Sunday, October 4, 2009

Game started... about time

Well started working on my game, figure out the pipe line and the game engine that I going to use. I am starting to make the assets for the first level. The plan is make the first level and see what I can do with it.

It is kind of a steam punk western, that is all i am going to say for now. You can get the idea from this... it is a train.

Wednesday, September 16, 2009



Well I have been working on a lot of thing. Finishing up the semester and trying to get
my master degree program started as well as my freelance, but i am always working in 3D on something else. Here is something that I made last night in ZBrush. The Hair I am sure about, but i will more then likely change.



I well some freelance work i wrote to more tools to save me time.
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o Converting poly smooth mesh preview creases to a bevel. I model in smooth mesh preview a lot use the crease to preview what non organic thing would look like with the smoothed mesh. It never quite looks right when you just convert it, the normal are messed up and the edge never catches the light. This way I can still do that then just convert then to a bevel it make the edges look better.

o replace with duplicate tool - basic what this does is say you have a model that has a lot of bolts or something repetitive like that, and you want to replace them all with new design, or for any other reason. The tool basically work like this, you first select all the object you want to replace all the others with, then you select all the ones you wanted replace. It takes the same place and alignment of the original object, as well as it place in the hierarchy.

Tuesday, September 8, 2009


This is a self portraits that I have been working on the last couple of week I think it still needs a little work, but for the most part it is complete.


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Their are also a couple srcipt that i have completed over the last two weeks

o Auto Save script - this save ever 10 mins well you are working, and incremental saves out file with "name_YY.MM.DD.hh.mm.mb"

o Surface Randomization - this randomizes the vertexes are selected, with in the give values.

can be found on my website http://www.eleazermunoz.com/

Saturday, August 29, 2009

Well going to try and get this all cough up. I still been building car, truck, motorcycles, and all most anything else you can think of, well it is a Living. Also some more scripting things, a incremental saver and a binding script.

But here is some of car that I have been working on. I have been working none stop sense the last time.






Tuesday, March 10, 2009

What I did in February:

These are some of the freelance projects that I have been working on for the past month. All are modeled, rigged, textured and animated by me. Per my freelance employer's request, I will am only going to show the models themselves. None of these models are supposed to be identical to any actual cars or motorcycles.


The yellow race
car took about 8 hrs to model, and was made using only polys and sub-ds.

The racing motorcycle took the longest at 10 hrs, also using only polys and sub-ds.

The Mini Cooper-esque car took about 8 hrs, again only using polys and sub-ds.

The old truck took about 7 hrs to model the main body of the vehicle, and about half an hour to build the tow part.

Thursday, January 1, 2009


- Tool Box
This is a tool that I am created while working project for work and presonal, because the shelves never saved right at the school that I work at and I wanted to make some small processes to make all aspects of my work quicker. Most are very simple commands, it is all in a effort to save time.

This is a work in progress more tool or button might be added.

o Main
name: this is a basic namer that gives a set padding for numbers, all you have to do is select the hierarchy. It helps with quickly naming objects or joints with the same prefix.
prefix_name_00_suffix

if start is set to 0 it will be skiped
prefix_name_suffix

sel -hi : selects hiararchy

x-ray and normal: do not change panel view mode- they change the transparents of lambert1 so that during modeling the the mesh will become more transparent without affecting your templates.

cPivot : center pivot

Freeze : freeze tranforms

allHistory: Delete All History

History : Delete History

o Polygons
polyCube: create polyCube
extrude : extrude face
RingTool : Insert Ring Tool
Spilt : Split polygon tool
combine : combine
seperate : seperate
merge : merge
CM : combine and merge
extract : extract selected faces
apPoly: append Polygon
sculpt: sculpt Polygon
crease: crease Polygon preview
bevel: bevel polygon

oMirror
ZeroX, ZeroY, ZeroZ : this zero select vertices on a given axis.
FlipX, FlipY, FlipZ : this duplicates and inverts scale of selected mesh

o Consrants

prt, align, mo: parentConstraint without maintain offset, parentConstraint with without maintain offset but the Constraint is deleted, parentConstraint with maintain offset.

pt., align, mo: pointConstraint without maintain offset, pointConstraint with without maintain offset but the Constraint is deleted, pointConstraint with maintain offset.

ort, align, mo: orientConsrant without maintain offset, orientConstraint with without maintain offset but the Constraint is deleted, orientConstraint with maintain offset.

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Setup

o Tools
joint - joint tool
LRA's - LRA display toggle
IKhandel - IKhandle tool
IKspline - IKspline tool
orJoint - orient joint tool
mirJoint - mirror joint tool
compEd - callup component editor
weights - paint weight tool
*_Bjnt - select all bind joints as long as a naming convention remains with all bind joints ending in "_Bjnt"

o autoRigs
bipeds - this calls up the bipedal auto scipt
quad - this call up a quadruped script that is still under development

o Controls
circle - creates nurbs Circle
polysphere - creates a polySphere that will not render.
contEd - calls up the connection editor
yellow,red & green - change color of control

o Spine
Make diffent kinds of spines
- FK spine
- IK spine
- FK IK switchable spine

o Arms
Adding a extra arm, naming and stating where it will connect.

o Leg
Adding a extra leg, naming and stating where it will connect.

o head
This helps support different types of face setups.
Blendshape base face setups and the tool to create blend shape connection and to paint weights.
Bone Base face setup- all the tools to set up.

Poser Control



-Poser Control-
This is an animation control that works with the rigs that are built with the auto-setup that I created. This is a quick rundown of what the control can do.

o Face Control
The face control panel is sets it self to a camera that is created in the auto-setup of the selected character.
o Character Name
This lists all characters that are the scene.

o Face Poses
This are all the lists of all created poses in the main rig file. Poses must be made in main file. Rig cannot be edited in a refereces.

o Controls

Face controls
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(-)Pose - remove selected pose from rig
L\R - mirror face from left to right
L/R - mirror face from right to left
Run Pose - run selected pose on selected character


Keying controls
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Face - key face of selected character
Body - key body of selected character
All - key all controls of selected character

Timing controls
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SelCTLs - selects all controls of highlighted character so that keyframe can be seen on the timeline and be timed out.

AllCTLs - selects all controls in scene that end in "_CTL" so that all keyframe show up in timeline and is easier to time out.

(+)Frame - inserts frame into current point in timeline

(-)Frame - remove current frame from current point in timeline

delKey - deletes current keyframe

o Make New Pose
How to make a new pose:
1. Pose face into any given shape using GUI or Tweeks
2. select character's name in window
3. Name pose
4. Click "Make"

o Name Character
If the control will be used the rig must be named. In main file
type in name and click Run.Very important--only click one. It might take a
few minutes to run this script and clicking more then once might damage the naming convention.