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Rants about Mocap, MoBu, Maya and coding » Brekel

Rants about Mocap, MoBu, Maya and coding » Brekel

Acceleglove Motion Capture Glove Products Hand Motion Capture The AcceleGlove™ is a light-weight glove with seamlessly integrated sensors that lets you use your hand to control any computer application or device. The AcceleGlove can be used for Silent Communications, Robot control, Medical Rehabilitation, Telemedicine, Training, Gaming, and Virtual Reality/Simulation environments. Some demonstration videos are available. The AcceleGlove software makes it easy to capture direct hand-motion data as well as to recognize gestures from either a pre-trained library or a user-trained library. The contents of your AcceleGlove SDK package include the following: An AcceleGlove with 6' USB cable attached. Download User Guide Download SDK Brochure AcceleSpell is computer software that recognizes the handshapes of American Sign Language (ASL) using the AcceleGlove, an amazing sensor enabled glove that lets you know if your finger formations are correct. The AcceleSpell package includes:

64 Mold-Breaking 3ds Max Tutorials Ahh... the third round two article in a row! I just keep outdoing myself don't I? This week I have 65 jam-packed tutorials and making of's for you guys to check out and waste your day away! Just don't let your boss catch you immersed in this packed-to-the-brim article! Organic 3D Modeling In this huge tutorial series posted over at CGIndia, Eric Maslowki teaches you how to create a realistic head in 3ds Max. Studio Lighting with VRay Learn how to set up studio lighting for rendering with VRay. Making of "Galaxy Explorer" Check out the making of Aamir Khan's "Galaxy Explorer" work. Modeling a Car Rim CG artist Travis Williams teaches you how to model a car rim. Making of "A Morning In Province" Check out this making of for Julien Chiari's "A Morning In Province" work. Making of "MayBach 57" Watch how this amazing 3D model was created and rendered to make it look as realistic as possible. Digital Radio Modeling Dosch 3D Human in 3ds Max 15 Tips & Tricks in 3ds Max 3D Tree Materials - Leaves Vray Grass

[Texture] Baking Tileable Normal Maps 3ds Max 2011's Viewport Canvas - Tips and Tricks 3ds Max 2011's new viewport canvas has been completely redesigned to offer a true 3D layer based paint system right within the application. In this blog post, i'll show you a few tips and tricks regarding the viewport canvas. You'll see how to add custom brushes, how to work with your favorite 2D paint program and the viewport canvas together, use light maps from render to texture in the viewport canvas layers and you'll learn the basic workflow for matte painting with viewport canvas. Introduction and Custom Brushes The first video covers the basics of working with Viewport Canvas and show how to create custom paint brushes. PSD Workflow and Using Render to Texture with Viewport Canvas This second video covers the workflow between paint applications using the PSD file format. Viewport Canvas and Render Surface Map In this video, see how to paint only on selected areas in order to restrict the effect of the paint stroke. Matte Painting and Viewport Canvas

3DS Max & Unity - The best way to import a Multi/Sub-Object Material You should learn to use a few things. Yes you are right starting with multisubobject sometimes it is easier to create interesting surfaces with multiple materials using tiling etc . (If your model is simple like a house with four walls and a roof you could directly work on an unwrapped surface with unwrap uvw modifier and photoshop but if it is more complicated you should work with a texture paint tool or multisub- object as you did, ) BUT BUT now that you have a multisub-object You have to apply an 'unwrap UVW modifier' create a 2nd texture channel on top of your 'uv maped' multisuboject mesh. This should include all you models UVs in one square (one image). The way you unwrap should be propotional for all surfaces but keep in mind that some places of your model could be more interesting and some others might be perfect to just assign them in one pixel. Then you have to bake the textures in one. It is a bit complicated but in all 3d applications is a bit of a tricky task. Good luck.

Crazy Bump Normal Maps in Unity 3d