blending into the background

i had a pretty positive response to my node last week – so here’s another. qChameleon lets you steal the coloring of your neighbors. PS: take my class to learn how to make your own nodes.

feeling displaced

as a part of the class i teach – i wrote a maya node which is fairly useful to the unwashed masses. so here you go: qDisplacement.

001

once upon a time, in a galaxy far far away, i taught a class called “computational art”. today, thanks to the miracle of the interwebs, i am able to teach once again. (be warned, the words “class” and “teach” here are used in the loosest possible sense.) here is my first attempt – an exploration […]

primscripts

now you have two ways to assemble sculptie primsets. my qLab assembler, or Eddy Stryker’s libsl assembler. all you need are these files. the little tyke above was taken directly from turbosquid. he’s pretty identical to his maya rendering: perchance will someone step-up to create a blender exporter? Jeffrey Gomez, are you listening?

ruining the picnic

it was only a matter of time, i s’pose, once the sculpties were released and the grid filled with apples and oranges and bananas, that someone would try to ruin our picnic. no worries, we have plenty of yummies. so! what new cool toys do were have here? first you need an ant. my friend […]

shrinkwrap

“Hey, does maya have a shrinkwrap deformer like softimage?” “I really need a shrinkwrap deformer for maya.” “WHERE’S THE DAMN SHRINKWRAP?!” sheesh. alright already. download it here. to use it, do like so: 1. create your source geometry and connect it to the sourceShape attribute on the qWrap node. 2. create your destination geometry and […]

advanced lighting

sometimes a picture is worth a thousand words. that’s what i learned in an earlier post, when i said “and you can use this technique to bake lighting.” which isn’t as powerful a statement as the image above (difference of 991 words.) so here we have a box. some might recognize it as almost a […]

seamless textures

painting textures by hand, eyeballing them to make them seamless? that’s SO 20th century. join the revolution – use computers to make your life easier. create your model in maya. use projections so that textures cross geometric boundaries. (for extra credit, use shape projections.) export your model to second life using a mel script and […]

transfering textures

a texture painter i know called it “the holy grail of texturing”. i dunno about that – but it is pretty damn nifty. the qShapeProjection node (version 0.1 available) let’s you transport a texture (no matter how it’s mapped) from one surface onto another. it’s as simple as: 1. create the source geometry and shading […]