode which sculpts two sides evenly. There are also various symmetry options beyond the Y axis which can be of great benefit.


On the Down Side

Despite being a software application that caters to both 2D and 3D artists alike, ZBrush sports a rather clunky User Interface (UI). The overall icon and text system is cumbersome to navigate and make adjustments with. To say the UI unique is being nice. If you’ve rarely worked in another graphics or 3D application it may not be as much a readjustment or learning curve.

Perhaps the biggest draw back in ZBrush is the save function. For whatever reason there are two options upon saving and the default saves the canvas. If you are working on a 3D model you MUST save the model separately. This fact should be in bold letters on Page 1 of the manual. At best the program should offer a Save All function.

The second problem is that some commands cannot be undone. If you opt to use a paint brush tool while in a 3D state your object will freeze to a 2D state. There is no warning or message alerting you to this and once you’ve crossed that line.


Conclusions


ZBrush is great as a stand alone application or an addition to your current tool set. It really does reduce the time it takes to produce quality organic 3D models, all without requiring a super powerful PC.

It should be noted that practising tutorials is a must. Some aspects of the program are not entirely intuitive and its not a program the easily forgives. With patience, creative investment and fortitude some real great work can be achieved.

Tuesday, February 08, 2005

Computing Nirvana or Mega Hype

One Holy Grail of CG animation and Gaming is the Central Processing Unit (CPU). No media developer, CG artist, or gamer can ever get enough speed. Every generation of processor boasts some rate of speed increase which can save precious time rendering or make someone more competitive.

Now we can add another contender to race. This competitor not only wants to compete, but also dethrone the CPU architecture champ in the PC market. This new chip is called the Cell. It is a joint development between IBM, Sony, and Toshiba and is being positioned as threat to the Intel corporations dominate x86 processor.

Chip companies like IBM, AMD, Intel, nVidia, and ATI regularly gear up their PR machines with performance numbers boasting “x” performance and how they will lead their particular industries. However in the case of the Cell processor, it comes wrapped up with some very weighty claims. Boasting unprecedented speed and performance, the Cell is targeting the company that dominates 95% of the worlds PC’s.
I’ll also note here that this is the next processor that will run Sony’s Playstation 3 (PS3).

Now taking on Intel is a pretty bold statement to make, especially since this raw power has yet to be showcased. Attempts to whittle Intel’s x86’s dominance have been hoisted about since the late 80’s and early 90’s. To this date, none have succeeded the x86 processor in the PC market. In fact the x86 processor has enjoyed a healthy increase in market share since the mid 1990s.

So what does the Cell mean to computer users in general? Not much. At least not until IBM decides to market a PC around it. And since IBM is selling its PC business that leaves the PC build a little out of sorts. However IBM’s is sure to leverage the Cell in its server market.

I believe all the performance talk is a different sell. All the press or hype may be to ease people into the cost of buying a new PS3. What would you pay for console system that uses such an advanced chip like the Cell? Would you pay $400 maybe $500? Remember this is a processor can outperform the fastest PC Workstations costing $1800-$2200.

That’s it. For $500 the PS3 is faster and more powerful than a PC Workstation at 1/3 the cost. What about the Cell PC? Sorry, despite the grandiose claims of threatening Intel’s PC market, the Cell appears targeted at the Linux server market. It's genius marketing or hype and I am sure sales in PS3’s will take off.

Monday, February 07, 2005

CG Start

Stand Divided

From the outside you may not hear of it, but like most communities, the CG community has its elitist and purists just like any other profession. It’s interesting to use the word profession, partly because there are so many artists that are hobbyists and students. Most of these are not making a dime on their works.

There are people who would not stoop down so low as to use specific programs for fear they would cheapen their final works or standing in a community. Mention the software title Poser, and you’re sure to get an eyeful on certain forums. Meanwhile other forums are entirely built around the program and are highly successful.

Would it be a surprise to learn that not all CG artists like the trend of CG use in films? Is it safe to say sometimes less is more? Get some insight and ideas on how the communities take to the latest Hollywood offerings.


Making Games Must Be the Easiest Job

Days of drawing pictures on computers mixed with idle time drinking fancy coffee all while pulling in a great salary. Man who wouldn’t want a job like that?

The gaming industry pours millions of dollars per title and makes more revenue than Hollywood in recent years. It’s no wonder that number of courses in game design and computer art are growing at ever increasing rates.

However, if a recent attempt to push for a class action lawsuit against Electronic Arts is any sign, nothing could be further from the truth. Imagine seven day work weeks with half day Sundays for the ones in good standing and you begin to see an entirely different picture.

That’s not to say there aren’t opportunities to be had. Welcome to the world of game Mods. How the creative artistic genius of everyday game players can often alter or dramatically change the PC games people play. For a lucky few, the rewards really can be a dream come true.


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These are just some of the topics that I will cover in an effort to help the public better understand CG Graphics, Gaming and Beyond.