Tech Artist - What are you working on: FOREVER Edition!

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  • TooLzor
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    TooLzor polycounter lvl 5
    I haven't posted about this in here yet, not sure how many have seen the Photoshop script set I've been working on but I just added a brand new feature to it today!
    http://polycount.com/discussion/165265/photoshop-script-layer-cake-multiple-layer-offsetting/p1

    In Short, Layer Cake, is (currently) 4 scripts that help with tileable texture creation by doing the tedious work for the artist
    Like Offsetting multiple layers at once (select, hit Layer Cake select your offset amount and done)
    Letting the artist hit one button to quickly see what the tileable looks like in 2x the size (multiple hits of Icing will keep doubling the size each time)
    and the new one, 
    Spectacles which will let artists get a more tileable blur or sharpened tile from their document. (this is the new feature that was requested here on PC)

    I'd love more people to test it and give me some feed back cause I think it's bound to be helpful for artists :hushed: 
  • nodeway
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    nodeway polycounter lvl 2
    Preview of a plugin I'm working on.

    https://vimeo.com/156542849
    password: vhacd

    It's a preview video, that's why it's not fully public yet. If you would like to see something more, write it down and I will take in into account when I will be creating final version of video.
  • skankerzero
    @TooLzor 
    Layer Cake looks awesome! I'm going to share that with my environment artists.

    @nodeway
    The VHACD plugin looks amazing too. One suggestion is to raise the volume of your voice a little bit. You were difficult to hear with my headphones here at work.
  • Fansub
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    Fansub interpolator
    Moar Quick Pipe stuff :D Started implementing the multi pipe system which works really great so far !

    The tool is currently being beta-tested and many users have reported some name clashing bugs,but with the next update these bugs should all be in the trashcan.We're currently at version 0.25,next version (which is what you see in this gif) is going to be 0.3 and so on,until the tool is out.

    http://i.giphy.com/l2JJsKwW3XRrb4vaE.gif
  • radiancef0rge
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    radiancef0rge Polycount Sponsor
    Ooh very cool! I cant wait to try it out!
  • TooLzor
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    TooLzor polycounter lvl 5
    @TooLzor 
    Layer Cake looks awesome! I'm going to share that with my environment artists.
    Let me know how it goes! There has been a few small bug fixes in the last couple days. One of which was found last night and has been fixed as well. The new version is 3.5.1
    It makes it so Icing and Spectacles don't crash when you feed it a document with a Background layer that is locked (like that original Background layer that PS creates)
    So if you're needing those ( @malcolm said he needs it for importing in UE4 I guess) make sure you pick up the new update :smirk:  )
  • Fansub
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    Fansub interpolator
    Sorry for spamming this thread ^^

    Made some progress on the script.We're getting closer and closer to the release and most bugs on the previous versions were solved :)

    http://i.giphy.com/l2JJslUa5iQlumMnu.gif

  • joarwho
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    joarwho polycounter lvl 3
    Hey guys. I'm currently working on my first script (yeey!). It's nothing fancy but I wanted to share it anyway. The script basically create nurbcurves in different shapes, color and size and then group them, snap them to selected joint and take the orientation from selected joint. I also added a bake function which bake simulation to joints and removes all the groups and nurb curves.


  • fire67
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    fire67 polycounter lvl 4
    I am currently working on a skin shader (no precomputed data) for Unity. Pretty happy to see some result even if there's still a lot of work to do. :)
  • Add3r
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    Add3r polycounter lvl 5
    fire67 said:
    I am currently working on a skin shader (no precomputed data) for Unity. Pretty happy to see some result even if there's still a lot of work to do. :)

    -snip-
    Damn, this is dope.  
  • Fansub
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    Fansub interpolator
    I am currently working on a skin shader (no precomputed data) for Unity. Pretty happy to see some result even if there's still a lot of work to do.


    Nice work you've got there !

  • TooLzor
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    TooLzor polycounter lvl 5
    Made a quick maxscript (the usual first maxscript people probably make)
    http://travisevashkevich.com/Shareables/CenterExport.zip
    It's a export script for all Selected Objects which will center the pivot to the object, put it to 0,0,0 and export then put the object back and reset the pivot. 
    Just made it for some stuff I was doing and didn't feel like doing that every time for all the objects :smiley:

    Edit:
    Oh yeah, also made another quick Photoshop script as well
    http://travisevashkevich.com/Shareables/NormallyBlue.zip

    Normally Blue is a small script I made for PolyCount User Malcolm who wanted a script he could use to toggle layers when doing normal map work.
    Specifically he wanted to be able to run the script and have the Blue Channel toggled (on or off) and the blending mode set to Overlay or Normal (toggled).
    I took it one step further and made it work on all selected layers when run.
    One caveat it does have is that I wanted to keep the script small and not have to include outside libraries just for finding out if the blue channel is on or off already so Normally Blue toggles based on the Blend mode.
    If the selected layer has Blend Mode set to Normal, it will toggle the Blend Mode to Overlay and turn the Blue Channel off.
    If the Blend Mode is Overlay, it will set it to Normal and turn the Blue Channel to on.

  • fire67
  • solkar
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    solkar vertex
    I've been working on the shaders and lighting for a retro futuristic scene.
     This will settle the basis for a VR demo I'm working on. 

  • nodeway
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    nodeway polycounter lvl 2
    skankerzero said:
    @nodeway
    The VHACD plugin looks amazing too. One suggestion is to raise the volume of your voice a little bit. You were difficult to hear with my headphones here at work.
    Thanks!

    I recorded it at night and didn't wanted to wake up anyone, so the voice is low, and the video is glued together from screenshots in couple places. Will fix it for final version.
  • zweek
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    zweek polycounter lvl 11
    solkar said:
    I've been working on the shaders and lighting for a retro futuristic scene.
     This will settle the basis for a VR demo I'm working on. 

    As a fan of the 80's i love this. (i'm going to go listen to some Kavinsky now)
  • PolyHertz
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    PolyHertz greentooth
    Awesome 80s shader, totally nailed the look! Would love to play a modern game that let you explore environments in that style.

    Keep us posted on your progress :)
  • solkar
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    solkar vertex
    zweek said:
    As a fan of the 80's i love this. (i'm going to go listen to some Kavinsky now)
    I didn't played Kavinsky while making this. Just Perturbator and Power Glove  :p


    @PolyHertz I have a demo where you control a ball tilting the Cardboard (something like Marble Madness), and I made this to use it with that demo. But I'm enjoying it so I'll probably use this style to explore more ideas. We'll see. Thanks for the positive feedback.
  • Fansub
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    Fansub interpolator
    (i'm going to go listen to some Kavinsky now)

    You should check out Trevor Something !

    Nice work SOLKAR !

  • nodeway
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    nodeway polycounter lvl 2
    Fansub said:

    You should check out Trevor Something !

    Trevor Something Doesn't Exist.
  • Fansub
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    Fansub interpolator
    Trevor Something Doesn't Exist.


    You should be ashamed of yourself :D

  • solkar
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    solkar vertex
    nodeway said:
    Fansub said:

    You should check out Trevor Something !

    Trevor Something Doesn't Exist.
    He seems a nice guy   :#
  • monster
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    monster Polycount Sponsor
    Adding tools to my rigs that allow you to dynamically change from World Space to any Object Space.

    It even lets you convert after the object has been animated.

  • Najo
    Wow! it looks so awesome, that's really great texturing and rendering.
  • joarwho
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    joarwho polycounter lvl 3
    Here is an update on the tool I'm working on. Added a stretch IK function. I'm still a rookie so there is a lot of bugs and stuff I don't really know how to solve. But I've learned a lot these last couple of weeks and I'll try to improve this tool when I have more time on my hands.


  • TooLzor
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    TooLzor polycounter lvl 5
    joarwho said:
    Here is an update on the tool I'm working on. Added a stretch IK function. I'm still a rookie so there is a lot of bugs and stuff I don't really know how to solve. But I've learned a lot these last couple of weeks and I'll try to improve this tool when I have more time on my hands.


    That looks pretty rad. What else are you thinking of adding/tweaking to it?


    For my own thing, I had previously said I made a small "first" maxscript for just quickly exporting all selected objects (center pivot to object and place on 0,0,0, export then re place pivot and position) to a folder in the same folder as your max file...but that turned out it was highly broken (would actually export ALL your selected objects instead of single exports) So I revisited it and fixed it up. 
    Trying to figure out how to make a maxscript installer like all the fancy ones have as I am hoping to start working on more max scripts and would like to bundle them...
    http://travisevashkevich.com/Shareables/CenterExport.zip
    If anyone wants to check it out (gif of it wouldn't be that entertaining really so didn't make one :wink: )
  • fire67
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    fire67 polycounter lvl 4
    Hey there,
    Some advances with the skin shader for Unity. Happy with those early results. There is still a lot to do on specular, lighting, etc. :)

  • solkar
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    solkar vertex
    fire67 said:
    Hey there,
    Some advances with the skin shader for Unity. Happy with those early results. There is still a lot to do on specular, lighting, etc. :)
    That looks spectacular.
  • mystichobo




    I made some simple scripts to access the CryEngine Texture export dialog without needing to go through Photoshop :)

    GitHub:
    https://github.com/mystichobo/EzCryTifTools
  • fire67
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    fire67 polycounter lvl 4
    solkar said:
    fire67 said:
    Hey there,
    Some advances with the skin shader for Unity. Happy with those early results. There is still a lot to do on specular, lighting, etc. :)
    That looks spectacular.
    Thanks @solkar ;)
  • Linko
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    Linko polycounter lvl 4
    I have recorded a video of the latest tools I have made in one package called Dark Blender. I have automated almost the entire pipeline of game asset creation. My tool allow to generate a mesh from a drawing (in the video i do that manually, this tool doesnt existed) http://blenderartists.org/forum/showthread.php?383624-Dark-Blender-(Official-Thread)-optimized-for-sculpting-and-game-asset-creation&p=3030968&viewfull=1#post3030968

    You can convert your high poly into a game asset at your desired polycount, unfold the UV, optimize the texel density, bake and save your textures, generate all your Lod, setup the lighting and import the textures and get painting layers all of that is done is one single click. You can generate a billboard, abox, a sphere base mesh symmetrized, polish your model, convert for sculpting.
    You can paint using an ID mask system attached to premade gradients and an image with colors to pick to apply stylized color effect. You can composite to show your work in one node. You can change the image scale and aspect ratio by unmuting node groups, add your own gradient easily.

    It is completely free. DL: http://linko.projects.free.fr/dblender.zip

  • solkar
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    solkar vertex
    I've been doing more work on my retro synthwave inspired scenes. Instead of the typical car I've opted for a speedboat.
    I'm not very happy with the boat itself, I grabbed a high poly model from TurboSquid and tried to decimate the mesh with MeshLab. But it turns out to have too many triangles and the upper part of the boat looks like a total mess. It's quite clear that I'd need a proper low-poly model. Let's see how I manage to do that, I'm basically a programmer and my Blender skill is quite limited to do that in a decent amount of time.



    I also have to do something with the water splash particles ( the pink cubes ). I reckon they don't quite look like water splashes yet.

    [EDIT] Uploaded a gif to make it clearer:
     
  • Fansub
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    Fansub interpolator
    Some progress on Quick Pipe :)

    This new gif shows the Transfer Settings command which basically transfers the settings of the first selected pipe to all other pipes.Also added some error handling in case some dumbfucks select non-pipe objects and run it :p

    http://i.giphy.com/xTiQywoXNqDKstAz5e.gif


  • zweek
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    zweek polycounter lvl 11
    Looking good Fansub!
  • fuzzzzzz
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    fuzzzzzz polycounter lvl 4
    wow i just discover that topic today, there is so much great thing on there :)
    I will contribute soon, i am working on a Zplugin , having some slow progress, but i can already share this image of the plugin with you sorry, it a wip so the final UI will evolve a little bit. hope you enjoy !
    I put the much love i had to zbrush to make my best on this plugin.


    UPDATED :
    Sorry for the lack of information i still work on the UI of the plugin and that not easy to create tutorials and the documentation at same time, but i will try to resume quickly :)
     The objective are multiple with quicksketch master plugin, ( if anyone have a better name you can suggest me )

    Illustrator/Rendering Usage:
    The plugin has PSD Editor bridge and a Render Passes Batch system that renders and save all the requested maps so you can open them in photoshop and rebuilt the all the passes to get a similar rendering then when you render in material shaded mode.
    The problem is that Zbrush can't to export a layered psd file, so you have to do that manually within the psd Editor
    oh it's even better when the PSD editor supports the hot reload.

    Sketch and concept art,
    There is a tool that acts like the originally Quicksketch function made by pixologic,
    but it renders the selected maps using BPR,save as a psd file, then reload the file as a texture, to apply the render onto a plane3d mesh texture maps slot
    and turns the texture into polypaint data. So you can instantly start to sketch/draw on it.

    It can be useful, when you make some silhouetting /concepting sketch into Zbrush, example : if you use move tool on the plane3D mesh
    there is a distortion that can be removed  by using BPR 2 Quicksketch feature.
    There is also the classic Quicksketch option so everything is at the same place within Zbrush UI.

    You can even transform a texture into a paintable quicksketch mesh. You just import a texture, make it be the current texture selected, then push "texture to quicksketch"
    and it acts similarily to bpr 2 quicksketch, so you can paint on it

    Note : at this moment , an option is missing , the one that reload the depth data into the displacement slot of the plane3D mesh instead of the BPR shaded render in texture maps slot.
    , but i will add that soon before  i release 1.0 version of the plugin.


    That say, the main reason and objective with the development of that plugin was to create PBR textures using Zbrush, unfortunately, Zbrush shader system is
    restricted, so I made some workflow preset so you can work with many other software, substance designer/painter, quixel suite,
    using matid maps with the rendering batch. I work on a save plugin preference to File, so you can load custom settings and make you own.


    I added some tools that help to create RGB mask for using with UE4 material editor, so you can have different shaders blended on the same UV set.
    Lately i could develop a material library for ue4 or even use the starter pack material at first time, so i could recreate the setup just by pushing a button
    and reading a config file that will be created from Zbrush.

    Note  that PBR shaders in Zbrush are preset materials already calibrated for UE4  and that respect the pbr charts.

    shaders are simple quadshaders, you can load from lighbox, ( it a full mess, into the Zb material picker to handle all this pbr presets so i prefer to use lightbox. )

    Albedo, gloss or rough, specular, metallic are store within the SH1, SH2 sh3 sh4 properties, just that pbr are very flat at export, because the quadshaders do not support texture input.

    There is a switcher in pbr Workflow subpalette, it checks every materials used in the zproject, and switch to SH1 channel, disable all the SH2,3 and, 4 than bake the maps,
    after that it disable SH1, enable SH2  and render again, and so on.


    Now that everything is working as expected, i am working on tools that will support the use of nanotile mesh to create tiled textures.
    When i would have achieve this part of the plugin, it will mean that Zbrush will have a full NONE DESTRUCTIVE Workflow, to create Tiled Textures maps.


    I planned for the 1.1 version, after the release 1.0,
    to add models support, so you could export from Zbrush your scene and subtools models and then Bake the maps you need using Substance BatchTools.

    Sorry again for not having posted that information before , hope you will like and i don't make it confused :)
    Nicolas

  • Eleszar1
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    Eleszar1 polycounter lvl 5
    what is this zplugin for?
  • PanAtoman
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    PanAtoman polycounter lvl 5
    Fansub said:
    Sorry for spamming this thread ^^

    Made some progress on the script.We're getting closer and closer to the release and most bugs on the previous versions were solved :)

    http://i.giphy.com/l2JJslUa5iQlumMnu.gif

    Oh hell. this looks really impressive. I'll be one of the first who'll  buy this.

  • fuzzzzzz
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    fuzzzzzz polycounter lvl 4
    Eleszar1 said:
    what is this zplugin for?
    I had just updated my original post, adding some more information ;)
  • Fansub
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    Fansub interpolator
    FUZZZZZ wow that's really nice,always loved multi-usage tools !

    By the way,how hard/easy is Zscripting to you ? Would really like to try it someday,but don't how much time will be required to fully understand how things work.

    Thanks PANATOMAN and ZWEEK ! :)
  • fuzzzzzz
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    fuzzzzzz polycounter lvl 4
    Your feedback is welcome , and would love to get a little more feedback, from the community, right, here is not much matter to give excepted what i already posted as information about the project.

    Fansub said:
    FUZZZZZ wow that's really nice,always loved multi-usage tools !

    By the way,how hard/easy is Zscripting to you ? Would really like to try it someday,but don't how much time will be required to fully understand how things work.

    About zscripting it 's not as hard as you might think, most of restriction are about UI and debug tool,  no enum support, the syntax is just different than any other scripting language, and splitting a zscript into many *.zsc files and call them from the main interface, is not really comfortable to work with, so the full code of my plugin is contained into a single file. and making it harder to navigate into the source code. :/
    Oh now i remember about the about the main HUGE restriction that exists in Zbrush scripting/plugins !
    When you run a script  the process is executed as a single run, mean by that if you want to do something else and continue to proceed step by step to create something specific,  like if you have the need to access to another plugin interface, (like Fbx export or what ever you want, decimation, just as example for the purpose)  before your script process is finished, the script is terminated, and you must to run it again.
    so if you make a sort of stepping creation process, i suppose you need to store the vars data somewhere on the disk or in temp memory block and press a button to continue the process.

    hope i have been clear enough :P
    Nicolas
  • Fansub
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    Fansub interpolator
    Wow,thanks a lot for all the details,Zscript  looks like a really nice language to learn ! :D

    Some new stuff about Quick Pipe.

    In the previous versions you had to go through a pipe's hidden Group to find the path,make it visible,start editing it and doing all the other operations again to get it back to where it was.I've cut down this workflow to one button : Edit Pipe.
    With a pipe as a selection,it basically toggles it's path visibility,which can come in really handy like in the example below :

    https://media.giphy.com/media/l4hLR7ylktQPHVgUE/giphy.gif

    I am also very happy to say that Quick Pipe 1.0 will be released by the end of April !
    The goal to me was first to create a small script and learn MEL at the same time,but now i hope it will be a unique,complex yet simple   tool that everybody can easily use :)
  • Fansub
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    Fansub interpolator
    Moar QuickPipe stuff,wanted to see how fast one can make clothing folds with the available settings,and it turns out to be really easy !

    Currently wrapping up some video tutorials that will get published with the release.A few bug fixes,better documentation and the Open Profiler are all that remain.Can't wait to finish this project ! :)

    https://media.giphy.com/media/3o7HfQwjjw5vzJVWWA/giphy.gif
  • fuzzzzzz
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    fuzzzzzz polycounter lvl 4
    hey Fansub, if you need some one to test out your mel script in MayaLT, just ask me, your script is taking a really nice progress even if i don't model hard surface meshes and even more in maya, the twist feature is looking really great :)
  • Fansub
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    Fansub interpolator
    Hey FUZZZZZZ,thanks for your interest in Quick Pipe !

    Will make sure to add you to my beta-tester list as soon as i update the beta with the latest version ! :)
  • fuzzzzzz
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    fuzzzzzz polycounter lvl 4
    just posted a tutorial that show the use of my plugin in that specific case, its just to batch the render passes and then recompose everything in photoshop for illustration purpose.

    sorry for my bad english / voice :/
  • ultramedia
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    ultramedia polycounter lvl 10
    Been working on planetary terrain for UE4.  Early stages yet, but is going better than I expected :)


  • ultramedia
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    ultramedia polycounter lvl 10
  • BigErn
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    BigErn polycounter lvl 9
    Fansub said:
    Hey FUZZZZZZ,thanks for your interest in Quick Pipe !

    Will make sure to add you to my beta-tester list as soon as i update the beta with the latest version ! :)
    Hey Fansub,   Been lurking in this thread to see when you release your amazing script :) Would be happy to test out if you need too!   Any ideas when the full release will be and its cost?
  • Fansub
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    Fansub interpolator
    Would be happy to test out if you need too!   Any ideas when the full release will be and its cost?


    Hey BIGERN,glad to know you're interested in Quick Pipe !
    The tool will be released on April 30 for 5$ :) Will make a proper thread next week for it,'been spamming this one like hell ^^'

  • walter
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    walter polycounter lvl 8
    Nice Fansub, it's mine.
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