Sunday, November 23, 2014

Template Based Chart Graphs : How To Build Customizable Graphics with 3ds Max

In this blog post, see how to create customizable chart graphs. You'll see multiple examples and different techniques that you can pick and choose from in order to build template based graphics.

i tried to cover a wide range of techniques so that's why the post is a bit long. But if you try to build customizable templates, i think you'll find a lot of valuable information. It's almost a Master Class all for free!!!

I chose 4 examples for this post:

- Bars Graph

- Static Pie Graph

- Growing Pie Graph

- Line Chart


Wednesday, June 18, 2014

Technical Director Training

I'm not a shill for Allan, nor do I have the money to do this course but I recommend it based on just how difficult it is to get any decent practical Maxscript training.

It took me ages to understand how to best learn maxscript and it took jumping around from site to site and asking questions until the penny dropped.

If you have the money and want to learn maxscript then you need to do this course.

Create killer animation and 3D tools to work faster, better and easier in day to day production!

The fact is that as artists working in 3D, whether it's in animation, modeling, rigging, lighting or even FX - we all can benefit drastically from ability to write our own 3D tools and automate a lot of the tasks that we do day to day!
Even simple things like having 3DS Max automatically update where it's saving out it's renders to, and render elements every time you save a new Max file, or automatically convert your renders to quicktime .mov files and upload to your dailies folder for review once your renders are complete. Building asset publishing systems, automatically light your shots, scale scenes or even launch photoshop or other tools from inside of Max! There are so many cool things we can do with 3DS Max, utilizing Maxscript that pretty much any artist is going to benefit from taking the plunge and learning these unique skills, that instantly set you aside from every other artist in your studio! 
Typical courses like this you are expected to pay something in the price range of $3,500. AT LEAST! The course, going for over 14 weeks, with every week containg 5-6 lessons - I'll be honest, this course is insane! Every week receiving access to new videos, new content and mentoring from Allan McKay and even additional print-outs and other bonus gifts along the way! This course is by far the most robust course I've ever taught, whether it be online, or even private classes that I've taught at ILM, Ubisoft, Prime Focus, Autodesk, SIGGRAPH, or many other events. NOTHING IS LIKE THIS!

Tuesday, June 17, 2014

Video 5 - Script Interfaces & Preview Tools

Here we are, video 5! The final video of this mini course. This lesson we begin to look at creating interfaces to our tools as well as property overrides for our FX, so that we can change the values of our FX rather than being limited to the settings we saved in our asset file!
We go beyond that by creating our own Playblast (Animation Preview) tool, so that we can create custom previews, but more importantly we use this in conjunction with various other tools we develop to be able to scan the scenes we generated previously and automatically generate previews of each! This way we can review the effects that were created for our shot, without ever needing to open each of the video files up - or for submitting to dailies for review.
This is the final video of our mini course, I hope you enjoyed it! This is just a taste of Technical Director Transformation - more information to come on this 14 week intense course, if you thought five videos was a lot, imagine what you can do with another EIGHTY HIGH-END VIDEOS over the span of 14 weeks of intense thorough training starting from the ground up!

Sunday, June 15, 2014

Video 4 - Procedural FX Automation and Max File Creation

Alright! Taking what we learned from the last video we take things to a whole new level in this video! We begin to construct intelligent tools that are able to scan our scene and collect all characters and begin to construct our effects automatically for us rather than needing to select a character to apply our effects to. Not only this, but we go further by making this tool literally assemble Max files for us of the effect applied to each character. There is a lot we cover in this lesson, it's definitely moving quickly into advanced territory so keep up!