Showing posts from 2005

pixart photo album

Transform your digital camera photos into a professionally-made coffee table book! With Pixart’s unique FREE-to-download software, you can create your own masterpiece from those unforgettable occasions like birthdays, weddings, vacations, graduations, anniversaries or the birth of your baby.

matchmoving day

*image have been removed due to confidentiality issue.

lots of new stuff that I learnt
comparing maya live, boujou and matchmover.
I end up using manual track :P scene is too complicated for auto-track
not enough informations given as well.

Merry X'mas 2005!

Twisted Media Staffs. It's a really really great pleasure to work with them. And I thank everyone for the opportunity to learn and know you guys better.

eyes aim constraint's problem

First, I would like to thank Misterdi for helping me with hints and tips ( yeah it's fun to hunt the treasure hehe)

problem: Eyes constraint works well, but when I rotate the eyes, the aim becomes weird, it rotates by itself in it's local axis and sometimes it flips.


-aim vector: the direction that the local axis of the constrained object will point at (in this case, the locator is in Z direction, so put 1 on Z)
-up vector: a vector that works with the aim vector to control the orientation of a constrained object. From the range of my knowledge, this is normally will point to the locator as well to avoid the flip. so in this case, put 1 on Z as well. because when you rotate the eye,
-world up vector: this one determines the scene's world up, which is Y, so put 1 into Y.

By default, up vector and world up vector would have the same value, meaning they'll stay aligned as close as possible. that's why when you rotate to the extreme degree, sometimes maya do…


*image removed due to confidentiality issue

so sweet...
check the render time comparison:
renderman: smooth by 1 : 3.13 secs
mentalray: unsmooth : 2.19 secs
software render: unsmooth: 5 secs ?!?

FINAL RIG 2 released

awesome script...
another one: The setup machine

both are killer automated rigging scripts

PS adjustment

by request of ICH, I tried to mimic the look of the photos.

settings for composite with footage

the first thing to consider is the render global.
create a camera, mind the resolution, and lock the aspect ratio ( for TV)

second is the camera attribute
change the focal length according to director's camera lens
set the film gate to 35mm TV projection (depending on the camera lens again)

create an image plane:
name the image sequence properly with the format
and tick the use image sequence and fit : to size

adjust ur persp viewport to match the cam and plate.

*image removed due to confidentiality issue

BlendShape orientation

By default, Maya's blendshape editor window orientation would be vertical. However, if you want it to be horizontal when it loads up back, this is the script:

Go to your Maya's Other Scripts directory, for example, C:\Program Files\Alias\Maya6.0\scripts\others, then find the file called createBlendShapePanelMenul.mel, edit it using whatever editor you would normally use, Notepad will do, find the following line : -

string $ma[] = `menuBarLayout -q -menuArray $panelControl`;

straight after on the next line, add this line : -

blendShapeMenuCmd $panel bseMIHoriz;

That's it, when you load Maya up now, Horizontal Layout will be the default layout.

kudos for Steven J Tubbrit.

main character done.

*image removed due to confidentiality issue
The character from the project I'm doin currently.
Modeled in 1 day, agency approval and changes = 2 weeks!! can u believe it?!?!
rigged in 3 days, gosh today is the most tiring day, gotta rush. I'm goin to visit my mom in Penang tomorrow. leave till sunday.

BlendShape add in-between target

i'll write this on my free time.

Silo 2 video preview's been cancelled.
It's used to be my main modeling software, especially the topology brush.
But too bad, they're update seems a little bit further behind modo. And Modo isn't really my preference :P

Herman Saksono

He's not just a cool 3dsmax artist. He's a cool guy too with his blog that brought him dealing with Police. Well, I'm not into politic stuff, but I'm really proud of you. Let's support freedom of speech.

Hidup Mas Herman!

Sean Nolan Skel Creation

Added to the link on the right side.

He's a good TD guy, which gave me full support on the script. Thanks Sean.

You should check his Skel Creation mel. Nice concept of orienting joints without confusing new bie like me eheh.

Maya env (environment) file.

This function is used to set path to your scripts folder.
Case: you have more than 100 scripts in your maya scripts folder, cluttered, and now u're confused to filter those which are not used.
example: u have 15 scripts for modeling, 55 for rigging, 20 for texturing, and 30 for the rest.
- create a folder based on the category ( ex: modeling, texturing) it can be anywhere.
- put relevant scripts to each folder.
- go to my computer, RMB and click properties, then follow this.

- what it does is actually set custom path, because maya's default script folder is in your 'my document\...'

Gnomon New DVD release

This is truly christmas gift!
My wish list:
- MEL Bundle.
- Vray interior.

Maya UV pelting tool

Hip hip hurray, no more cumbersome of unwrapping UV all day long, this script try to mimic UV pelt in Max. It's a very smart way of using dynamic to generate the pelt. Wonderful thing is...It's free..

I've tried version 0.99 before, it could be improved more. some calculation are still messed up..I hope in this version it's more accurate.

This script comes with handy and complete documentation as well..So no worry if u're first timer.

Needless to say, this is a must have script for those maya users. I'm personally testing a beta UVlayout software, which uses similar method, but too bad they're not integral part of maya.

MVA result

Congratulations..MoonFx won a lot, especially for editing and Special effect. Twisted didn't send his work this year. RM60 this time was quite worth it, we're served with some snacks and drinks. Well, the ambient was not bad.

MVA tonite

Click the link above to go to the site. No idea whether it stands for Malaysian Video Award or Moon Video Award. Anyway, I'm out of political issue here.

Blendshape + joint

*image removed due to confidentiality issue

Say, u've got the head, properly done with blendshape applied. Suddenly client said.."oh you know, it should be bigger or tapered". Changing the main shape will affect the rest when you adjust the slider. and if you have defomer (lattice) applied, deleting history won't solve the problem..I'm using maya 6 in the office, but tried on v7 "bake topology to target" still doesn't work, because it's DEFORMER, not adjusting components (verts, edge, or faces).

So Khiang (our 3d head) come out with a very simple solution that i never thought of:
- so u have the head with all blendshape applied.
- modify the base head ( bigger, tapered)
- don't delete the history yet
- depending on how many expression you have, let's put 2, frown and smile.
- slide frown to 1, and then duplicate the base shape.
- slide back frown to 0 and slide smile to 1 , and then duplicate again.
- Now, u've got the new shape (tapered head…

3D whore

A silly conversation I had with KFC last nite:

necreation: hehe... well... maya is a bitch when u donno her.
elte_tan: she's gonna be my wife man..
elte_tan: we're engaged!
necreation: wife? hahaa.... another one of those "maya is my wife" guy
necreation: maya is my whore.... LOL
elte_tan: maya is a whore then!
necreation: xsi is another one that i'm seeing.
elte_tan: damn...too many husband
elte_tan: eh i heard houdini before
necreation: modo is my wet dream.
necreation: houdini is a high class whore.
necreation: haven't got chance to touch her yet
elte_tan: good idea to post on my blog haha
elte_tan: and max is a cheap whore with too many guys(plugins)?
necreation: LOL
necreation: no. max is a cheap whore with too many make ups.
elte_tan: and i dunno how to call blender man..
necreation: not so fuckable without make ups on.
necreation: blender? they are hmmm.... girls u can pick up with nothing.
necreation: not a single penny spent.
elte_tan: what about lightwave?
elte_tan: twi…

Lor's farewell photo

I'm in the middle Yay! Jose's on my right and Lor, the skinny crazy guy.

Interesting stuffs

open your command shell : start>run>type cmd, and then type this:
telnet <- starwars in ASCII!!

face morpher:

anatomy site and ref

FlipBook tryin

Art tutorial by Niklas Jansen

It's very very very useful!


Started to play around with Vray rendering, seems promising in the 1.5 preview. here are some links related:
chaos group forum

Reflective Values
posted by Jon Reynolds
archived on 11.3.2003

pure aluminum /polished/ 80 - 87 %
polished aluminum 65 - 75 %
matte aluminum 55 - 75 %
aluminum painting 55 - 65 %
steel 25 - 30 %
INOX 80-90%
polished chrome 60 - 70 %
high polished copper 60 - 70 %
high polished brass 70 - 75 %

light oak /polished/ 25 - 35 %
dark oak /polished/ 10 - 15 %
wood chipboard 25 - 40%
white paper 70 - 80 %

granite 20 - 25 %
lime stone 35 - 55 %
polished marble 30 - 70 % (depending on color)
light stucco 40 - 45 %
dark stucco (rough) 15 - 25 %
concrete /rough/ 20 - 30 %
bricks red/new 10 - 15 %

glass 5 - 10 %
silver mirror 80 - 88 %
high polished mirror 92 - 95 %
white tiles 75 - 80 %
white enamel 65 - 75 %
white lacquer 80 - 85 %

Reflections/refractions 101
posted by Flipside
archived on 17.1.2004

Ok, some clarification about reflections/refractions:

Reflection color: it replaces a number for t…


I'll constantly update this post for some great art reference site.

japanese creature
the monster lab
the sculptors corner
Howard Studios
Shiflett Brothers
for uploading : uploadhut

Lor's Farewell...

Last day Ah Lor working here in Twisted. We will miss him for sure...the craziest, most cheerful guys that bring us joy and fun. All the best bud.
Ahlor's site:

maya shading tutorial


heavy workload and bad weather finally got me flu this entire!

updated links in local artists and added great sites link.

VFXAsia exhibition + Zbrush XSI Maya Pipeline

from Pixologic

"The ZPipeline guides written by industry artists guide the novice to advanced user in getting all their ZBrush-rich detail into their 3D animation package of choice."

Pixologic has released the first two in a series of pipeline guides detailing workflows between ZBrush and major 3D applications. The first two in this series are ZBrush to XSI by Greg Punchatz and ZBrush to Maya by Scott Spencer. The guides come in a over 30 pages a piece and cover in detail techniques and common pitfalls associated with moving meshes and maps between applications. The Maya guide covers the new 32bit floating point displacement option as well as using ZBrush to generate bump and diffuse maps based on your sculpted geometry. The XSI guide covers displacement workflow, shader setup, UV regions, render troubleshooting and more! Hopefully these will be a help to anyone integrating ZBrush into their exsisting workflow.

Download at


here it is...

Hi guys,

How are you two keeping up? Are y'all back from Penang?
Anyways, reason i'm writing is to see if you guys have leads for me.

Red Comm is embarking on a digital movie to be released in GSC's
digital cinemas and we are looking for helpers to help us on during
shoot. Its a small budget production (and hence, small small team from
red com!)with ming jin as director (he directed Salon, currently in
cinemas). Its a coming of age story....with abt 10-12 day shoot in mid
december. Anyways...was wondering if you have any students or friends
who just graduated or wants to get into the industry..Its a good time
for them to meet ppl and learn abt movie making..and get hands
experience on the job. We will need them to be more of a Production
Asst to run and jump for my poor Prod Manager, handle talents, help
set-up set, etc. We wont be paying much...but food & drinks will be
covered la. Its more of a learning experience...

Anyways...if you know of anyone that is…

Production Assistant wanted ASAP

Our company needed a production assistant for a shooting which will be started next month. Anybody interested please email me at :)
Details will be posted later...
Please inform all your friends who are desperately looking for job. This might be a good chance to start :)

Maya render batch tips

what I learnt today:
Batch Render, go to maya help and type batch render flags;
useful for production, because you can render more than 1 scene while you're having coffee or in your dream.
basically the syntax is : render [option] [filename]
refer to the help, this is the common flags used:
-n -s -e -proj -rd
-n = number of processors used, 0 for automatic/all processors available
-s = start frame
-e = end frame
-proj = name of the project.
-rd = render directory (where images should be put)
Here's funny thing, try it : type 'failure' in google search.
*found by my french colleague, Matthew :)

VFX workshop + wullik worm

upcoming VFX workshop from Dreamworks in Singapore. (I'm registering :) )

Had a worm attacked on my PC last nite. Panic like hell..
it's wullik worm, luckily it's not harming, just annoying..
installed Norton, update the virus definition files..
deleted, hopefully it's fine now..
Please, back up your files..serious!
you don't know how precious your datas are till you're in this position :)
Takin a lot of coffee now in the office :P

FlipBook + StrutYourReel interview

cool flipbook to do simple animation.

Doug Bennett interview:

How to critique other people works in constructive way:

Who likes critiques? Critiques are part and parcel of our business. Without them we won’t get better in our craft, we don’t know how close we are to the director’s vision, we could be deceiving ourselves and thinking that we are hot when we’re not, and without the positive ones we could deceive ourselves into thinking we are no good. So critiques are obviously important, but why don’t we usually like them? Most likely because we feel a close affinity to our creation and when someone gives us a negative critique we feel they are actually critiquing us… ouch. In a way this is true… after all it was you who created that animation - so it is your fault (for better or worse)! Sigh…

So here are some of my thoughts about critiques:

Subjectivity/Objectivity - Well, you know, different people have di…