31 December 2014
What I’ve seen in Instagram lately…
Perhaps when everything is beautiful, nothing is beautiful—Stanley Kubrick
Let’s bring back the old stuff again
It’s the last day of 2014, and I can’t believe my old blogspot has lots of memories goin on. So I decided to bring it back alive again after 5 years of abandoning.
Only this time I’ve migrated the content over to wordpress, and get rid of the 3d related content. Where has all the 5 years gone? I didn’t know since I stopped blogging, but what surprised me indeed was lotsa thing happened so fast.
I’m now a father of just turning 2 daughter! How time flies and I regretted for not documenting those, partly due to social media and technology advancement.
So there, the reason why I picked up blogging again, and guess what…I’ll have another 5 years coming, but this time—it will all be clear.
04 June 2009
ROOM short film

Finally after 3 mths of
ROOM is the story about 2 guys struggling for space in a house.
Production time is 3 1/2 months (Feb - June 2009), from concept toward compositing. Music and sound fx are done by Markus Kellow, really nice guy to work with.
This is just a teaser poster. It hasn't been submitted, I'm sorry I'm unable to show it publicly yet.
I hope to be able to show more stuff after submission.
update: It's uploaded to vimeo and you can view it HERE
08 May 2009
JPEG compression control in Maya
There is a way to increase the quality.
You will need to add an environment variable to your Maya.env file.
AW_JPEG_Q_FACTOR = 100;
Where 100 is the quality percentage.
from mayastation
28 April 2009
Blend shape attach head to the body
The solution is to separate the head (extract), then duplicate and do some blendshapes, keep the first duplicated as the 'base' rather than the original mesh because we can't use original mesh as the target due to vertex order change. As soon as blend shape is ready, create a blend shape to the 'base' so it stores information. Then apply wrap deformer to the original mesh.
I know it's killing the scene by computing the calculation. But the trick here is GO TO INPUT AND CHANGE THE ORDER OF THE WRAP BELOW SKIN CLUSTER. Therefore the wrap deformer is no longer calculated after the skinned deformation. This will dramatically improve performance and resulting cleaner construction history. However another method is by using combine and merge verts, which leave ugly construction history. I prefer to use wrap instead.
22 April 2009
squeeze your firefox
19 April 2009
Using black white image as mask.

Intro
Sometimes you want to blend 2 different textures using the mask which is a black and white image (dirt maps or texture masks) *see B. The way I usually did is to select one of the channel which has better contrast, drag it to "create new channel" to create the alpha, and use that alpha (ctrl+click the alpha thumbnail) to create the selection (indicated by marching ants), and then apply that selection to A. Well this method has disadvantage if you want to use texture which has color information for example. I don't know if this method I'm gonna show is the right one, but it achieve the result I wanted.
Steps
- Click the B. , ctrl+a to select all, ctrl+v to copy
- Go to A. , create the "add layer mask", click the white area *it must be selected otherwise you won't see alpha channel
- Go to channel Tab, click on the alpha layer and make it visible.
- Make sure the layer is selected, and the eye icon is on, ctrl+v to paste
- Done, now you need to do is delete/hide the original mask which we copied earlier
Result

Many thanks to Peter my classmate for his help
Update: My GF pointed me out an easier way.
Click on the B/w layer (B), in channel, click the RGB instead of creating an alpha from one of the channel, so basically it will select everything, then apply mask on the (A). As simple as that, how stupid am I.
18 April 2009
Can I use the old style render layers in Maya 2009
However you can still create these overrides by using the following Mel
Where layer1 is the name of the Layer you like to override.
Ambient Occlusion
renderLayerBuiltinPreset occlusion layer1;
Luminance Depth
renderLayerBuiltinPreset linearDepth layer1;
Normal Map
renderLayerBuiltinPreset normal layer1;
Geometry Matt
renderLayerBuiltinPreset matte layer1;
Diffuse
renderLayerBuiltinPreset diffuse layer1;
Specular
renderLayerBuiltinPreset specular layer1;
Shadow
renderLayerBuiltinPreset shadow layer1;
From http://mayastation.typepad.com/
