I'm currently learning how to set up character controls in unity by writing little scripts and reading a few c# for unity books. No third person cam yet.... Just messing around at the moment but this is a lot of fun.
Nath's digital art blog of tests, experiments, notes and practice sessions.
Saturday, 3 October 2020
Character controls in unity
Wednesday, 30 September 2020
Saturday, 15 August 2020
Sunday, 26 July 2020
Python Learning in Blender- Sine expression to Drive Bone Rotation
A quick python learning exercise in blender:
- Scripted various controls with arguments for names/limits/shape etc
- Scripted a bone chain definition with arguments for names/numberOfBones/transformPlacement/axis/O.O.R etc
- Created a script to iterated through the bones and deliver a sine expression using the controllers Y transform as input variables for the bones XYZ rotations - sin(frame*"freq+...etc")
- Sine Expression implementation: https://en.wikipedia.org/wiki/Sine_wave
- Bone iteration for expression delivery: https://blenderartists.org/t/iterate-through-bones-of-armature/667942
- Driver delivery: https://blender.stackexchange.com/questions/13747/pose-bone-drivers-through-
Now - the expression needs a little work (ie: clamp(#,#,#) etc), before I can expand upon it.
Wednesday, 2 May 2018
Blender Add-on no:1 - Texture Set Manager
I wanted a quick way to load, name and update texture sets based on selected objects so I coded this in Blender.
...as well as in Maya and Max.
I'm finding it useful for quickly flicking through textures in dense scenes and for keeping all texture sets named and organized.
Here is a flat shaded viewport screen grab of my text scene:
Render test:

I can switch between image types( jpg,tif,png ), sizes( SM,MD,LG ) and image sets( type of
wood, skin, metal... etc ).
The process of making add-ons in blender is a relatively fast and simple one:
...as well as in Maya and Max.
I'm finding it useful for quickly flicking through textures in dense scenes and for keeping all texture sets named and organized.
Here is a flat shaded viewport screen grab of my text scene:
Render test:
I can switch between image types( jpg,tif,png ), sizes( SM,MD,LG ) and image sets( type of
wood, skin, metal... etc ).
The process of making add-ons in blender is a relatively fast and simple one:
Tuesday, 1 May 2018
Modeling from perspective drawings in Blender and Maya
1: In this first example I've used the Blender plugin "Blam!". Blam is a camera and projector calibration toolkit. I based my line drawing on this skinny Meriton apartment building.
Friday, 9 February 2018
Metallic Carpenter Bee (Xylocopa (Lestis)) - 2nd V-Ray Render
Modeled in - Maya
Render in - V-Ray
Texturing in - ZBrush
A previous render and a modeling time-lapse can be found HERE
Render in - V-Ray
Texturing in - ZBrush
A previous render and a modeling time-lapse can be found HERE
Wednesday, 24 January 2018
Redback Spider (W.I.P)
Modeling in - Blender
Hair added in - Maya
Rendered in - V-Ray

Light Balance:

Test render of just the spider:

As a workflow test I decided to model a new Redback in Blender using Blenders Skin Modifer. Previously I modeled one in Maya.

Test render of just the spider:


Render test one. I created a web alpha in photoshop and projected them onto images planes in Maya. Here is a test render:
The web is, in all honesty, not very believable, the spiders joints are way to bright and the lighting isn't the best. I decided to do a test without a background or hair:
Wednesday, 3 January 2018
Art Station gallery
I just created an Art Station gallery. I hope to grow it with plenty of random art this year.
Sunday, 31 December 2017
Two random concept drawings - Science Fiction
Labels:
art,
concept art,
design,
draw,
Drawing,
interior,
sci-fi,
science fiction,
sketch,
space ship
Tuesday, 28 November 2017
Basic perspective principles/notes - Quick/unfinished Drawings
This is a page of notes about perspective drawing. It's been a long time since I've drawn anything and so I wanted to complete a quick revision exercise. Hopefully it will get me back into the habit.My aim isn't to have anything polished or finished atm. I simply want to revise some basic principles.
Here you will find some notes on very basic perspective principles/rules, some quick sketches and an unfinished line drawing along with various links.
Reference links for One Point Perspective:
Reference links for Two Point Perspective
Perspective Drawing in Photoshop
01. Setup
Here is a reference image from chasrowe.com showing a two point perspective system with a station point(90 degrees) and a cone of vision(60 degrees).
My version:
- Red Square= station point (with 90 degree lines extending to Vanishing Points)
- Green Inner Circle= Cone of Vision (60 degrees - minimal distortion)
- Light Blue Horizontal Line = Horizon



Here are some links and notes on ellipses that, in turn, can be used to create squares in perspective.
Reference sourced from: The Bad Ellipse: Circles in Perspective - The Minor Axis is the Key




Close to, or outside of, the cone of vision distortion will cause alighnment issues. My cylinder extends out past the COV.
Here is a link to a video by Irshad Karim describing how to do this.


Adding more ellipses to create a cylinder and using this "scaffolding" to rough in some shapes.

Adding some background Mech/Tech Stuff. I think it will be a walkway. I also defined the frame region. Normally its best to frame a region far inside the cone of vision however, as I want to experiment a bit, I've extended the scene beyond this region.

Exploring some shapes with ellipses. Note the direction of the minor axis:

Exploring more shapes:

Forms extracted from construction lines:

Adding a science fiction tunnel outside the cone of vision. (note: I added some wires and tubes to the cylinder but didn't like them)

Simple cross lines to obtain an even spacing. Note the direction the the minor axis in red.
Some mechanical objects:
I"ll take some progress photos and see what works and what doesn't. I'm interested to see if creating constructions, lines as rough guides, is helpful.
First a helicopter created by sketching a box and adding construction lines - like chipping away at a block of marble:
Next airplane sketched from a bunch of sketched boxes with the aim of finding placement points for curves.

Some very quickly sketched ideas drawn from an initial box.
Page 1:

Page 3:

Some progress shots complied as animated gifs:
Another way to perspective freehand sketch is from the inside out. Scott peterson is a master at this technique. Check his site out here: Scott Peterson on YouTube
This feels like modeling in 3D and starts from a basis of what, in 3D, would be called image planes for side and top views. The side view is therefore drawn along the center line and the top view on the ground plane. Positional co-ordinates are then plotted and mirrored to the other side via the ground projection. From these positions forms are built.
My first attempt is a tadpole. Note image planes on the center line, running through the center of the tadpole, and on the ground plane.

Page 4:

I'd like to choose one and redraw it into the Sci-Fi scene I started with as an experiment.

Base shape from circles:




Unfinished Line drawing:

Here is a very old and unfinished life sketch I did - with a warped perspective. This effect can be created by keeping in mind a 5 point perspective system like the one described here: How to draw in 5-Point Perspective
Here are some old perspective drawings I created around a decade ago together with the perspective lines used to create them. They were commissioned by Republic Films.

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