Sunday, 28 September 2014

3D Printer Build: Spool Holder

This is my first major project after building my Printrbot Simple and playing around a little with a few small prints. To start with I've just been using a make-shift holder for my spools of filament, so I decided to make something a little nicer looking. While looking around on Thingiverse for spool holders, 3DMakeMe's concept was the winner for me. It looks good and is made of only a few parts. Initial intended to hold filament which has no spool, I slightly adapted the axle extension part to fit my spool.

Bill of materials

2x Spool Stand V4 (for 8mm bars)
http://www.thingiverse.com/thing:479993
Printed at 0.2mm layer height, 2 perimeters and 10% infill
(Remixed from: http://www.thingiverse.com/thing:320376)

1x My remix of: Faberdashery Spool Axe Extension
http://www.thingiverse.com/thing:343269
Printed at 0.2mm layer height, 2 perimeters and 10% infill

1x 8mm wood dowel (1 meter) but metal would also work, or you could even print a length to fit
Bought from Antics model shop for £1

2x 608 bearings
I used 2 bearings from my old skateboard

The build

The first stage was to print the stand legs. At 100% scale, the stands require a printer with a print bed capable of 19cm² or about 7.5inch². As standard, the Printrbot has a maximum print volume of 6inch³, so I scaled the object down to 0.76 in Repetier and printed a quick test to ensure the biggest version I could print would still be tall enough to hold the spool of a surface it would stand on.


As you can see, the print messed up quite a bit, but all I needed to know is that there is at least a small clearance between the bottom of the spool and the table, so I was able to continue with using this object. One mistake I made here is that I scaled the object 0.76 in all 3 axes meaning that the total thickness of the stands was also reduced. I should have left the scale of the Z axis at 1.


Next was working on the axle which would fit into the center of the spool. Firstly, I again did a quick test print to see if the size was correct to fit into the center of the spool and to hold the bearings in place. It seemed that the size was just about right for the bearings, but the diameter of the axle was way too big for my spool. The solution in most cases, as with the stands, is to scale down the object in Repetier before slicing and printing. However, as I needed the diameter of the inner circle of the axle to remain the same size, this required some remodelling of the object.

To start, I imported the stl which I downloaded for the axle into Maya, but as stl files holds the geometry as triangles, it was going to be hard to edit just the outer circle of the object, as the object is not too complex I decided that I would be best starting from scratch and model the axle again using the original as a guide for size. Also doing this enabled me to create a higher resolution model giving the final print smoother sides.


With the axle remodelled it was time to do a new test print. This required figuring out a workflow of getting the object from Maya into a .stl file, but unfortunately Maya doesn't have the capabilities for exporting .stl files. After a little research I found that 3Ds Max does have the capability of exporting .stl files, so it was a simple case of transferring the model by exporting from Maya as a .obj file and importing that into Max to, then export the final .stl file for printing.

While remodelling the axle I resized the outer circle to something which I thought was roughly the correct diameter for the inside of the spool. During my first test print I could tell that I was pretty close, and after a few iterations I was able to get the correct diameter. Rapid prototyping really is one of the beauties of 3D printing.


Before printing the final axle I made sure that the bearing fit into the center, and that the axle fit into the spool center. During one iteration, I must have resized the whole object which made the center circle for the bearing too small, so I am glad that I checked this before wasting a lot of time and filament printing at this point.


After checking the sizes were right (36.2mm outer diameter for the spool, and 21.4mm inner diameter for the bearing), I scale up the height of the axle in Maya to the total required and printed the final version of the axle. There was a problem with the print (which I now believe to be the hot end clogging with filament) about 80-90% of the way through, so the final height was not what I intended. My design was for there to be a little extra of the axle sticking at each side of the spool (in case other spools I have in the future are a little wider), but luckily the spool center has a small lip inside that the axle can sit on.


Finally it was time to assemble the parts. One final step was to slightly rework the ends of the dowel. As I scaled down the stands to fit my print bed, it meant that the mouth for the bar was also made slightly smaller, and the gap for the intended 8mm bar was now too small.


Total time and cost
  • 2x Spool Stand ~ 3 hours (1.5 hour each) - cost of filament ~ £1.08 (£0.54 each)
  • 1x Spool Axle ~5 hours print and 3 hours to remodel the spool and adjust to fit - cost of filament ~ £0.90
  • 1x 8mm 1x 8mm wood dowel - £1
  • 2x bearings - £2.50 (£10 for a box of 8 Abec 7 Fracture skateboard bearings - £1.25 each)
Total cost to build: £5 (but with a box of 8 bearings and 1 meter of 8mm bowel you can make a few more axes for more spools)
Total time spent: ~ 15 hours, but this includes print time and remodelling of the axe and adjusting to fit the spool and bearings.

Lessons learnt
  1. only scale objects in all 3 axes if totally necessary
  2. cleaning the bed before printing with isopropyl really does help with warping on the corners when printing larger objects

Saturday, 27 September 2014

My 3D Printer Setup (September 2014)

So, it's about a month since I got my 3D printer kit and assembled it and I've had some time to play around and do a little printing. I've completed 2 major projects so far (Spool holder and Lego jumbo fig) and I've learnt a lot, and there's still so much more to try, but I'm at a point where I wanted to put together a list of my materials and supplies.



Printer
£480.76 (inc. delivery) @ Robosavvy


Print bed tape
3M Scotch Blue Tape
£5.99 @ BnQ


Isopropyl Alcohol
SHL BRAND Isopropyl Alcohol 99.9% Pure (1 Litre)
£7.99 (inc. free delivery) @ Amazon 


Filament
1Kg spool of Natural 1.75mm PLA
£19.95 (inc. free delivery with Prime) @ Amazon

1Kg spool of Blue 1.75mm PLA
£16.99 (inc. free delivery with Prime) @ Amazon


Paint
Humbrol Acrylic 34 White Matt Modellers Spray 150ml

Plasti-Kote Fast Dry Gloss Enamel Spray Paint 100ml
£2 each (discounted from £3.49) @ BnQ (also sold at The Range for £2.99 and Wilkinson for £3.45)
Buttercup Yellow
Garden Green
Night Blue
Insignia Red


Sanding
Diall Mixed Grit Assorted Sandpaper Sheet
£2.98 Pack of 4 @ BnQ

B&Q Brown Sanding Sponge
£2.48 @ BnQ

Monday, 21 April 2014

Can you Build a Gaming PC on a Console Budget

Interesting stuff from Gamespot, gets me thinking that my current pc build can probably hold off my purchase of a next-gen console for a little longer until we hit a price drop.



Sunday, 23 February 2014

Articles worth reading for any 3D Artist

10 KILLER TIME-MANAGEMENT TIPS FOR ARTISTS
http://magazine.artstation.com/2015/03/10-killer-time-management-tips-artists/

10 THINGS PROFESSIONAL GAME ARTISTS WISH THEY KNEW WHEN THEY FIRST STARTED
http://blog.digitaltutors.com/10-things-professional-game-artists-wish-they-knew-when-they-first-started/


6 Habits You Can Learn Right Now to Be a More Productive Artist for Life


Maya Workflow Tips: Tools to Get the Job Done Faster


DEMO REEL AND PORTFOLIO TIPS FROM GAME INDUSTRY PROFESSIONALS
http://blog.digitaltutors.com/demo-reel-and-portfolio-tips-from-game-industry-professionals


The Art of the Showreel
http://cgi.tutsplus.com/articles/the-art-of-the-showreel--cms-21449


WHY THE CG ARTIST WHO ONLY KNOWS ONE APP IS DYING


UNITY, UDK OR CRYENGINE – WHICH GAME ENGINE SHOULD I CHOOSE?
http://blog.digitaltutors.com/unity-udk-cryengine-game-engine-choose


3ds Max vs. Maya: Is One Better than the Other?
http://blog.digitaltutors.com/3ds-max-vs-maya-is-one-better-than-the-other


TEXTURING FOR GAMES – MAINTAIN A HIGH LEVEL OF DETAIL WITHOUT EXTRA GEOMETRY

Thursday, 20 February 2014

Maya tips and tricks [CG]

Workflow tips

http://cg.tutsplus.com/tutorials/autodesk-maya/quick-tip-creating-a-custom-shelf-in-maya/

http://cg.tutsplus.com/tutorials/autodesk-maya/how-to-speed-up-your-workflow-in-maya-using-hotkeys/


Mental ray

http://cg.tutsplus.com/tutorials/autodesk-maya/quick-tip-how-to-setup-the-mentalray-plugin-in-maya/

http://cg.tutsplus.com/tutorials/autodesk-maya/quick-tip-how-to-enhance-render-quality-in-maya/

http://cg.tutsplus.com/tutorials/autodesk-maya/how-to-render-wireframes-with-ambient-occlusion-in-maya-using-mentalray/


UV

moving shells 1 unit in UV editor
http://www.polycount.com/forum/showpost.php?p=1071689&postcount=9

showing UV seams and increasing edge width

Display... Polygons... Texture Border Edges

Display... Polygons... Edge Width...


Rendering

Rendering Ambient Occlusion Passes in Maya


Working between Maya and Max

Back face culling

Maya - is done on a per veiwport basis - enable back face culling in shading tab of the viewport and un-checking two sided lighting in the lighting tab

Insert two edge loops (for high poly models)

Maya - use insert loop tool and select multiple edge loops and scale tool to push the edges

Mirror geometry

Maya - either use mirror geometry tool, or duplicate selection and set the scale for the axis to mirror in to -1 and the others to 1. using mirror gemoetry tool method will only mirror where thr current object is, to mirror across an axis (like using the mirror modifyier in Max), but it requires the pivot to be on position 0.

Select objects by material

Maya - in hypershade - Edit > Select Objects with Material


Rotate pivot

Maya - rotate the object back to world orientation, then use freeze transforms

Move/scale in two axis only

Maya - hold CTRL and drag on the one axis you don't want to move/rotate. Be careful when using in orthographic views as it still scales in all three axis.

Snapping

Maya - hold v to snap to vert/egde hold x to snap to grid

Isolate Selection

Maya - Shift + I to enter isolation in the current viewport, or check View Selected under Show > Isolate Select. To exit isolation uncheck View Selection in the same place.


Bend Modifier

Maya - apply a Nonliner Bend deformer found in the Animation menu Create Deformers > Nonliner > Bend


or the following icon on the Deformer shelf (if enabled)


View poly/tri count

Maya - It's in the menus but really easy to miss (as are many things in Maya's menus)

Display > Heads Up Display > Poly Count


Re-topologising geometry

Maya - Split Polygon Tool which is hidden away in recent version of Maya (2013). Useful to create an item on one of your shelves for quick access. Thanks to my tutor Ian Harrison for that one!

Max - Cut tool


Finding n gons

Maya - Mesh > Cleanup... choose Select matching polygons and Faces with more than 4 sides


Toggle Wireframe

Maya - create a custom command in the Hot Key Editor using the following code and assign to a key (I like to use the T key as by default it toggles displaying manipulators which seems a pretty pointless operation).

string $panel = `getPanel -wf`;
modelEditor -e -wos ( !`modelEditor -q -wos $panel` ) $panel;

Combine Meshes while keeping pivot points

Max - Automatically done when using Attach tool.

Maya - use mel script "FlattenCbombine".

Download from http://area.autodesk.com/downloads/scripts/flattencombinemel and extract the .mel file to Maya's script folder which is C:\Users\[UserName]\Documents\maya\scripts by default, but custom installations of Maya will use the directory during install. Then, open script editor window - Window > General Editors > Script Editor and type "flattenCombine". Note: this is case sensitive.


Now highlight the text and drag to the shelf to create a shelf icon for easy access and use. To use the script select the meshes you want to combine and press the icon on the shelf. Note: select the mesh with the pivot point you want to keep first, followed by all other meshes.

Maximize Viewport

Max - Alt + W

Maya - Spacebar

Push modifier

Max - Using the push modifier allows you to push the geometry based on face normals

Maya - Select the object (or faces of sub objects) and go to Modify > Transformation Tools > Move Normal Tool, then Edit Mesh > Transform. Use the Z axis (blue arrow) to push the faces in or out. This is the same as using the extrude tool, but means you don't have to remove the 'inside' gemoetry created.
https://youtu.be/UVRL4esNUlE?t=42s

Wednesday, 19 February 2014

My Toolset for 3D Artwork

Modelling


Maya 2015 with Nightshade UV Editor - https://www.creativecrash.com/maya/script/nightshade-uv-editor
Vasty extendes the UV editing options avilable over the base UV editor of Maya.

Texturing


Quixel Suite 2.0 - http://quixel.se/
An awesome alternative workflow for texturing models and outputs for all frequently used software packages and game engines. includes nDO which is great for creating normal maps in photoshop from textures, or from scratch for detailing a model.

Substance Player - https://www.allegorithmic.com/download
I use this in combination with the plugin from gametextures.com (https://www.gametextures.com/gametextures-to-metalness-a-new-tool-to-convert-workflows/) to convert between texturing workflows and outputting to PBR.

AMP Tile Viewer - http://www.ampsoft.net/utilities/TileViewer.php
useful tool for veiwing tiled textures

xNormal - http://www.xnormal.net
for baking normal and ambient occlusion

CrazyBump - http://www.crazybump.com/
good for displacement maps and as an alternative for creating normal maps from

Other useful tools


SageThumbs 2.0.0.17 - https://code.google.com/p/sagethumbs/
good for viewing thumbnails not supported by default in Windows (such as .tga and .dds)

Monday, 3 February 2014

Best of 2013 [Games, Music, Films, TV]

Games

Building on the strength of 2012, I think that 2013 has been another amazing year in gaming for both AAA and indie. And even though I have not had a chance to get hands on with any next-gen kit, I am now glad that I didn't have the money to get a new console due to what I have heard and read about what they can currently do, and the range of software avilable. However, I am excited to get a PS4 at some point in the near future and the potential it (and the Xbox One) holds.

Although I was a very busy this year while completing my Master's degree (and at times I wasn't sure that I would get to play 10 game for this list), I found time towards the end of year to pick up and play some of the games that I wanted to play earlier in the year. So here we go...

2013 Game of the Year

Grand Theft Auto V



Maybe not the game that I had the most fun with this year, but as an aspiring Environment Artist, I was just blown away with the amazing world of GTAV. Although I do not think that this game was a massive step up in terms of gameplay from GTA4, the addition of the heist and other missions which utilises the mechanic of swapping characters were really fun. And even in the year of continued fails of launching games with a large online component, this is another Rockstar game, as with Max Payne 3 last year, which the multiplayer aspects sunk its hooks in for a decent period of time.

Runners-up:

2. Spelunky



I waited and waited and finally we got Spelunky on the pc this year! Along with it's highly-tuned mechanics and super awesome design, Spelunky was the definitely the game that got the most emotional reaction (mostly anger and frustration) from me this year which earned it's spot so high on the list. Spelunky has also built such awesome online communities, and as much as I loved playing the game (126 hours Steam tells me), I've spent even longer watching Twitch streams and YouTube Let's Plays of the game. The daily challenge is a really interesting mode which I expect to see in many games in the future.

3. Metal Gear Rising: Revengence



It's great that Platinum were allowed to have some fun with the Metal Gear franchise and making a game that is not so self-serious, while at the same time putting their own stamp and produce a game which has a lot of 'dumb fun'. Although the tone of the game changes quite drastically half way through, all in all I think Platinum pulled off the game they wanted to make. The enemies are well designed and produced some unique and really fun combat experiences, even making QTEs mean something by mirroring actions of regular gameplay.

4. Tomb Raider
Surprise of the Year



This was almost a game that nearly slipped from getting on this year's list as I wasn't that excited to play it at release, but after talking to a friend who had played through it, I was convinced to give it a go. From the opening cinematic (which was definitely one of the most visually stunning accomplishments I've seen come from a video game) right through to the ending, I was fully engaged in what was happening which I feel is very rare for me. I do think that some of the early level design feels constrictive, but the later areas in the game feel open and offer some really fun exploration, and I for sure learnt something about how to create environments for games.

5. Bit Trip Presents: Runner 2 The Future of Rhythm Alien


I had a lot of fun with Runner 2 at the start of the year and was quite sure it would make my top 10 even then. Runner 2 is very much an iteration on the first game, which personally I thought had too steep of a learning and difficulty curve, but even though Runner 2 adds more combinations of actions, overall the game is easier as the difficulty curve is spread across more levels. The only thing that I would like to have seen is a level editor tying into the Steam Workshop as I think this is a game which user generated content would work well and would have kept me playing the game for much longer.

6. Prison Architect

After a certain other game from the genre previously disappointed me this year, Prison Architect restored my faith in simulation games, and saw my first venture into one of this year's biggest trend in video games, early access games. I met a few of the developers whole helping to promote my Master's degree at Rezzed in June and they seemed like a real nice bunch of guys. With monthly videos showing the new features as they are added to the game giving a view into the development of the game, I think IV Software are doing a great job at keeping the community involved in the development of the game, which is what I think early access is suppose to be all about.

7. Grid 2

With Grid 2 it was so hard to get out of the mind set of having to win every race because, as is typical with racing games, you get more money to upgrade cars etc. However, Grid 2 has done away with having to worry about saving up for a new car or an upgrade which gets you into that loop of winning races to earn more cash to win more races. Instead you earn fans to unlock cars and upgrades. At first this number seems arbitrary, but it does give an a good sense of progression without the worry of hoarding money, and lets you enjoy the content of the game. The only reason Grid 2 didn't get higher up the list is because I feel that, however detailed they may be, there is not a wide enough selection of cars and tracks, a common trait in Codemasters games, which is not typical of other racing titles available for the same price.


8. Rocksmith 2014 Edition 

Although only a slight iteration on the original game, I still think that Rocksmith 2014 is a great way to get into and learn songs on guitar or bass. Having gone back to the original after getting it cheap in a Steam sale, the UI for 2014 Edition has seen major improvements, including the main highway, which I think makes it easier to read the notes while you play. After first booting up 2014 Edition, I initially missed the career progression of the original, but it is nice to have more control over your progression speed. It would just be nice to still have a set of XP levels to work though to feel like you are progressing somewhere as you play more songs, getting higher scores, improving mastery of songs etc.

9. Beyond: Two Souls

I very rarely get the chance to play games that are not designed primarily as single player experiences, but I really enjoyed playing Beyond with Petra as the first game we've played together. The concept of playing the game in smaller chunks in a non-linear fashion is interesting and each section tells an compelling part of Jodie and Aiden's story, but as a whole I came away from the game not convinced it all fit together as well as it could if each section was played in chronological order. What did pull the game up, is that by splitting the game into these chunks, a lot more focus could be given to the environment for each level, resulting in some really good looking and detailed levels. I was (for the most part) also really impressed with the movement of, and the way that characters feel when moving around the environments because they felt as if they had some real wieght to them.

10. Neptune's Pride II

Neptune's Pride... It has the ability to give a lot at the same time as taking just much. During the 3 months that myself and my friends at uni played Neptune's Pride we went through so much. I had so much fun playing the 3 games we got through in that time, setting up and discussing strategies to defeat people who you wasn't even sure if it was who you thought it was. All that fun had it's costs though. I lost quite a few hours sleep and productivity checking the game at all hours night and day, making sure that nobody had tricked me and all of my strategies were playing out as I expected. It also almost cost a friendship when one game caused some controversy over changes to discussed strategies which were not upheld! Look it up. Just finishing this write up a few months after last playing the game, makes me want to go back to see what's new and play another game.

Honourable mentions:

Cook, Serve, Delicious
Rogue Legacy
Monaco
Game Dev Tycoon

A few other games that Steam and Humble Bundle tempted me to that I should have played

Papers, Please
Dead Space 3
Dyad
Brutal Legend
Poker Night 2

...and a few other games that I wanted to pick up if I had the money/time (potential 2014's 2013 Game of the Year).

The Last of Us
God of War: Ascension
Gears of War: Judgement
Assassins Creed 4: Blackflag
Tom Clancy's Splinter Cell: Blacklist
Batman: Arkham Origins
Need for Speed Rivals

2013's 2012 Game of the Year

Sleeping Dogs


Sleeping Dogs missed out on last year's list for one reason alone, I played it after publishing the list. This was probably the first game I played this year, and I'm quite sure it would have placed high on last year's list as I had a lot of fun playing through it. The combat in Sleeping Dogs is really enjoyable, and even though it can be difficult to get to grips with at first, it is really well executed and feels smooth, offering some really rewarding gameplay. I did put the game down for a month or so, but I was able to pick it up and get straight back into it, even considering the combat system is quite complex. Something that I don't normally pick up on as been good in a game is the dialogue, but during cut scenes and in between missions with other NPCs, there is some really funny dialogue. 

Honourable mentions:

The Walking Dead

I missed the emotional roller coaster of Telltale's The Walking Dead when the game first came out, and after playing through it I purchased Season 2 as soon as possible as I couldn't wait. Although some of the early episodes suffered from a few technical issues, by the end of Season 1, I did not experience anything that frustrated me. One thing that episodic games are good for is been able to fix things while still in production, and Telltale made the most of this. Even after only playing the first episode of Season 2, updates to certain aspects such as the UI promise a good start for the rest of the season. I think this year will be very interesting for Telltale and I am very much looking forward to the upcoming Game of Thrones and Borderlands games.

Hotline Miami

Although I didn't end up playing for too long, I really did enjoy my time with Hotline Miami. It's one of those games that is hard, but like with Super Meat Boy, it's a quick re-spawn, so it's not frustrating to die over and over. The soundtrack is amazing, and I'm sure this is one I will go back to at some point (probably as Wrong Number gets closer to release).


Mobile

Super Hexagon


This was a really close category this year, but Super Hexagon won based on its addiction level. I spent many mornings on the train to uni for a few months playing only the first set of levels and even though I didn't get good enough to make much progress at the hyper levels, I enjoyed the game throughout. This, along with wondering what people must have thought when they looked over my shoulder and hear the soundtrack through my headphones, kept me playing for as long as I did. I did also actually think that it was a good way to start the day to get my brain working, just like some people would do a puzzle, which I think is a really cool thing for a game.

Runners-up:

2. 10,000,000
3. Cubes vs Spheres
4. Ridiculous Fishing
5. Kingdom Rush

Honourable mentions:

Earn To Die
Extreme road trip 2

Achievement of the Year


Forever Remembered from Cook, Serve, Delicious
Served a Ryan Davis burger, named after the greatest man of our time.

Not something that I did last year, or intend to do in the future, but I really like that the guys from Vertigo Gaming included this as a tribute to Ryan Davis who tragically passed away this year, which really shocked and moved myself and the Giant Bomb community.

Disappointment of the year

SimCity


Even though I sank more time into SimCity than some of those which did make it into my top 10, overall I just stopped playing the game feeling that it didn't deliver on the promise it showed in the run up to launch. Because of the floored launch, the ridiculous prices for DLC and the removal of key game mechanics, the game eventually became a giant mess and I just gave up wanting to play. Given that we are now getting an offline mode which was outlined as an impossibility at launch, I just feel lied to. While certain things such as the online gameplay were interesting, it was a gamble to include when so many games have had failed launches due to always connected requirements. The reboot of the franchise should have been something to celebrate, but I just don't think it played out in the end.


Music

Killswitch Engage - Disarm The Descent


Runners-up:

2. The Dillinger Escape Plan - One of Us Is the Killer
3. Evile - Skull
4. Soil - Whole
5. Devildriver - Winter Kills
6. Bill Kiley - Your Soundtrack for Becoming Invisible in a Crowd of Strange People
7. Trivium - Vengence Falls
8. Hatebreed - The Divinity of Purpose
9. Powerglove - Far Cry 3 Blood Dragon OST
10. Avenged Sevenfold - Hail to the King

Honourable mentions:

A Day To Remember -  Common Courtesy
Alter Bridge - Fortress
Biffy Clyro - Opposites
Bullet For My Valentine - Temper Temper
Chimaira - Crown of Phantoms
Clutch - Earth Rocker
Filter - The Sun Comes out Tonight
Five Finger Death Punch - The Wrong Side of Heaven and the Righteous Side of Hell
Funeral for a friend - Conduit
Jimmy Eat World - Damage
Megadeth - Super Colider
Stone Sour  - House Of Gold And Bones


Films

Sound City


Runners-up:

2. Rush
3. Pacific Rim
4. White House Down
5. Now You See Me

Honourable mentions:

100 Yen
Elysium
End of Watch
Gravity
Iron Man 3
Prisoners
Robot & Frank
The Place Beyond The Pines
World War Z


TV

Breaking Bad Series 5.5


Runners-up:

2. Game Of Thrones Series 3
3. Homeland Series 3
4. Black Mirror Series 2
5. Elementary Series 2

Honourable mentions:

The Apprentice Series 9
Walking Dead Series 2.5/3
Under The Dome Series 1