This will be my most active area, where I post tips and tricks relating to what I am up to. From time to time I will also post on various 3d dabbling things, when they are interesting enough to read about (IMHO :-) ).
Eon Vue Clouds To Game Engine

Eon Vue Clouds To Game Engine

Eon Vue is a fantastic program that has fascinated me for many years. Recently I played around with the software’s cloud features. This blog post is not dealing with the details of making clouds in Vue per say, but rather how to use the output ... Read More »

Planetside 2 – Cinematic Trailer

Planetside 2 – Cinematic Trailer

Here is the cinematic trailer for Planetside 2, the game that I am currently working on. Planetside 2 is a massive First Person Shooter. The views in the game as you roll out into battle together with several 100 players are pretty awe inspiring. You... Read More »

Building A Company-Wide Framework For Your Art Pipelines

Building A Company-Wide Framework For Your Art Pipelines

Introduction A few years ago, we took the first steps in implementing a global pipeline at Sony Online Entertainment. Since then we have iterated and abstracted the essence and the backbone of that pipeline. At the end of May 2011, I held a Game Conn... Read More »

Universal Variables with Python

Universal Variables with Python

Python modules as data containers are very handy to store “universal variables” spread around in your code base.... Read More »

Dabbling With The Mental Ray Skin Shader

Dabbling With The Mental Ray Skin Shader

First off, this head model is released from the fine folk at Infinite. It came with the color and normal map (no displacement used). I spent 5 minutes making a spec map out of the color map.... Read More »

PyQt & Python Tips & Tricks

PyQt & Python Tips & Tricks

Growing Reference Page For PyQt & Python related tips & tricks:... Read More »

Issues When Sharing PyQt Through P4?

Issues When Sharing PyQt Through P4?

We had some strange PyQt4/uic/widget-plugins/ errors that were pretty tough to track down. First off, we opted to get it into PYTHONPATH through Maya.env it was the only spot where it worked for us (PyMel is added there as well). If you have found a ... Read More »

Favorite Python Sugar

Favorite Python Sugar

A really handy list comprehension technique that I am using heavily these days:... Read More »

Free & Open Source Software

Free & Open Source Software

There is an awful lot of really nice free software and utilities out there. This is a list that is compiled against a great thread on CgSociety. I pulled things that I am looking forward to try out as well as things I have been using myself. All of t... Read More »

Making Eclipse Soar

Making Eclipse Soar

Updated January 19, 2013 Here is a guide to set up and get Eclipse, PyMel, PyQt4 & Python to work together. When complete, you will have a sweet IDE setup, switch between running everything 32bit and 64bit native AND the ability to compile your o... Read More »

Faking Caustics in Maya (Dirt Cheap)

Faking Caustics in Maya (Dirt Cheap)

This was the way I faked the caustics on the sunflower pill project in school. This is many years old and about the only way I could get it done with the hardware back then. It is a really fast and cheap way to fake it…... Read More »

Angel Modeling

Angel Modeling

To prepare for the modeling sessions of the angel I did thorough anatomy research and came up with images that were both of the skin surfaces and the underlying muscle structure.... Read More »

Underwater Caustics

Underwater Caustics

As an Intro to Maya student, I was faced with the task of coming up with a solution to simulate underwater caustics for the Isla Bonito project.... Read More »

Underwater School Of Fish

Underwater School Of Fish

This is the final group project in my Intro to Maya class, taught by Neil Owen, I worked in a group together with Martin Karlsson. We were given free reign with Maya 1.0 and the gained knowledge from our Intro class. After a couple of long brainstorm... Read More »

Nrgy

Nrgy

The enabling sequence involves a lot of driven attributes within the scene. The thing I religiously practice is to create scene controllers that drive all the attributes remotely (I hate digging around for stuff even if I’m good with organizing... Read More »