Click "Here" to go back to the main page... Hey! Don't click there! Click "Here"...  Oops, not there, sorry... Here... Here I'm trying to tell something about someone I haven't seen except mirrors... Here you can find my "Work in Progress" projects. (probably finished in next 10 years) And also I'll try to write some CG turorials to help my frieands, whatever I can. Here you can view my Still Image ArtworksHere you can find my Short Animations, Character Animations, some stupid test animations... Stuff that moves. :)There you can learn about where I am, what planet am I coming from? Is there any way to contact that planet? Or more easily; what is my e-mail address?Stuff that I'm linked to... what? I'm not kiding this time. :)

what are you looking at buddy!

Wednesday, March 15, 2006

Mini Tutorial: Reflective Chrome

Hi, while I'm working on creating different and more importantly "working" materials for my kitchen scene, I find out making a cool chrome material. I was having a difficulties creating a reflective chrome look with fast rendering before. Now this is also pretty fast and easy to create. So I decided to post settings here too... Here is a picture of rendered object. (pot)

Now, it's all about reflection map. A standard mat with Anisotropic shading, and apply a Falloff to Reflection slot. Make it 80 or 70. Now, apply a Raytrace to side, and Gradient Ramp to front. Create Gradient Ramp like I did in that screenshot.


You can copy instance this Gradient Ramp to Diffuse slot. Make sure you select Environ and set mapping to Cylindirical Environment in Gradient Ramp's Coordinates rollout. So reflection won't stick to the object. There you have a cool, quick chrome material.
Hope this info will be useful for your projects my friends. Any improvents are welcome of course.

Friday, March 03, 2006

March to Animation

I was planing to start blocking animation on start of March, (see, how optimistic I am) some texture problem comes up on Mousetrap metals when test rendering. I though I'm done with MouseTrap, but here I am trapped again. Lucily, I just found out what's causing the problem. I was using composite mat to make some dirt on mousetrap. But, turns out Looks like our Mental Ray is Mentally incapable of rendering Composite materials. (enough with mentalray jokes?) So, I got to take my Mental Ray to a Mental-Health Center... (oh, c'mon) A doctor there said "Use the force!" but he was short and green, I didn't listen to him of course. Because another doctor said "You can use a Mental Ray Material, and put a 'Material to Shader' map to surface slot, then copy your old Composite mat to this empty slot. It should work!" then he left running. He's got normal human size ears, so I listen to him. It really worked! See my Textured, Shaded, Fixed, Lighted, Delighted, and rendered Mouse Trap... oh, and cheese!

Wednesday, February 15, 2006

Giraffe Mug!

Here is another mug that I created for a special request by Giraffe. As you can see, it's a bit different than other mugs. More... Graffish. :) Hope you like it my friend. You'll be in my Film. :P

Tuesday, February 14, 2006

Mug-Shots!

Like I said, here are few mugs that I'll put over the kitchen counter. There'll be a scene (mug shot, heh heh) that Mouse Binky jumps through the handles of the mugs. That's why I made them so big. :) Anyway, there may be some changes though. Does it look ok? I kind of "randomly" created them. :)

Monday, February 06, 2006

Texturing Stuff...

Hello again. I think I figured out how to deal with Mental Ray. (here goes another bad MentalRay joke...) It was a "mental" challange, but I'm happy with the current Visual/Render-Time balance I got. Not too happy, but I'm not used to be too "satisfied" with my work anyway. So, now what? Now, I'm going to continue making Texture & Shaders for rest of the objects.
Here is a WIP render of the cartoon milk bottle that I made. I drew cows using splines and extrude modifier. Every texture is procedural. (Gradient Ramp with noise) Then I render it from Top View, and apply it as a bitmap texture to milk bottle object.


I'll post some other objects later. Now working on texturing "mugs" that Binky Mouse will jump&run through their handles. A few mugs with funny logos, etc. I'll come up with some interesting Mug shots. :) (ok, that was good wasn't it?)

Tuesday, January 17, 2006

Test Render: Blurred Counter

Hi again,
I've been working on Materials & Lighting for last week. Doing some test rendering with different materials. I'm trying to to setup pretty much all of this simultaneously because I good ideas always comes to my mind while I'm working on, not planning on. So, I don't have a fixed texture or lighting setup.

But I do have some specific details. For example;

* I do like a classic parquet flooring, with a subtle reflection.
* I strongly like a window blinds, and volumetric sunlight beams comes from outside.
* I do like a blurred reflection on kitchen counter. (which I'm trying right now)
* I do like soft shadows.
* I do like J-Lo.

Anyway, my main focus is to create a good animation. So, some of those eye-candy stuff could be downsized!

Here is a Test Render of my kitchen counter material. I used Falloff map with Mental Ray "Glass" Lume. (I have no idea, I just stack them randomly! hehe) I set transparency to zero, and check Blur Reflection to on... There, I got a nice blurred reflection, and renders a bit faster than DGS map.

Monday, December 26, 2005

Wireframe of a mess...

I've modelled pretty much %90 of the kitchen. All scene is around 60000 polygons. (including Binky character model) Now... texturing and UVW Mapping all of these would be a wonderful joy. Last time I experienced a fun proccess like this would be 15 years ago, when I break my leg. :)

Anyway, here is the wireframe look of the Kitchen... And a closeup of the MouseTrap model. (which was a bit of a problem to model right... and I'm still not sure I did)

Friday, December 23, 2005

Binky Model & Rig Turnaround

Here is the Final Look of the Mouse Binky and his "Bizarre" rig. On the other hand, nothing looks "final" to me. :)
Quicktime 7, Divx, and Wmv versions.(There is no codec excuse, you'll watch this heheh)

Wednesday, December 21, 2005

Now, some new things!

Ok, it'll be a story inside a kitchen, so the first thing I needed to model is the... kitchen I suppose. Lol. Anyway, what makes a kitchen a kitchen? A big colorful sign that says "The Kitchen!" eh? (great idea actually!) But that won't work in my animation. A room with some "kitchen" objects will do.

First, I modelled walls, and a window that I'll definately try to use a volumetric light coming from. (I can't help it, I just like volume lights) Then I start to model objects. First model was the tricky one, a mousetrap! Yes, there is a mousetrap in this shortfilm too. But don't be scared though. No mouse is harmed. Here are some of the the simple turnaround animations of the things I modelled so far. You'll need Quicktime 7 to watch those.

Thursday, August 11, 2005

Walk Cycle is Walking

I know I know, I've been gone, neglecting my little mouse Binky and his upcoming shortfilm for 3 months. Good news is I'm back... (which is relatively good) And I'm ready to roll again if I could just find a rock... You know, like small and elliptical or round ones that easy to roll... Anyway, before stretching my "worse joke of the year" any further, let me show you a new walkcycle animation. Here you may download: binky_walkcycle1_all.wmv
Oww look at how cute he's walking there... well, I'm not sure if I'll be using that kind of a steady walk in actual short animation, but it's been a great exercise for me to test the character's controls, etc. There doesn't seem any problem... I might just well start to be productive again!

Sunday, May 29, 2005

Mouse in Action!

Now, it's done! Like I was having a baby. It took a long time for me to create this mouse character. Because there was lots of things I wanted to try, learn and test... and forget too heh heh. :) Also, I've tried to create a flexible bone system to stretch limbs of the character. There is lots of bones. Ears of the mouse is controlled by 3 bones. Also nose is controlled by 3 bones to apply a subtle draging motion to the nose. Arms, legs, spine, and neck are stretchable. It was all done pretty well. And for the material, I'm using Mental Ray with SSS Fast Skin Shader. You can see nice Surface-Scattering effect at fingers, ears, and tail. It makes rendering time a bit long but looks just the way I like. ;)

Sunday, May 22, 2005

Skining a Mouse

Well... I think I'm done with rigging... eventually. :) Now I'm proceeding through the least fun thing to work, skining. I spotted a problem with deformation at knuckle area of the fingers. I pull back pivots of the fingers a little bit to fix it, and luckly it didn't caused and weird twisting crazy bones or something like that. :) Anyway. Stay tuned for a few more test animations in a week.

Tuesday, May 17, 2005

Facial Rig in Action!

I've procrastinated enough. It's time to show something. Put the polygons on the table, you know what I mean... ;) After some organizing files&folders, (thanks god that that I didn't delete anything) I did a few texturing tweak for the Sub-Surface-Scattering material. I painted a new texture in Photoshop. Now it seems better. By the way, I give up making whiskers because there is a tiny problem. Sticking whiskers on the nose of the character is easy, but making them follow the surface while morphing is only possible with attachment constraints. Not that it's difficult or confusing, it's just slowing down the rig significantly and It doesn't seem very important detail for me. Got the idea in the last minute anyway. Better let go of it.

Now, you may watch the first mouse character Binky's facial rig video by clicking right image. (you'll need
Techsmith codec) I've created 12 facial shapes. (actually 21 with progressive targets) Then, I've made those fancy control shapes over the head bone. After that, I used the Reaction Manager to setup these custom shapes to drive Morph Targets. It's really a happy event for me that I finally got a reason to use Reaction Manager, and it works pretty good too. :D

Now, it's all ready right? Or... should I try some cloth simulations? Oh, back to the procrastination. :P

Friday, April 29, 2005

Data Management Trouble!

After a few months of crazy and sloppy working methods, I realised that I got to start organising my work files before it's too late! Well... It would've been great to control and "Curb My Enthusiasm" at the start of the work. Anyway. It's really serious to redecorate all files and folders in this stage. So let's hope I don't mess up 3 months of work...

Saturday, April 23, 2005

Morph, Targets, and Whiskers

I was working on making some facial expression morph targets for the mouse Binky. Actually they all mouth expressions because his brows are seperate objects. Anyway, after modelling 21 morph target, I noticed that... well I didn't noticed actually because there is something missing on that characters face. Then I realised I didn't made whiskers for dear Binky. :) How good is a whiskesless mouse? Well, Mickey Mouse doesn't have one. But maybe that's because he shaves it a lot. I don't know. But I think I want Binky to have whiskers.
There is one tiny problem though. Placing thin whiskers around the nose area is easy. But they're intersecting with the model itself when morph targets are animated. There must be a way to stick them to the surface of the face, so they move with facial expressions.

Wednesday, April 13, 2005

Changed a few things...

This character rig is becoming like Leonardo DaVinci's never-ending inventions. I constantly add, try or scrap out new things. Most recently I've changed foot controls a bit... again. I realised that making if look fancy doesn't make it more useful. I think this one is more practical to select and rotate foot roll controller. We'll see about that. :) Anyway, now I'm creating some morph targets for facial animations. My Mouse won't be talking, so I don't think I have to create all mouth shapes for lip-sync. Fortunately, because making mouth shapes (an "o" for example") for a character like this is a bit tricky than riding a seahorse. :)

Monday, April 04, 2005

Funny Discovery!

Last night, when it's around 5:30AM that I was just about to sleep while trying to avoid thinking some numbers and expressions echoing inside my brain. Then suddenly I came up with an idea! An obvious, and simple way to rig the spine just the way I was trying to do with expressions over some days. It was so exciting really. I almost jump out from bed if it wasn't dawn, cold and scary. :) Anyway, I just tried it first thing on this morning and it worked pretty pretty pretty pretty good. All I've done is making a point helper at pelvis bone, position constrain it between neck (which is also stretchable) and hips control object and make it "Keep Initial Offset" so that it stays in it's "default" place. Now I can link 2nd Spine IK's helper to this point and it stays between middle/hip area no matter how much I stretch the spine. I think I still need to use expression for the upper part of the spine though. Not seem to possible trying same thing twice in one hierarchy. But it's not big deal anyway. I could just move on...

Sunday, April 03, 2005

Making up expressions

I've been experimenting different ways to annoy myself by getting involved with maxScript lately. I must remember that making up expressions like "stay between ball.Z and box.Z damnit!" don't work in maxscript. One little typo, and it explodes like a pumpkin! It's really frustrating. But so much fun, really...

I'll try to explain every step that making of stretchy rig. Legs are easy enough. Arms are a bit tricky if you want it to be FK/IK and sugar on top of it. I'm working on rigging a stretchy spine right now, which is why I have to use expression to customize it the way I like. Hope to make it happen end of this year hehe. :)

Stay tuned...

Tuesday, March 29, 2005

First thing first...

Ok, first thing first. Let me tell you a about this shortfilm I'm working on. How did I decided to make a short animation about a mouse? Well, idea is always there actually. Mice are probably one of the most characterised and most famous animal used in cartoon & stories. Mickey Mouse, Super Mouse, Danger Mouse, Jerry, Speedy Gonzales, Stuart Little... and they mostly (if not always) got to play the good character in these cartoons. Cute little guys. But unfortunately, mice also one of the most despised creatures know to men... well, women actually. I know that when there is a tiny mouse shows up in a room or anywhere, 8 of 10 women will starts to screaming while trying find a chair to climb. So, all this fame, this "cute mouse saves the day" stories is for what? I personally like these little animals when I was a kid and I still do. But, you just can't make people like them, no mather how much advertise you make. First impression is really important I guess. The first encounter of Human and Mouse must've been pretty nasty. :) You can't break it. That's not what I intend to do anyway. Why create another stereotype? What I really want is creating a funny animation that is also fun to watch as working. So basicly I'm doing this to entertain myself. :)

I worked on character modelling and texturing about a week or two. I decided to use Mental Ray's SubSurface Scattering skin shader for mouse's material. Hope that it won't cause me any problem when it comes to final rendering, cause I'm not good very at it. :) Anyway. I started working on rigging around first week of February. The rig I wanted to create is a skeleton system that features stretching and squashing limbs. Like 2D Disney Cartoons. Flexible characters. It gives cartoon a very cool feeling. Majority of 3D Characters lacks of this squash & stretch. Is it because of software limitation, or It's difficult to setup than normal rigs? Or they just don't want stretchy stuff? I don't know. But I do know is that it's going to be a stretchy & squashy animation. :)

Character setup is almost finished. Actually it was already finished 10 days ago, but then I thought of different ways to rig some parts to make it more simple. My friend
Eek from CGTalk forums gave me some brilliant ideas about this. He is a real Jedi. :) (thanks master) Also Chris Harvey helped me a lot with my -never ending- questions.
After a few more days of struggling, (oh and this time it involves maxscript!) it's about to end... unless I change my mind. :)

I'll write more about the story... later. ;)

Monday, March 28, 2005

I've a Blog! Yeehaa!

Seriously, I've been thinking about making my WIP posts with this blog... thingy... :) Maybe that should give me no reason to be lazy after all. So I can easily write the progress of my upcoming shortfilm. Stay tuned for updates my friends...