Thursday, October 08, 2015

Gleaming the Cube

I mentioned in the comments to one of Tom's posts a few weeks ago I've been trying to transmogrify myself into a technical artist -- i.e. one of the guys on a production team artists go to for help with tool deficiencies, automation or to help translate artist-speak to engineer-ese and vice versa. Part of that has been to learn Python and, particularly, PyMEL: the Maya-specific melding of Python with Maya Embedded Language (MEL). It's been a challenging, often-frustrating, but ultimately rewarding experience thus far. I'm heads-down in a lot of books that do their best to make the abstract tangible and the complicated simple. I started learning Python last year and I guess I would say I was a baby in the world of programming then. Now, I'm kind of a toddler looking forward to preschool (not yet ready for kindergarten, I think).

One angle to help me learn has been to take tools written by other techincal artist types and put them through their paces. You'd be surprised what's out there and what has been done with them. I came across the website of Matthew Breit a few years ago. He's a professional game artist who has made several community-celebrated Quake III maps as side projects. One of his maps is a cubist dream set in the sky. While it's a beautiful map in its own right (and fun to play, too), it's also a testament to leveraging technical know-how inside an ancient (in terms of game technology) engine. The Quake III engine (or idTech 3) is 16 years old and certainly not cutting edge. But Breit was able to squeeze out an amazing looking map by using Python inside Maya to supplement Radiant, the spartan toolset used to make levels for Quake. You can read about his design theory here and the technical postmortem here.

Breit released his workhorse script, CubeSpew.py, to the public after he was done with the map for anyone interested in how it worked or who wanted to learn. Curious, I downloaded the script and thought I'd give it a spin to see what I could produce. Breit freely admits the script is presented as-is, with no GUI or documentation other than the comments in the code. I contacted him directly through email a couple of times and he's been nice enough to answer questions, although it's been three years since he's touched the script and has moved on to other things. I only hit him up for bread-crumb clues whenever I was completely and utterly stumped. His answers were not of the 'here's how it works' variety, but were helpful and offered insights into the various functions and methods, which gave me something to chew on as I tried to reverse engineer the methodology.

I've persevered and been able to figure most of it out - but it has been a mind-bending butt-kicker. The script itself is quite organically complex (Breit said it just evolved over the years). It's some 1200 lines of code and not all of it is about building little cubes (although that is the bulk of it). The script evaluates an imported Quake brush (the basic building element of a Quake level) and generates little instanced cuboids of random size on the surface of the brush. Each instanced cuboid is a chunk held in memory inside Maya. You have to manually 'dimensionalize' that chunk (and all subsequent chunks) as a Maya 'polyCube' that can be digested back into a Quake brush when you export your work back to Radiant for an eventual playable Quake build. Each cuboid-turned-polyCube will be flush to whatever side/surface of the larger block you specify as reference. The little cuboids are randomized, yet all fit together like Tetris-pieces on the surface.

When creating the cuboid with the Python script, the instance that is created also stores texture alignment data which can be filtered via command line. The resultant output is five coordinate values you input into Radiant's texture alignment tool if you want to mimic the kind of precise UV alignment you would get using Maya's UV editor. That's only necessary if you are trying to get better edge definition with Quake III's shader system. This is all very Quake-and-Radiant-specific workflow stuff. You probably wouldn't do the texture alignment this way in another engine. You're kind of forced to do it this way with Quake III as it doesn't treat brushes the same way Maya handles polygonal meshes.

Parts of the script are for importing/export brushes from Radiant, and I had to figure out how that works. Parts of the script generate the coordinates for surface texture alignment inside Radiant - had to also figure out how that works. My initial discovery was that I had to fall back to an older version of Maya. Maya 2016 uses a different version of Python which breaks the math in the script. Luckily, I have Maya 2012 and the script runs there, so that's what I've been using.

So...I don't really have any sweet screenshots or anything to show (yet) but I'll post one that shows that I can now spew cubes with the best of them:

This has been a very rewarding (and often frustrating) experience. It really forced me to dig in and think. Ultimately, I feel I did learn a LOT - and I'm still learning. And now I have a greater appreciation for more advanced and user-friendly tools like Unreal 4 and Unity that are more powerful and have easier workflows.

Pre- Armikrog notions.




























Inktober 15- plus Script format


I'm up to Inktober 15 with my work aheads.
It's the Robot. The bottom one is a reject that i renamed Inktober 31. By the time it gets to the 31st I plan to have it replaced.
Here's a PDF on script format that I had to give my email to get.
You can have it future-spam free.
http://www.scriptmag.com/wp-content/uploads/Screenwriting-Format-Tips.pdf

Another work ahead inktober. Done at Drink and Draw last night
of course, always lurking in my head is a Frazetta influence

Tuesday, October 06, 2015

I'm Trying To Do More "Scenes" + APE Musings

It helps to work with good material.

I went to the Natural History Museum today. In L.A. They have lots of stuffed animals--and dinosaurs! I mean, TONS. I only had time for these two quick brushpen studies.

I'm taking my animal drawing class here this Saturday. Wish me luck.

The teaching is going good, except I seem to have run afoul of their absentee/substitute policy...dunno if they'll re-up me for next semester. Oh well, what can you do. It's been fun so far!

Attended APE Con this last weekend; it's been my favorite convention these last couple years, tho' I wouldn't call it a huge money maker (none of 'em are, except Emerald City). But this year they moved from San Fran to distant San Jose, and resultant crowds were pretty thin. However, I did get a big response from my new HORIZONTAL format banner. People really paused and admired...and then walked on.

And downtown San Jose is very cool, almost the perfect setting for a Con as far as easy walking convenience and lots of great restaurants and affordable, nice lodgings with an historic flair. Really hope it can take root and start to thrive.

But here's the bigger question APE's dimminishment brought on: in 2015, what IS an Alternative Press Expo really about? The title fills my head with visions of Last Gasp and Fantagraphics and Dan Clowes wannabes (guilty!)...but is that really the market today? I mean, does anybody really want to gather and celebrate that stuff anymore?? It was always outside the mainstream, but now is it just like, who gives a crap?

p.s. Tom Moon I talked more with Stuart Ng about book publishing and I pitched him on yr book(s). I PROMISED TO BRING YOU TO HIS LAIR AND HAVE YOU SHOW HIM WHAT YOU GOT.

Fresh from APE

Marty made a side trip to Sac following his APE excursion. Had a late dinner at IHOP in West Sac.
Thanks Marty for visiting Captain Down and Out in Trash Town. :)

Sunday, October 04, 2015

Familiar Lament

Once again at the North Park Drawing Group. The model did not show and this young lady volunteered to pose. She gave us a 15-minute clothed pose. I used a General's Sketch Wash pencil with water on regular sketching paper. The model is on a 4-foot-high stage and I was sitting at a standard municipal folding table and folding chair. Most everyone did a full body pose of her on the chair, but I went for a rare shot at portrait. Except for the eyes maybe being a bit too small, I think I have a dead-on likeness even with the oblique angle of having her so high. (The scan shows the water stress on the paper more than I notice it in real life.) I showed her, got a polite smile, and no further interest. Maybe she was just shy. One little compliment from her and I would have given her the picture.
     The model eventually showed up at North Park Drawing Group. I tried my luck with a tube of sepia watercolor on real watercolor paper. The model went around to take pictures of people's work, or rather, other people's work. I won't bore you with images of naked women.

     Here's some Simon and Kirby to go along with my long Kirby post on the Facebook TAG page.


spiderman wip


Saturday, October 03, 2015

Friday, October 02, 2015

Corben Copy

The original.
Probably not too much lag time between this being published in !1976! and me trying to copy it.
Someone on Ebay bought it.
I threw a lot of media at it.
But I think color blindness prevailed.
The actual original would have looked like this. Corben did his own hand made color separations on gray value paintings. A technique I believe was his alone.

Bar B Que Horror story

Available items to film with.
B B Q get together plus a vado mini cam.

Tech challenge-Need to cast an effective shadow.

dino inktober versions

Checking to see where tone would look best by photoshop cheating on my Inktober drawing. I'll do the tone in wash so it won't be a cheat. I have the line art scanned if I mess it up.
Just a note about how great photoshop is. The wash looks awful. Because it is streaky. The ability to lay down flat even tones is one of those things that instantly elevates the quality of an illustration. And it's a skill. That I would rather skip the time and effort to acquire.. Let photoshop do it.
 Better. Went over the wash and darkened it and minimized the streaks. Of course now the paper is wavey.
Photoshop is the answer.

Thursday, October 01, 2015

2 box

Time to dump "Groceries"


Buncake's artwork has enjoyed well over a year of basking in the yellow-orange glow of SD Comic Fest's website. It's high time to replace it … and here's the image I've submitted to Mike Towry for that purpose.

I hope you all notice Marty's artwork in there. He and Eric are the only ones from our old TAG group who have signed on for Artist Alley at the next Fest (Feb 12-15, 2016). That's Presidents' Day weekend, as well as Valentine's Day. A great time to plan a sweetheart of a trip to San Diego just before the Town & Country Hotel's east side gets totally demolished.

As of today, applications are being accepted from the general public for the half-dozen or so spots still unclaimed in the Alley. Priority will be given to previous participants, but there are already quite a few people waiting in the wings. If any of you are interested in getting in, you need to tell me right away; otherwise, you don't have a prayer.