Maya in Motion, 29 Apr 2016 04:04:03 UTCMaya DirectX 11 Technology Preview - Update 2MDJ<p>Hello everyone,</p> <p>These images and movies are a technology preview. Autodesk wishes to caution you that this preview reflects technology research, and that actual events or results could differ materially from the preview. Also, this preview is not intended to be a promise or guarantee of future delivery of products, services or features but merely reflects technology research, which may change. Purchasing decisions should not be made based upon reliance on this preview. Autodesk does not assume any obligation to update any statements we make to reflect events that occur or circumstances that exist after the date of this technology preview.</p> <p>I added some movies here (turntables):</p> <p><a target="_self" title="Maya Viewport 2.0 - Turtle Barbarian" href=""></a></p> <p class="MsoNormal">Here&rsquo;s a little more clarification on what you are seeing in the images below. First, and as you may have noticed I could not comment on anything about anything until the technology had been announced. This was a &lsquo;technology preview&rsquo;.</p> <p class="MsoNormal">In the images below I included a little bit of the Maya UI to hint at the fact that these images are unedited screen grabs directly from the Maya viewport. The physical number of 1.5fps refresh rate is a reflection of refresh rate because I&rsquo;m not interacting with this model. When the camera is static the fps drops completely as it should. It wouldn&rsquo;t be good if it said 20fps while taking screen grabs because it would simply be inaccurate.</p> <p class="MsoNormal">In actuality I&rsquo;m getting between 10-20 fps refresh rates on this model and that is with AO, DOF, Multi-pixel AA, Gamma, as well as &lsquo;floating point render target&rsquo; enabled. This is in addition to a very healthy load of large vector displacement exr&rsquo;s (and that is not counting diffuse, spec, normal, reflection maps etc.) that provide for all the detail and makes up the difference between the wire screenshot and the mapped model. In short, and in general, the viewport is getting faster and better at displaying complex information such as vector displacement, which will hopefully make it much more useful and productive.</p> <p class="MsoNormal">Third but not least, all these stats are from a laptop with a Quadro 4000m with 2GB of memory on the card &hellip; nice hardware but nothing custom or highest end.</p> <p class="MsoNormal">Thanks!</p> <p>Save the images to your desktop and see the full resolution. Model and textures by Jesse Sandifer, images by Marcel de Jong.</p> <p>More updates and information later, thanks for checking it out!</p> <p>The raw base model in the Maya viewport:</p> <p><img src="/userdata/blogs/marcel/04a.jpg" /></p> <p>Next is the model with textures:</p> <p><img src="/userdata/blogs/marcel/04.jpg" height="804" width="1920" /></p> <p>.. and one more:</p> <p><img src="/userdata/blogs/marcel/05.jpg" height="799" width="1920" /></p> <p>Thanks.</p>Wed, 01 Aug 2012 14:54:07 UTC resolution bike render (1920 x 1200) and close-ups.MDJ<p><big><small><span style="font-family: Arial;">Just a quick blurp. I'm at AU this week where I'm teaching 2 classes as part of the 'Digital Entertainment Track' now offered at AU. One of the lectures I'm doing is on the bike featured in the previous 8 blog postings. I just wanted to post a finished version of the bike at a higher resolution as well as some close-ups and details.</span></small></big></p> <p><img width="1920" height="1200" src="/userdata/fckdata/30402/image/Final_Maasai_pic24_1920x1200.jpg" alt="" /></p> <p>Details and different angles<big><small><span style="font-family: Arial;">:</span></small></big></p> <p><img width="417" height="724" src="/userdata/fckdata/30402/image/Final_Maasai_pic02.jpg" alt="" /></p> <p>&nbsp;</p> <p><img src="/userdata/fckdata/30402/image/Final_Maasai_pic01.jpg" style="width: 772px; height: 435px;" alt="" /></p> <p>&nbsp;</p> <p><img src="/userdata/fckdata/30402/image/Final_Maasai_pic03.jpg" alt="" /></p> <p>&nbsp;</p> <p><img width="293" height="639" src="/userdata/fckdata/30402/image/Final_Maasai_pic06.jpg" alt="" />&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; <img src="/userdata/fckdata/30402/image/Final_Maasai_pic07.jpg" style="width: 277px; height: 640px;" alt="" /></p> <p>&nbsp;</p> <p><img width="381" height="130" src="/userdata/fckdata/30402/image/Final_Maasai_pic08.jpg" alt="" /></p> <p>&nbsp;</p> <p><img src="/userdata/fckdata/30402/image/Final_Maasai_pic11.jpg" style="width: 1238px; height: 610px;" alt="" /></p> <p>&nbsp;</p> <p><img width="1239" height="464" src="/userdata/fckdata/30402/image/Final_Maasai_pic24.jpg" alt="" /></p> <p>&nbsp;</p> <p><img width="458" height="242" src="/userdata/fckdata/30402/image/Final_Maasai_pic21.jpg" alt="" /></p> <p><big><small><span style="font-family: Arial;">The Digital Entertainment Track on AU:</span></small></big><span style="font-family: Arial;"><br /> </span><span style="font-family: Arial;"><br /> </span><a href=""><span style="font-family: Arial;"></span></a><span style="font-family: Arial;"><br /> </span><span style="font-family: Arial;"><br /> The classes:<br /> </span><span style="font-family: Arial;"><br /> </span><a href=";filter_track=Digital+Entertainment+Techniques"><span style="font-family: Arial;">;filter_track=Digital+Entertainment+Techniques</span></a><span style="font-family: Arial;"><br /> </span><span style="font-family: Arial;"><br /> Thanks.</span></p> <p><span style="font-family: Arial;"><br /> </span></p>Wed, 23 Nov 2011 17:00:00 UTC design in Sketchbook Pro, Maya, and Mudbox 1MDJ<p><span style="font-size: small;"><span style="font-family: Verdana;">The concept shown in the following series forms the basis for 3 bikes that are manufactured as a classic version, a racing version and an armored version. I kept the process I'm showing as simple and straightforward as possible. It all starts in Sketchbook Pro, then moves on into Maya for base modeling, then into Mudbox for textures, back to Maya for shader development and render setup. I tried to minimize the focus on software features and instead pay attention to content, technique and how to attain a certain look. Typically content like this is build and rendered using Nurbs from design software such as Alias Studio. I wanted to show that a lot of this type of work can be done in Maya as well using nothing but polygons. The final rendered images towards the later blogs in this series are all rendered in Mental Ray.<br /> </span></span></p> <p><span style="font-size: small;"><span style="font-family: Verdana;">In the following introduction I'll go through a variety of Sketchbook sketches and design spec drawings for 3D. I'll show you how to bring in and register all your reference material in Maya properly so that you can start to use it for blocking the parts of your design.</span></span><br /> &nbsp;</p> <p><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/30402/flash/Blog001.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/30402/flash/Blog001.flv" name="movie" /></object>ly</p>Fri, 29 Jul 2011 09:00:00 UTC design in Sketchbook Pro, Maya, and Mudbox 2MDJ<p><span style="font-size: small;"><span style="font-family: Verdana;">Once the image planes are registered you're ready to start blocking in the basic geometries in your design. The example I'm using in the movie is the leather seat of the bike. I'm using 2 very common and simple deformers while modifying some of their attributes to control their behavior to block out the shapes.</span></span></p> <p><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/30402/flash/Blog002.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/30402/flash/Blog002.flv" /></object></p>Fri, 29 Jul 2011 08:00:00 UTC design in Sketchbook Pro, Maya, and Mudbox 3MDJ<p><span style="font-size: small;"><span style="font-family: Verdana;">Starting in Maya I'm starting by scaling the seat so we can export it to Mudbox at a decent scale.<br /> </span></span></p> <p><span style="font-size: small;"><span style="font-family: Verdana;">While you can easily create and layout UV's in Maya, I want to take the opportunity to create them in Mudbox. It creates individual tiles for all your faces, guaranteeing a pretty good paint job although you might see some edge bleeding across your UV edges. If you see any edge bleeding, go to the Mudbox preferences and reduce you edge bleed value (under the Paint tab) while testing it by painting on the surface. A value between 0.5 and 1 should do the job.<br /> </span></span></p> <p><span style="font-size: small;"><span style="font-family: Verdana;">Last thing here is to show the seat in the context of the rest of the bike.<br /> </span></span></p> <p><span style="font-size: small;"><span style="font-family: Verdana;"><object width="760" height="580" type="application/x-shockwave-flash" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/30402/flash/Blog003.flv"> <param name="allowFullScreen" value="true" /> <param name="wmode" value="transparent" /> <param name="movie" value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/30402/flash/Blog003.flv" /></object></span></span></p>Fri, 29 Jul 2011 07:00:00 UTC design in Sketchbook Pro, Maya, and Mudbox 4MDJ<p><span style="font-size: small;"><span style="font-family: Verdana;">In this session I'm covering some of the basics to get parts to look like what I want. I'm also starting to get into the shader setups for the respective parts of the bike. One driving criteria always is reality along the lines of how parts are actually manufactured, painted and finished.</span></span></p> <p><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/30402/flash/Blog004.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/30402/flash/Blog004.flv" name="movie" /></object></p>Fri, 29 Jul 2011 06:00:00 UTC design in Sketchbook Pro, Maya, and Mudbox 5MDJ<p><span style="font-size: small;"><span style="font-family: Verdana;">In this session I'm talking about specific mia_material attirbutes and values for those attributes to get certain effects. I have to do this because I'm also setting up an IBL in Maya so that we can start to evaluate how the light is affecting a surface with differently behaving reflectivities and specularities by rendering smaller parts in the environment I'm using for the final.</span></span></p> <p><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/30402/flash/Blog005.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/30402/flash/Blog005.flv" name="movie" /></object></p>Fri, 29 Jul 2011 05:00:00 UTC design in Sketchbook Pro, Maya, and Mudbox 6MDJ<p><span style="font-size: small;"><span style="font-family: Verdana;">Using the mia_roundcorners utility to soften hard edged surfaces and surface intersection by. All the 'softening' is done during the rendering process and does not modify anything related to your geometry.</span></span></p> <p><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/30402/flash/Blog006.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/30402/flash/Blog006.flv" name="movie" /></object></p>Fri, 29 Jul 2011 04:00:00 UTC design in Sketchbook Pro, Maya, and Mudbox 7MDJ<p><span style="font-size: small;"><span style="font-family: Verdana;">This session covers a technique that shows how to set up a shading network with two texture branches for bumping and reflectivity that allows you to modulate and control tire wear in a realsitc manner. It also shows what kind of texture to use for reflectivity and what kind of texture to create that controls the tire tread and wear pattern as well as how to deal with the UV's. The last thing I'm doing here is test rendering a close-up to show that it actually works pretty well.</span></span></p> <p><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/30402/flash/Blog007.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/30402/flash/Blog007.flv" name="movie" /></object></p>Fri, 29 Jul 2011 03:00:00 UTC design in Sketchbook Pro, Maya, and Mudbox 8MDJ<p><span style="font-size: small;"><span style="font-family: Verdana;">This video covers a show and tell of the bike concept as well as other vehicles currently in 'production'. It concludes with an overview of the process of concept design visualization starting with Sketchbook, then moving into Maya and Mudbox. Final renders will be posted in the near future.</span></span></p> <p><object width="760" height="580" data="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/30402/flash/Blog008.flv" type="application/x-shockwave-flash"> <param value="true" name="allowFullScreen" /> <param value="transparent" name="wmode" /> <param value="/player/loader.swf?p=/player/main.swf&amp;f=/userdata/fckdata/30402/flash/Blog008.flv" name="movie" /></object></p>Fri, 29 Jul 2011 02:00:00 UTC