Actually I do. However, sometimes, they can wait. At least that’s what I decided this weekend when I realized that I had spent the time I was going to go grocery shopping not doing that. Instead I spent the time rigging a worm.
It’s true. I thought I would spend just a moment seeing about creating the bones, or joints
as Maya calls them, for the rig for the Worm Guy. And then I had to try to setup the IK handle and so it went. The thing about the Worm Guy, at least this incarnation of him, is that all I really want to do with him is to bend his body. I didn’t want to model him in pose because then I’m stuck with that pose if I want to use the character again, or I have to model it again, or I have to do a lot of work to change the pose. If I rig the character, even a little, then I can do more with it later.
Creating the joints wasn’t too bad. It didn’t make much sense to me at first and I think it will take some getting used to compared to 3DS Max. I managed to figure it out. Adding the IK handle which creates the constraint for how all the joints flow was a little tricky. When I first created it, and then tried moving it, the thing had him bending in on his belly, like doubled over laughing. Which would have been fine if that’s what I wanted. But it wasn’t. I tried a couple of things to get it to work and it wasn’t happening. I finally decided to just rotate the Worm Guy 180 degrees and then apply the IK to the joints and it worked.
Of course it wasn’t that easy. It never is. When I tried to rotate the Worm Guy I couldn’t get his eyes to go with the body properly. They were living in their own space. I finally ended up parenting them under the body and then it would all move at the same time in the same direction. It took me ages to finally decide to parent them though. I was looking for an attach option that I couldn’t find. And then I couldn’t find the Parent command. At least that I remembered from one of the tutorials, I just used the ‘p’ key.
With all that figured out and the joint chain created I had to skin the body to the joints.
That took a couple of tries. Then it was time to figure out how to weight the joints to the skin and make everything look reasonably right when I started bending him. The first try was a mess. The second try took some work and I had it. I thought I was all good and then I deleted the history and lost all the weight settings. Ugh. Third time was the charm and I managed to not take quite as long as I did on either of the previous tries. I might like weight painting in 3DS Max better.
Twice this weekend I sat down to work on rigging the Worm Guy. The first time I got side tracked with the materials. I wasn’t too excited about the way the colors and materials came out when I rendered them initially. He looks too much like Ironman. Don’t get me wrong. I like Ironman. I just wasn’t going for that look on my Worm Guy. So I fiddled with the materials some and kept trying to get closer to the cartoon like look that I had in mind. That took some real work. Arnold didn’t want to do things the way I wanted to do them. I finally got some things figured out, like to use the color correction, or even to save as an .exr file. I figured out something else when I did the renders for the posed version of the Worm Guy. For that I used Maya’s render window and set it to use the Arnold renderer instead of what I had been doing which was using the Arnold Viewport. This got me what I was expecting. Finally.
I’ve included some of the earlier poses and
renders so you can see some of the difference and here he is, the Worm Guy, rendered in his final pose. At least for now.
Now I can get on with setting up the scene for him. That will be interesting.
I have to say, after the issues I had with Arnold I’m not sure how I feel about it. I really like the feature where you can add the
smoothing at render time like it does. Still, the bit with being able to see the materials correctly, that is a little annoying. I think I’m going to have to come to terms with it though. If the tweet I read on Friday is true, it looks like even the next 3DS Max will have Arnold instead of Mental Ray. So, for the moment it looks my choices will be the application’s native renderer, Arnold, or figure out how to get and use some other external renderer. We’ll see how it goes. It will be interesting to see how Arnold is implemented in 3DS Max and if it has the same cool feature(s) as well as the same issues.
This week I have a free evening. I would have two except for that grocery shopping I neglected to do at the weekend. That extra day could be really productive, or really lazy and at the moment, I’m not sure which way it’s going to go.
And late breaking news. The ZBrush Summit for 2017 has been announced. It will be the weekend of October 6-8. And apparently, part of it will start on the 5th as a stream only. I need to get over to the site and sign up for updates.
can set the smoothing to happen at render time so you can save on your poly count? I was working on the Funky Bird and decided to test that. Normally, I will smooth the model before I do a test render to see the work as I’m going along. I had done that and saved it. Then I turned off the smooth, rendered with Arnold where I had set up my smoothing. Sure enough. I had to take a screen shot so you could see. Pretty cool stuff.

colored walls and I found out last summer that it doesn’t cover easily. Now, that color

trying to get that a little more the way I want. At some point when I saved out a work in progress render I got distracted and started playing with the Arnold Render Viewport and all the settings there. I was right about it needing lights. The Arnold renderer doesn’t seem to like to work with the default lights. So I spent a lot of time fussing with getting some lights that are bright enough and show things off nicely. I also played with the smoothing at render time option. That I like. As far as any other work on the bird, I started adding a leg. The way the leg comes down off the lower torso is going to be pretty defining for the look of the character so I think I want to get it in pretty quick. It will also help with placing the arms when I get to that point. Here are a few renders of it so far.

So I suppose it shouldn’t be too surprising that by the end of the week my brain was ready for a rest.
However, when it came to the weekend I was a little slow to get the whole productive weekend thing going.


the faces of the head that would make up where the helmet would cover and then I could take that and scale it and add detail to it. After I finally found the duplicate function and managed to execute it twice. I had a basic helmet the shape of the head which I could scale up just enough to add thickness. This sounds really easy. And I thought it should have been easier than it was. Well, ok the duplicating was easy. It was making the new shape a completely separate object that wasn’t. It took me quite a while to finally figure out, that when I made the duplicate Maya automatically grouped everything under the original object. It was very frustrating because I was trying to delete the extra duplicate and couldn’t do it without deleting other parts. I finally found the option to ungroup everything and now it’s all set. There will be more duplicating fun to come I have no doubt.
the Penguin, though, now I’m glad I didn’t. I think I may finish the texturing tutorial first. I might learn even more stuff that could be really useful, like the bit on creating layered textures. That was cool to watch.