I’ve said this before, I’m always hoping and wanting to get more done than I usually do. I was even on track to do just that this week. And then didn’t. This week it’s ok. I am preparing to start an online course that I really want to do well in. I’m trying to get everything ready so that I have enough time set aside for it. As a result, I’ve had to rearrange when and how I do things.
I signed up to take this course that is expected to take 10 to 15 hours a week. At least I think that’s what it said. And I watched a video they sent of another student talking about one of their projects from the course and they said the one project took them all day. So yeah. Need to make sure I make the time. I’m looking forward to it. It’s an opportunity to refresh and interest and some skills that have rusted a bit. It could even lead to new ideas of things to create. The course is two months and I still need to get that Holiday card ready. So things could get a little crazy.
At least I’m a little closer to getting the Holiday card ready. I got Walter, the Worm Guy all rigged. I had a few issues with that. I’m a bit out of practice with the whole skinning and weighting process in 3DS Max. I couldn’t remember how to get to one setting I was looking for so I had trouble getting really fine adjustments to some of the weights. As a result, you can see in this first render, some of the transitions between body sections weren’t as smooth as I really wanted. Oh had I had a little trouble with the eyes at one point. Even though they are grouped with the body, when I skinned the bones and then moved them the eyes rolled back in the head funny. I had to actually skin the head bone to the eyes as well. Then it was all good. It’s not ideal. Ideally I would setup an sub-rig sort of thing for the eyes and have them move with the head but also be able to look around. I’m not really interested in that right now so I didn’t bother. I did make a note though to go back later and give him a better rig in general. It will probably include the eye rig.
Now you might notice in the second render that everything looks much smoother. If I was having that much issue with the finer adjustments what did I do? I found a setting in the skinning modifier that let me change the way the bones were impacting the skin by switching it to a “heat map” method. I’m not sure what the difference is/was or why it looks so much better. It does, and at the moment, that’s all I care about. Walter renders out much nicer now.
I’m still working on which way to go about getting him into the card scene since the render is from one of the frames in the animation timeline I created to work on the skinning part. But hey, I’ll get there. I’ve made it this far. Now onto Funkatmyer the Funky Bird.
Funkatmyer does still need his rig and his materials. I didn’t make any progress there. I have found that the tutorial I used to rig Sticks is the only one really available for rigging in 3DS Max in the current Pluralsight catalog. So that’s what I will be using. Since I’m using 3DS Max 2018 I will need to go through and setup some of the tools that I had previously setup and then I should be able to basically follow along with the tutorial, roughly, to rig Funkatmyer. I remember it being a big job. I am a little concerned that I won’t have him ready for the Holiday card this year. Still, I have some time off from the day job coming up so I might make it. We’ll see. The course I’m taking could take up a lot of that time that I was thinking I would be spending on Funkatmyer and the card.
So at this point, I’m planning on having Walter the Worm Guy, Sticks and the Snowman on the card for sure. I have an idea of what I might do, just don’t know if it’s going to work out like I want. I won’t really know until I start putting everyone in place and do some test renders.
That’s where things are for me. New class starts this week and then I’ll have two weeks off from the day job and lots to do at for the 3D art stuff. I have a feeling it will be a busy vacation, even if I never leave my house. Come back and find out how the first week of class goes, and also the start of the vacation.

I had a few false starts with the IK solver as well. I tried to use a couple of different options that didn’t really work and then I tried changing some settings and that made a mess too. As I was testing what might work I found the spline solver option. I’ve seen this in one of the tutorials I’ve watched and I think it will ultimately be the best solution for Walter because of the control it will allow. It would allow for more refined control over his pose because I could reshape the curve of his bend to flatten it or change the angle of the head or chest or tail. But it will take a lot more work, and some research, to figure out how to get it setup correctly. So for the moment I’ll stick with the basic IK solver.
Even with that, I did manage to test out a few things in the 3D modeling world. I was able to export Walter, the Worm Guy from Maya and import him into 3DS Max 2018. He came over with his materials and even his rig. Because his rig came over I was able to get a render of him in his pose using the new Mental Ray. As I was remembering how to move around in 3DS Max, I either moved something unintentionally or found a small issue with the rig and mesh setup. I’m not sure the rig stayed skinned to the mesh. I would have to go back to Sticks to test it out, but I think it broke in the move. It’s kind of ok though. To get it to bend the way I wanted to begin with I used an IK solver and had to start at the tail instead of the head. So it’s a little backwards. I may be able to use an FK solver and start at the head and get what I want. I’m going to try it. For that, instead of deleting the rig I just exported a copy of Walter from a file I saved before I added his rig. Now I’ve got Walter with his materials and no bones or rig so that I will start fresh. That could be interesting.
I also found, while playing with Funkatmyer, that either, there has been an improvement to the TurboSmooth modifier or I missed something. You know how I was saying that in Maya, with Arnold as the renderer you can set it so that the smoothing happens at rendering, and even Blender has that. In Blender it’s a smoothing modifier and you tell it how many iterations for the scene while you are working and you tell it how many iterations for rendering. It’s a feature I think is really cool, and useful. Well I found it in 3DS Max 2018. It’s right there in the TurboSmooth modifier. There is the main parameter for the scene, and consequently the render. There is also a Render Iters parameter that when checked allows you to specify the smoothing iterations for rendering. There are some other parameters there too, for Isoline Display and Explicit Normals, for example.
With Walter and Funkatmyer both over to 3DS Max it’s time to get some materials for Funkatmyer and rig them both. I still haven’t looked for a newer rigging tutorial for 3DS Max. I need to do that soon. I was thinking, maybe this weekend. Then again, I still need to make my travel arrangements for the ZBrush Summit. And I have been invited to see the Minecraft creations of one of my Taekwondo classmates. So some of my time is spoken for.
a while ago, and my experiences since then had led me to feel that I was not going to be able to experience it at all, or at least not comfortably. Now, I have to admit, I’m looking at it again. I am considering picking up a VR headset, I’m just not sure if it will be PlayStation or something else. But that all starts to get into a different discussion.

Another of the differences of Blender as compared to some of the other programs is the way it renders. The start scene includes a light and a camera and it uses the camera for renders. I didn’t feel like messing with that and trying to make sure there was enough lighting at the moment so for now, my images are all just screen shots. That’s why in some of them you actually see the wire-frame over the solid view. In the ones where you don’t see it it’s because I switched to object mode before I took the screen shot. It gives you an idea of how it’s looking so far. A couple of things that I want to do are to remove the left half of the object and then apply a mirror modifier so that I only have to work on the one side. And I may also add a subdivision modifier so I can see it smoothed out more. For now though, it’s coming along.