Tuesday, August 29, 2006

Autodesk Maya Mistakes 1.0

Maya 8 is a mess. There's bug everywhere. Take the edge loop and make multiple edge loops. i.e. click on one edge and let it make an edge loop, then click on another edge and create an edge loop. It'll refuse to make an edge loop if you're lucky. Else, it'll crash without warning. Another flaw of maya 8 is enabling plugins. Try turn a plugin on in maya 8 then make it start everytime. Yes, it'll work as normally. But in Maya 8, try making the plugin start everytime, and then turn it on, the first button will turn off. More flaws of maya 8 that is like the last. i.e. non fatal, is try to turn on final gather or global illumination. An opaque square will appear on those text and then try scrolling (if you're not so lucky as to find a three button mouse these days.) It'll scream a crash and wants you to click ok. But it'll resume, presumably, normally. Also, some old custom MR shader doesn’t seem to work. Another flaw is that when you try to create primitives, it'll want you to click and drag on one place and then drag it on another direction to create a sizable primitive. This flaw first appears on 3DS max and it seems to has crossed into maya. :D Another flaw is that it broke the modeling bar and split it into polygon and everything else. It's takes a while if you've got used to the way maya behaves in the good ol' days of alias. I hope there'd be a fix to these bugs soon. Oy, yes one more flaw on the maya 8 system is the icons and splash screen. Someone seems to have hacked into autodesk and changed all the maya icon logos and splash screens and replaced it with a bizzare looking thing. The logo, used to be a maya logo, now looks like a phoenix, a dove, an axe or a flaming fireball like roxio's. And a humanoid creature with dragon features seems to embrace the splash screen. I hope someone at autodesk would notice this and come up with a solution quickly.
Yet, Maya 8 has some significant upgrades since it's predecessor at alias. Although I couldn't think of what it was. They fixed the mental ray renderer and it would seem to render huge displacements at a non-crashing rate. (it's still slow at large displacement) and they finally figured out how to build a software for x64. That's it. Oh, some shaders got sss improvement, and you can attach dynamic curve onto a surface. You still can't beat blender's fluid capabilities.

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Tuesday, August 01, 2006

ZBrush 2.5

Monday, July 31st 2006

Alright. So the fun begins! I'm in Boston. The booth is up. It’s a cool booth. Some great images from ILM and Electronic Arts. Also, Damian Canderle, Sebastien Legrain and Jeff McAtter's images are up on the top banner and they are huge! Thank you so much for the images guys!

Today, we are going over the presentation and I think you will be very happy with the new features that have been added to the new ZBrush which is a free upgrade for ZBrush 2 users.

ZBrush strives to be more than a leader in digital sculpting, it strives to bring the future of digital art to today’s artists. We, as artists and developers, do not stop at creating tools for today’s artists. We create tools for tomorrow’s artists as well. The future of digital art is getting better and better and Siggraph is the time for all of us to celebrate how much computer art has advanced.

In this post and following posts I will highlight some of my favorite features of the next ZBrush. Here is a first look.

Speed, speed and more speed.

SubTools – millions and millions of polygons and support for multiple objects and multiple textures.

3D sculpting with an alpha, texture, and stroke – the power of Projection Master in full 3D.

Mesh Extraction – a fast and incredibly powerful way to create new geometry from existing geometry.

3D Layers – store sculpting and texturing in 3D layers for a non-linear workflow

Topology Projection – transfer high-resolution sculpting from one model to another without loosing the hi-resolution details.

Poly Painting – paint directly on your models surface without any UVs.

ZCasting - Broadcast your ZBrush session to the ZBrush community.

The new ZBrush is significantly faster and capable of handling much larger polygonal models than ever before. The new ZBrush is optimized for 32 bit systems as well as 64 bit systems, taking full advantage of the processing power, multiple CPUs and available RAM.

I have made two short movies of the new features using a model I am working on in the new ZBrush. Everything you see is 100% pure ZBrush.

DOWNLOAD MOVIE HERE

The first movie is about our new SubTools feature that allows artists to work with multiple objects and multiple textures. It also allows you to work directly on models with a staggering number of polygons. The model you see here is twenty two million polygons!

DOWNLOAD MOVIE HERE

The second movie is about Mesh Extraction. Mesh Extraction is an incredibly fast and powerful way to create geometry. Mask a part of your model and simply extract it. Poof! Instant geometry. ZBrush automatically generates a new SubTool with clean edges. Check it out!

Also, one more feature I want to mention here is ZCasting. ZCasting will enable ZBrush artists to connect with each other and broadcast their ZBrush session to the community. Look for more information on this soon. Oh and perspective? But of course. More on that later.

Now, a little about the show tomorrow. Our first demo is around 10 am. We will be doing one demo every half hour or so. We have Alex Huguet demoing his ZBrush workflow in the afternoon. A schedule will be available at the desk in the booth. See you guys tomorrow!

Best,
Ryan 

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The New Autodesk Maya 8 and Max 9

Autodesk has chosen SIGGRAPH2006 to release new versions of both 3ds Max and Maya. The double announcement was made today at the Autodesk User Group Meeting at the opening day of SIGGRAPH2006 in a balmy Boston. With the merging of Alias and Autodesk earlier this year, this meeting has become the one place where 3D artists and animators have gathered to hear the best, latest and most spectacular news about their popular products. They were not disappointed.



3ds Max 9
Highlighting the new 3ds Max 9 product, Autodesk has clearly focused its efforts behind the lifting of core performance of the software, and strengthening the pipeline efficiencies. Designed and optimised for the latest technology 64-bit workstations, 3ds Max 9 has been elevated with core animation and rendering tools developed to assist the artist more than earlier versions. Tighter control of shared files, tracking of project assets and increased pipeline customisation has been delivered to accelerate the creative workflow.

Files generated within 3ds Max 9 in the proprietary file format FBK, will continue to be transferable between different Autodesk products like Maya, Motionbuilder and others, while mental ray 3.5 also adds powerful rendering functionality to the 3ds Max rendering capabilities. Its simplified user interface is perfect for working with global illumination and SSS shaders, as well as a unified indirect lighting model that provides matching results when switching between different radiosity modes.

For any rendering job using the integrated version of mental ray, the user will be able to assign as many CPUs to the job as required. The integrated version of mental ray will then behave exactly as does the 3ds Max scanline renderer.

Autodesk 3ds Max 9 will be shipping in October 2006, with no changes to either the standalone or the network prices, while International prices may vary. US$3,495 (Standalone); US$3,995 (Network). Customers purchasing 3ds Max 9 will receive software for both 32-bit and 64-bit operating systems (Windows only). Both will use the same licensing so customers are able to use either 32-bit or 64-bit 3ds Max 9 on their workstation (hardware and OS must be present that supports this capability). The legacy program also remains unchanged.

Maya 8
The newest version of Maya is released almost immediately. An Early-access ‘upgrade-download’ for Platinum members is available in early August, and this will be shipping simultaneously for all platforms. At the moment, Autodesk now offer Maya Complete, Maya Unlimited and Maya 7 Personal Learning Edition. This Maya 7 PLE will continue to be available as a free trial from the web site.

A 64-bit version of Maya 8 is supported with Windows XP Pro x64, whereas the 32-bit version of Maya 8 is supported on Windows XP Pro (SP 2 or higher), Red Hat Enterprise Linux 4.0 WS, SUSE Linux 9.3, Mac OS X 10.4.6, and Fedora Core 4 systems. Maya Complete and Maya Unlimited licenses are able to operate across Windows, Mac OS X and Linux platforms. Parallel Dongle support will also continue through all systems

Autodesk Maya 8 is scheduled to ship in August, with standalone and network pricing unchanged. Maya Complete (Standalone) is US$1,999, Maya Complete (Network) is US$2,999, Maya Unlimited (Standalone) is US$6,999, and Maya Unlimited (Network) is US$6,999. The upgrade price of Maya remains unchanged at US$899 for Maya 7 Complete and US$1249 for Maya 7 Unlimited. And as an added incentive, Autodesk would like to mention that they will continue to develop and support both apps for the foreseeable future, as they “see each product addressing different needs and workflows”. Further, “having a range of solutions to meet customer needs as opposed to a single ‘one glove fits all’ approach benefits customers and Autodesk’s business. There is a growing user base and market demand for both products.”

Also being launched at the same time, at the Autodesk UserGroup evening at SIGGRAPH, is the new web site for the Autodesk artist communit:.The Area

The purpose of the site is to create a central repository of 3D content created by the Autodesk 3D community. Autodesk will provide content as appropriate and support the ongoing development of the site, but the goal is for the community to generate and own most of the content.

The site will include:
Tips & Tutorials for beginner, intermediate and advanced users.
Downloads for product trials, textures and shaders, plug-ins and scripts.
Showcase that will include image and movie galleries, member portfolios and “Behind the Screenz”, a section containing stories focused on artists and developers.
Blogs – from Autodesk product development as well as community members.
Discussion forums – focused on various topics beyond technical support.
Features will include advanced search capabilities, profiles, and the ability to rate and comment on tips/galleries.

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