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Tuesday, 19 January 2016

Maya Quadrangulate Workflow

Here's another long video I created. I talk about converting polygonal meshes with triangular faces to quadrilateral (or quad) faces, using the Quadrangulate command in Maya.


First I talk about using the command with its default settings. Then I go into more tricky situations where the command does not work the first time, and how we can still achieve a quadrangulated geometry in the end.

In summary, the most important settings to take note of, from the command options, would be:

- 'Keep hard edges' checkbox (I always turn it on. many external applications export meshes with all edges hardened. In which case, the command will not perform any quadrangulation)

- Angle threshold. The lower this number is, the more choosy Maya will be when deciding when 2 triangular faces are to be turned into a single quadrilateral face. 0 will tell Maya to quadrangulate 2 triangular faces only if they form a perfectly flat planar surface (ie, only if they are co-planar). A maximum angle threshold of 180 means that Maya will take all possible pairs of adjoining triangles will be converted to quads.

I hope this helps you in your mesh clean-up.

Watch the same video on Vimeo.com

Maya Quadrangulate Workflow from Patrick Woo on Vimeo.

Monday, 18 January 2016

Search Algorithms for Game Play: Going from A to B

From a blog post on Packt.com, my favourite resource for software development related books, I came across an article that talks about Search Algorithms.

In the post,  Daan van Berkel talks about the processing, logic and steps involved in navigating a character from point A to point B in a game engine.

https://www.packtpub.com/books/content/search-algorithms-game-play-going-b?mc_cid%3D703b00980b&hl=en

Having no previous knowledge of path-finding, I find this immensely intriguing and an enjoyable read. I am definitely interested to find out more!

Read the article here!
https://www.packtpub.com/books/content/search-algorithms-game-play-going-b?mc_cid%3D703b00980b&hl=en

Thursday, 17 December 2015

Quora's Most Viewed Writer on Maya

I just found out that I've been ranked as one of the Most Viewed Writers on Maya in Quora!


Here's the current list of top writers on Maya-related topics. That's me at the bottom, but I'm still feeling honoured to be the top 10 contributors to answers :)


Wednesday, 9 December 2015

Fight Through It!


For all the struggling artists or people picking up a new skill, here's a video to inspire you to keep up the good work, and never give up!

Tuesday, 8 December 2015

nVidia iRay Test Car Render - Maya



After the completion of the Future of Us Launch Video, I took some time to test Nvidia's iRay renderer.

http://www.0x1-software.com/iRay is included in 3D Studio Max 2015. However it is not included with Maya. I found that the company 0x1 has implemented an iRay for Maya plugin, sold as a commercial product.


Using the car model from the previous project, (which was purchased and modified), I set-up iRay shaders for it.

The background image is being used as a source for image based lighting and reflections.

The depth of field and motion blur are in-render, rendered as a single pass. Each frame took 12 minutes (cpu/gpu batch render) on a dual Intel Xeon 2.5ghz with 64gb system RAM, and an nVidia Quadro M600. (This is the machine I'm using at work).

iRay for Maya is responsive. I really love the interactivity. I have not tried rendering in passes and compositing images with it, but from the video links for their product site, it seems quite possible to achieve a passes-based workflow like all other renderers.

iRay for Maya is available as a 30 day trial from 0x1 Software and Consulting.