Learning resources – Lighting and Rendering

April 9th, 2011

Since November I’ve been working at Static Control Components as a 3D animator. I can’t go into gross detail about what I do (confidentiality agreements and all that), but the short version is that I’m demonstrating technical processes involved with laser printers, including many that happen on a microscopic level. Given that my studies while at UGA and SCAD were focused on character setup/technical direction, this was a bit of a change of pace, and I’ve had to learn a lot while on-the-job.

Fortunately, I’ve had access to plenty of research material. I’ve read through textbooks I own that’ve gathered dust from not being read in a while (if at all), taken tons of notes, and watched dozens of hours of tutorial videos. In doing so I’ve learned a lot about areas I previously had a weak grasp on: MEL scripting, render management, compositing, post-production cleanup, particles, and others. I wouldn’t say I’ve got an expert command on those areas yet, but I’ve really been able to round-out my “jack of all trades” skill set.

As I can’t really post samples of what I’ve been working on (again, confidentiality agreements), I’ll instead talk about some of the books and DVDs I’ve been studying. I’m also going to update my blog periodically with some of the tricks and processes I’ve learned.

First and foremost, I cannot recommend Digital Tutors enough. They’ve been in the digital learning business for a while, and
over the past few years they’ve shifted their business model so that all of their tutorials are available streaming online. It’s a subscription-based model, and while it isn’t particularly cheap (as subscriptions for streaming content go), it’s well worth every penny. If you’re the type who likes to study new things constantly, it can work out to be a lot cheaper than buying the textbooks.

My next recommendation is for Jeremy Birn’s Digital Lighting and Rendering. This goes into great detail on how lighting in 3D works, and as it’s not specific to any particular animation package it’s a valuable resource to absolutely anyone. He also has a separate DVD that’s Maya-specific, and I’d strongly recommend that to anyone junior to intermediate-level; it covers many of the same concepts as his book, but seeing how he sets things up in real-time makes it very easy to follow. He also demonstrates a bunch of useful tips hidden in the Maya interface that’re easy to miss but make for excellent timesavers.

Along similar lines, Lee Lanier’s Advanced Maya Texturing and Lighting is another book I’ve referenced time and time and time again. This one focuses more on Maya shading networks, but it also has a few chapters on general color and lighting theory.

One thing that surprised me with Maya is how much useful information is in the actual documentation: when in doubt, read the freakin’ manual. Not sure how a particular process works? Open the Help menu and load up the Tutorials. Want to know what all the sliders do for a given command? Check the Node and Attribute Reference. Does MEL frighten and confuse you? There’s a MEL command reference built right in to the program. While none of these are quite as intuitive or easy-to-follow as a dedicated book on a given subject, the documentation will give you enough of a crash course to at least dabble.

As I haven’t really had that many independent projects going on outside of work, I’ve decided to use this blog to post about any useful resources I find or 3D tricks I discover. I’ve already got ideas for some future posts, so with any luck I’ll be able to update this regularly. Thanks for reading!

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Website updates – Resume

September 30th, 2010

I’ve made some updates to the Resume section of my website (both the in-browser version as well as the downloadable PDF version) to reflect some of my recent freelance work as well as other jobs I’ve taken up in the past few months. Have any questions about my background? Shoot me an email at gfbeach@gmail.com!

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11 Second Club: June 2010 – Final render posted

July 6th, 2010

I’ve finished my entry for June 2010’s 11 Second Club challenge. This was my first time submitting to a contest like this and I placed pretty well. I’ve added the final render to my video portfolio for your viewing pleasure! It’s also available on my Youtube channel. Take a look!

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I’ll be participating in the July challenge and I’ll be starting on it much earlier so I’ve got the time to develop the concept better as well as polish the animation some more. Look forward to dailies as they come along!

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11 Second Club – June 2010 – Dailies 5

June 27th, 2010

Next round of dailies for the June project. I spent a good chunk of the day yesterday working on lighting and then doing render passes today. I’ll be sending this around to get some feedback before making the final render in time for the June deadline.

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11 Second Club – June 2010 – Dailies 4

June 26th, 2010

Next daily on the June challenge. I revisited a few spots on the man as I wasn’t satisfied with the arc his left arm was making; upon turning on motion trails I noticed it was going all over the place, so I refined that a bit. Most of the progress is working on in-betweens for the woman, though there’s still a little left to do on that.

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11 Second Club – June 2010 – Dailies 3

June 24th, 2010

Next batch of dailies. The man’s in-betweening is mostly done, barring some tweaks and adding in some details. I know there’s some clipping going on with the woman character just as the man falls forward, but she’s still on her stepped blocking; that’ll get fixed when I do in-betweens for her.

11 Second Club – June 2010 – Dailies 2

June 23rd, 2010

Second round of dailies. I’ve done the first pass of in-betweens on the man for the first half of the sequence. The latter half of the full clip is the same stepped blocking from the previous dailies, so I didn’t include that in the playblast.

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11 Second Club – June 2010 – Dailies 1

June 22nd, 2010

First round of dailies for the June 2010 11 Second Challenge. So far I’ve blocked in the main poses with stepped tangents. I was a little surprised to find out that Maya 2011’s playblasts are a little bugged (hard-coded to render at 24fps regardless of program settings), but for rough dailies, temporarily changing the scene frame rate to 24fps should be okay until this bug is fixed.

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June 11 Second Club challenge / Norman rig impressions

June 19th, 2010

I’ll be participating in this month’s 11 Second Club challenge. As a change of pace, instead of BasicGuy I’ll try using the Norman rig featured on their website. I’ve tinkered with this rig for a while and it seems perfect for animation tests. It you can adjust the body proportions pretty easily to build characters that look different, and none of these adjustments make the rig unstable. It has a standard array of body controls, all of which deform well and seem very stable. Norman features FK/IK matching like BasicGuy, but the scripting seems to take a different approach resulting an even faster workflow; there’s a single button to run FK/IK matching on the selected limb controller that automatically switches to the inactive control set (IE: running the command when a limb is in FK mode matches and switches to the IK rig). I’ve taken a look at the MEL and while scripting isn’t my forte, I can tell that it’s a very interesting approach.

The only thing that I’m not too big a fan of is its face rig. I love Jason Osipa-style facial control schemes (which is why I build them into all of my own rigs), and while there’s nothing wrong with Norman’s approach I just like having the added visual feedback from sliders. Norman’s face rig looks like it’ll still animate easily, with smooth open/close and wide/narrow mouth shapes as well as a variety of general shape changes and brow controls. One thing I’ve found that’s pretty neat is that there are aim-constrained eye controls that work in tandem with an FK eye rig. I’d like to dissect this rig and see how that’s done.

It looks like a really fun rig and I think it’ll work well. The goal with this project is to develop a demo reel-worthy character animation segment, so here goes!

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New BasicGuy posted on Tim Oberlander’s blog

June 3rd, 2010

Tim Oberlander recently updated his BasicGuy rig to version 3.3.1. I first used BasicGuy in a character animation class at SCAD (it quickly became a favorite of the entire class), and to this day it’s still my favorite rig. It looks like the new version revamps the BasicGuy GUI scripts; the GUI now has much more advanced functionality built into it, and the FK/IK snapping workflow has been simplified. I’ve been thinking of doing some more character animation work lately so I’ll probably give it a spin myself soon enough. Check it out!

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