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

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  • AlecMoody
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    AlecMoody ngon master
    This is simple but it has been months since I have had the chance to do any kind of tech art work:


    Finished timing belt in a video:



  • WilliamVaughan
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    WilliamVaughan greentooth

    work in progress script:

     

  • WilliamVaughan
  • WilliamVaughan
  • MACHIN3
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    MACHIN3 sublime tool

    I’m looking for naming suggestions. I’ve got to say, “Plug” is a great name however, so props for that. Mayjor props to @WilliamVaughan of course, as I think he was the first to do a "detaling via polyon replacement"  with his Polystein Kit for Modo.

    Unlike in Maya’s Plugit or Modo Polystein Kit, I don’t require you to do any kind of polygon selection here. MESHmachine figures that out. I’m also doing an auto Normal Transfer at the end.



  • Michael Knubben
    @MACHIN3 Looking cool, but one thing I think you might be missing here, is that the selection that's required is not just a downside. It also allows the scale to be set to the selection, and in some cases allows you to stretch the boolean if you decide to make a rectangular selection rather than a square one for instance.
    I also can't tell if you can select (and place) the shapes from a library, as you can in other tools.
  • MACHIN3
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    MACHIN3 sublime tool
    @MACHIN3 Looking cool, but one thing I think you might be missing here, is that the selection that's required is not just a downside. It also allows the scale to be set to the selection, and in some cases allows you to stretch the boolean if you decide to make a rectangular selection rather than a square one for instance.
    I also can't tell if you can select (and place) the shapes from a library, as you can in other tools.
    Changing the scale like this? Place assets from libraries like this:) Gimme some time, I've started on this specific tool just yesterday.
  • Klaudio2U
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    Klaudio2U polycounter lvl 5
    MACHIN3 said:

    I’m looking for naming suggestions. I’ve got to say, “Plug” is a great name however, so props for that....

    "Include"  > meaning:  to contain something as a part of something else, or to make something part of something else.  :) 

    You and William are doing some nice stuff here! Do you guys use Python for making all these various tools?
  • WilliamVaughan
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    WilliamVaughan greentooth
    Thanks!

    I use Python for all of my tools. Im an artists not a programmer and have found python easy to get into. 
  • MACHIN3
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    MACHIN3 sublime tool
    Yes, python is great.
  • Klaudio2U
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    Klaudio2U polycounter lvl 5
    I'm also not tech artist and I've been doing lots of scripts but using MEL in Maya which is nice some simple things. I do know some very basic Python too and lately I've been looking into switching for good from MEL to Python so i was guessing that you guys are using Python but what i was curious about is how much in your scripts is "pure" Python and how much is using software specific built-in commands to do certain things.
    For now, there are few tools i would like to do like some selections tools what you William are doing but then also some other like MACHIN3 chamfer/boolean cleanup similar scripts shared here on the previous page.  
  • WilliamVaughan
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    WilliamVaughan greentooth
    I use Python scripting  with software commands. Each script is different but I believe the scripts I write could be done in MODO np.
  • Michael Knubben
    MACHIN3 said:
    @MACHIN3 Looking cool, but one thing I think you might be missing here, is that the selection that's required is not just a downside. It also allows the scale to be set to the selection, and in some cases allows you to stretch the boolean if you decide to make a rectangular selection rather than a square one for instance.
    I also can't tell if you can select (and place) the shapes from a library, as you can in other tools.
    Changing the scale like this? Place assets from libraries like this:) Gimme some time, I've started on this specific tool just yesterday.
    All I can say is that that looks a lot less convenient than making a face selection and having the selection automatically scale to it! Choice is great, so I welcome being able to place it manually, I just hope you don't skimp on the options Polystein has.
  • WilliamVaughan
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    WilliamVaughan greentooth
    Ive found that giving the user a few options for placement has worked out well. I personal prefer the Auto Scale, placementand Auto Rotate but some prefer the last method shown in this video:


  • WilliamVaughan
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    WilliamVaughan greentooth
  • WilliamVaughan
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    WilliamVaughan greentooth

    Someone requested this today; Its a Boolean Cleanup script:


  • Klaudio2U
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    Klaudio2U polycounter lvl 5
    Haha...nice one! I could guess people see first what MACHIN3 did then i took inspiration and did yesterday my own version and now it is in Modo too. :) 


    The only limitation i found is that boolean base and cutters must have around the same size of faces/edges density otherwise if the base is high poly and cutting object low poly it will give unexpected result if it moves all the edges. 
    In that case, i did an update with a threshold so that it doesn't merge all the edges but, if you want, just the closest ones within certain threshold depending on the edge lengths. 

  • WilliamVaughan
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    WilliamVaughan greentooth
    love seeing all of these. It's another example of how you can really use any app these days.

    nice work guys!
  • MACHIN3
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    MACHIN3 sublime tool
    Lol, great work guys.
  • MACHIN3
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    MACHIN3 sublime tool
    Klaudio2U said:
    I'm also not tech artist and I've been doing lots of scripts but using MEL in Maya which is nice some simple things. I do know some very basic Python too and lately I've been looking into switching for good from MEL to Python so i was guessing that you guys are using Python but what i was curious about is how much in your scripts is "pure" Python and how much is using software specific built-in commands to do certain things.
    For now, there are few tools i would like to do like some selections tools what you William are doing but then also some other like MACHIN3 chamfer/boolean cleanup similar scripts shared here on the previous page.  
    The way you interface with the 3d app is what matters. Python is just the language you speak, literally. Operators in blender are classes formated in a special way with certain functions defined(execute, invoke, modal, draw, etc, depending on what you wan to do).

    In blender you can script in a way that just calls existing Blender tools, that's also what the Blender UI does. It's a great way to get started. A lot of DECALmachine is doing that.

    But then you can also go deeper and work directly on the data blocks, do vector and matrix math for geometry manipulation. MESHmachine does a lot of that. It also turns out this is much easier than I ever thought it would be), in large parts due to the very excellent mathutils library made for Bender but usable outside it as well AFAIK.

    In terms of python it's just a lot of loops and list comprehensions for the most part. and figuring out good ways to store and access your data so you can work with it. Lists of dictionaries are often handy.
  • Klaudio2U
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    Klaudio2U polycounter lvl 5
    MACHIN3 said:
    The way you interface with the 3d app is what matters. Python is just the language you speak, literally. Operators in blender are classes formated in a special way with certain functions defined(execute, invoke, modal, draw, etc, depending on what you wan to do). ..

    Thanks for the info! 
    Long story short, basically, Python is just a way to go because it is way more robust do work with then, in my case MEL. Another good thing is that with Python there is always that possibility to directly access Maya API + libraries, modules, etc... all this is not possible with MEL so it often comes to some big workarounds to do things which then additionally slow down performance which was already slow, to begin with. 
  • kio
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    kio polycounter lvl 11
    especially once you hit more general purpose usecases like .. calling other processes, handling files, processing data like xml/json, network communication etc. things will be indefinitely smoother with python - because it has so much included, and there exist at ton of libs for pretty much anything.


  • floon
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    floon greentooth
    No Boolean feature from my side, sorry  :) (great job guys, really inspiring to see what you are doing!).

    I am slowly wrapping up the next version of my ZBrush plugin and wanted to show a synergy I think is quite handy:
    You will be able to choose a color either via the (customizable) color palette, by using the foreground color, or by a random generated one and apply them to a subtool by hovering over it and pressing of a hotkey.



  • MACHIN3
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    MACHIN3 sublime tool

    Vertex Group Selection tool
    - with no selection, it cycles through all groups of the object
    - with a selection, that shares one common vertex group, that group is selected imedeately
    - with a selection, that shares multiple vgroups, those groups will be cycled through


  • Michael Knubben
    I love that @MACHIN3, really looking forward to playing around with that!
  • airbrush
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    airbrush polycounter lvl 11
    Is this script available?

    PolyHertz said:
    Nice.
    Since it seems like you guys have already covered boolean cleanup for Blender, Modo, and Maya, I went ahead and scripted it for Max. :)




  • csprance
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    csprance Polycount Sponsor
    CRYENGINE has no way to make text in game in the editor so I made a hacky little system using the python api they have in Sandbox.

    Works reasonably well.

    It's made using single designer objects mapped to a font face texture. So at the end you can merge the designer objects and export them as a cgf which will cut down on the number of cgf's and drawcalls.

  • katchawan
    Hello! I am a beginner looking for some critique on my pyro. Simulation in houdini rendered in mantra. Getting indie this weekend to render at full resolution still messing with my gas forces and seeing what gives me the best quality. I am not set on my current shader because I want to try redshift I see it gives much nicer results.



    FireWithDisturb from Katchawan MGD64 on Vimeo.

  • katchawan
    Just having some fun messing around with MOPS in houdini. Nothing special just messing with some simulation.

    MOPS HOUDINI from Katchawan MGD64 on Vimeo.

  • MoP
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    MoP polycounter lvl 14
    @MACHIN3: that's lovely work, impressive :)
  • alt3d
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    alt3d polycounter lvl 7
    Trying to create modular buildings generator for Unity 

  • MACHIN3
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    MACHIN3 sublime tool
    alt3d said:
    Trying to create modular buildings generator for Unity 

    Looks incredible!

    ---

    I've been working on a tool to turn mirror mods into real geometry, with proper origins and orientations and proper custom normals.
    I consider this the final missing piece in my custom normal pipeline. I've got creation and symmetrize covered. Now mirror is done as well. This tool is also essential if you are doing object space texturing, as the mirror mod in blender messes with this as well (understandably) as shown in the second part of the video.




  • MACHIN3
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    MACHIN3 sublime tool
    I have been working on smoothing algorithms for meshes in blender. You can define sharp edges as rails that will be used by verts to slide on.
    Volume is more or less preserved.
    Magical, I've been looking for a good way to relax topology forever.
  • Michael Knubben
    Yeah, that looks fantastic. Really looking forward to using that for retopo!
    @joseconseco is there a way to limit that to selection/vertex group?
  • JoseConseco
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    JoseConseco greentooth
    @Michael Knubben Yes it can work only on selection. It's made using Numpy so it is quite fast. Made some info video:

  • Roman_Lukyanov


    "Search Overlap" for Maya
    •     Select all overlapped UV shells
    •     Shift them to the side (so they will not take part in the baking process)
    •     During this process symmetry will be also taken into account
    Demo video:


    this plug-in is on:
    https://gumroad.com/l/SearchOverlap
  • AlecMoody
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    AlecMoody ngon master
    airbrush said:
    Is this script available?

    PolyHertz said:
    Nice.
    Since it seems like you guys have already covered boolean cleanup for Blender, Modo, and Maya, I went ahead and scripted it for Max. :)




    Seconded. I'm doing a bunch of boolean work today and cleanup is no fun.
  • pi3c3
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    pi3c3 polycounter lvl 8
    Hi everyone!

    I never posted here before, but it's time to:

    So currently on this one: Octopus for 3dsmax :smile:


  • fire67
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    fire67 polycounter lvl 6
    Just made some experimentation with environment blending with Unity.
  • malcolm
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    malcolm Polycount Sponsor
    Hi, cool script. I tried to follow you on gumroad so I can purchase this later when I need it, but you never filled out your page so I can't follow you on gumroad.



    "Search Overlap" for Maya
    •     Select all overlapped UV shells
    •     Shift them to the side (so they will not take part in the baking process)
    •     During this process symmetry will be also taken into account
    Demo video:


    this plug-in is on:
    https://gumroad.com/l/SearchOverlap

  • myles
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    myles polycounter lvl 10
    I've been working on a Modo plugin for speeding up the process of baking and exporting to Painter.
    Also has support from quality presets and bake morphs (for exploding things).

  • alt3d
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    alt3d polycounter lvl 7
    Still working on my "Modular Buildings Framework" for Unity.
    Made video with some example of usage
  • DeepSpaceBanana
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    DeepSpaceBanana polycounter
    Burn Shader using flow mapped noise and a sphere mask. Sketchbook Post


  • leleuxart
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    leleuxart polycounter lvl 7
    Been awhile since I've done anything techy now that I'm strictly a lighting artist at my new job...

    ACES LUT for Painter (crosspost)


    Porting Stephen Hill's and K. Narkowicz's ACES approximations over to Toolbag. I'm very new to writing code and it's been a fun challenge. I have the color space conversions working, but not exactly sure where they fit around the ODT so it might not be 100% perfect yet.




  • FULGORE
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    FULGORE greentooth
    Currently busying myself with parts of a Master Material for aircraft panels - first thing I'm trying to get done is Vertex Color based destruction:



    EDIT:

    Updated to make it much more like the intended material (thin metal fuselage):


  • .Wiki
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    .Wiki polycounter lvl 6
    I started with a small tutorial series about recreating "Brick Block" by Oskar Stalberg :).



    I hope to record part 5 tomorrow evening.
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