7 tips for the 21 year old meMore Like This
7 TIPS FOR THE 21-YEAR-OLD ME by Bobby Chiu
When I was a student in college working on my skills as a character designer, I’d had periods where I would sit at my desk working as hard as I could but having little to show for my efforts at the end of the day. I remember sitting there surrounded by blank pieces of paper, trying to come up with an amazing style that nobody had ever seen before. I would do one drawing and not be satisfied, so I would lay a new piece of paper over it, re-draw it with slight changes to features here and there. This would still not be good enough so I would put another piece of paper over my revision, make more minor adjustments trying to perfect this new style I was searching for.
I did this for weeks on end, tweaking and polishing over and over, working hard every day. But in the end, did I come up with a brand new style, something amazing that
Livestream Art Chat - How to build your fanbaseI will be running a Livstream session in 1 hour time (Singapore time 9:30pm) talking about how to build your fan base.More Like This
If you are instreasted please join me later!
Apophysis Plugins - Creating them in Visual StudioHey folks,More Like This
during the last week, I had C-91 around () and obviously, we did some fractal work together During this, we needed to create some ad-hoc plugins to do the things we wanted to do. Well - not that it's something new for me because I kinda do this all the time but it gave me the idea that maybe I should write up how you actually create the plugins with x86 / x64 processor architecture support. I'm well aware that it's not very well documented so I try to fill this gap now with this little guide.
First off, I don't like to call it a "new" way to create plugins. You still create them with the same interface you had before when JoelFaber (afaik, it was him) set up the plugin infrastructure. But I felt maybe since Apo is sort of bound to Microsoft Windows and Visual Studio is a super comfortable development environment every professional Windows developer has at hand anyway, I could use VS and C++ to create them instead of a random GNU-C environment which is
Modeling a Chisel-Style Marker or Highlighter TipHi, everyone. In this video tutorial, I'll showcase one way to go about modeling the chisel-style felt tip of a Sharpie marker or highlighter, using some basic polygon modeling methods.More Like This
While this tutorial is done in 3dsmax, I feel it could also prove useful for users of other packages, because many of the tools and procedures being demonstrated here are industry-standard subdivisional modeling techniques, and could easily be translated to other polygon based modeling software, like Maya or Blender.
Hope you guys find this useful in some way. Let me know what you think. Thanks.
Modeling a threaded bolt or screw body (video)Edit: I've added some annotations to the video, which should help clarify what I'm doing along the way, and why. I know there are other 3dsmax videos out there showing very similar techniques for creating the threads, but those require a few extra steps, like using a proximity welding modifier, and then chamfering the spiral edges. I believe this bridging "shortcut" saves a little time, once you learn the steps, and you can get a very good looking threaded cylinder blocked out in under 3 minutes. Of course, the time involved will depend on your own application, and what tools it has available, but hopefully this video will provide some tips, regardless of the software, to getting 100% quad results, without the need for boolean operands, or mesh cleanup.More Like This
A quick and efficient way to model threaded bolts or screws in 3dsmax. I've been asked many times how to model the threaded body of a screw or bolt, so I decided to take a screen
Motion Blur Stills with ChaoticaA quick and very underused technique to create blur effects.More Like This
The principle is simple: you create a short animation and, instead of rendering it entirely, just render one frame, which will be your final artwork.
Step 1: you need some parameters to animate. I used a simple plastic with only 2 transforms.
Step 2: Open the animation editor (Ctrl+T or Window > Animation Editor). Set total length to some reasonably amount of time. I use 30-60sec currently, since its short enough to not get lost and long enough to have some room to tweak to control the blurring.
Exposure time controls the amount of motion blur. No worry much about getting the "right" value right now, since you can change it at any point.
Since we are only looking for one frame and not a full animation, there is no need to create many keyframes: 2 usually do the job. If, after making the animation, there are no frames that you like, you can just change one of th
For Fragmentarium usersIf you like Fragmentarium you might want to check this out. A Fragmentarium script for animated 3D "fractal creatures" by Kali. It's called LivingKIFS http://www.fractalforums.com/index.php?action=downloads;sa=view;down=42More Like This
Fragmentarium can be downloaded here http://syntopia.github.com/Fragmentarium/index.html
Fragmentarium is an open source, cross-platform IDE for exploring pixel based graphics on the GPU.
It is inspired by Adobe's Pixel Bender, but uses GLSL, and is created specifically with fractals and generative systems in mind.
Multi-tabbed IDE, with GLSL syntax highlighting
User widgets to manipulate parameter settings
High-resolution (tile) renderings
Progressive rendering, for high quality AA, and distributed ray tracing.
Support for simple animations
Modular GLSL programming - include other fragments