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	<title>fuscus</title>
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	<link>http://fuscus.co.uk/wp</link>
	<description>Nick Fusco - 3D artist &#38; tutor</description>
	<pubDate>Tue, 02 Sep 2008 07:57:28 +0000</pubDate>
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			<item>
		<title>Quick Particle Clouds</title>
		<link>http://fuscus.co.uk/wp/archives/37</link>
		<comments>http://fuscus.co.uk/wp/archives/37#comments</comments>
		<pubDate>Wed, 30 Jul 2008 17:07:51 +0000</pubDate>
		<dc:creator>nick</dc:creator>
		
		<category><![CDATA[Maya]]></category>

		<category><![CDATA[Tutorials]]></category>

		<guid isPermaLink="false">http://fuscus.co.uk/wp/?p=37</guid>
		<description><![CDATA[This is a quick way of using Dynamics in Maya to create clouds.The main advantage of this method is that it will render quickly (unless you place the camera inside the particle system) and it can be used withinin a 3D scene or as a 2D background image.

This tutorial requires familiarity with Maya Interface.

Select &#8216;Dynamics&#8217; [...]]]></description>
			<content:encoded><![CDATA[<p>This is a quick way of using Dynamics in Maya to create clouds.The main advantage of this method is that it will render quickly (unless you place the camera inside the particle system) and it can be used withinin a 3D scene or as a 2D background image.</p>
<p><img class="alignnone size-full wp-image-38" title="Cloud Image" src="http://fuscus.co.uk/wp/wp-content/uploads/2008/07/clouds_headerimage.jpg" alt="" width="500" height="375" /></p>
<p>This tutorial requires familiarity with Maya Interface.<span id="more-37"></span></p>
<ul>
<li>Select &#8216;Dynamics&#8217; from the drop down menu in the module bar to display the menu</li>
<li>In the top menu select &#8216;Particles&#8217;, click &#8216;Particle Tool&#8217; and click &amp; drag to draw out some particles on the grid,  click Enter.</li>
<li>Open the Hypershade.In the &#8216;Create&#8217; Tab open Volumetric and click on &#8216;Particle Cloud&#8217;.</li>
<li>Assign the new &#8216;Particle Cloud&#8217; to the particles.</li>
<li>Select the newly created Particle Cloud,Lambert1 and in the perspective view Particles.</li>
<li>In the Hypershade create a Lambert Material and MMB click and drag over to &#8216;ParticleCloud2SG&#8217; Node;In the drop down menu choose &#8216;Default&#8217;.Disconnect &#8216;Lambert1&#8242; from its connected Node(s).</li>
<li>Select the &#8216;ParticleShape1&#8242; Node you just created and open the Attribute Editor</li>
<li>Scroll down to &#8216;Render Attributes&#8217;.In &#8216;Particle Render Type&#8217; select &#8216;Cloud [s/w].</li>
<li>Click on &#8216;Current Render Type&#8217;,then increase the newly generated Radius slider to a value of &#8216;2&#8242;(approx.)</li>
<li>In the Hypershade select &#8216;ParticleCloud2&#8242;,in &#8216;Common Material Attributes&#8217; load into the Transparency channel &#8216;Cloud&#8217;(3D Textures).Then select &#8216;place3dTexture1&#8242; Node,click &#8216;Fit to group bbox&#8217; button and change the clour to white.</li>
<li>Back in &#8216;ParticleCloud2&#8242; Tab under &#8216;Transparency&#8217; reduce Density to 0.255.Hit Render to view.</li>
<li>In the Render viewport marquee select a region of the cloud.</li>
<li>In the &#8216;Cloud1&#8242; Attributes under &#8216;Cloud Attributes&#8217; reduce Edge Thresh to 0.4 and increase Amplitude to 1.5(approx.).</li>
<li>Right click over marquee region in the Render View,under Render choose &#8216;Render Region&#8217;</li>
</ul>
<p>This method would be best used to render out a static cloud scene,then composited as a background,therefore the black background would be transparent if saved with an alpha channel i.e. as a Tiff file.</p>
<p>From here on by adjusting the parametres you&#8217;ve just edited and scaling the place3dTexture1 Node,then checking the changes in the Render View using Render Region you can change the characteristic of your cloud from thick/heavy to light and wispy.This quick tutorial requires you to act intuitively as possible with the proceedure and as there&#8217;re multiple parameters for the connected nodes I&#8217;ve only touched on a very few;therefore it&#8217;s left to you to experiment further and if it all goes wrong just start again.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>2D Wally Worm</title>
		<link>http://fuscus.co.uk/wp/archives/32</link>
		<comments>http://fuscus.co.uk/wp/archives/32#comments</comments>
		<pubDate>Wed, 09 Apr 2008 14:02:05 +0000</pubDate>
		<dc:creator>nick</dc:creator>
		
		<category><![CDATA[2D Work]]></category>

		<category><![CDATA[animation]]></category>

		<guid isPermaLink="false">http://fuscus.co.uk/wp/?p=32</guid>
		<description><![CDATA[














I produced this an example for our animation students to demonstrate the use of Maya, Moho, Photoshop, GarageBand as visual and audio elements that could then be composited together in After Effects (in this case) or Final Cut Pro.















Here&#8217; s a &#8220;wiggle cycle&#8221; for Wally Worm. There&#8217; s lots of development art work and a [...]]]></description>
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<p>I produced this an example for our animation students to demonstrate the use of Maya, Moho, Photoshop, GarageBand as visual and audio elements that could then be composited together in After Effects (in this case) or Final Cut Pro.</p>
<p>
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<p>Here&#8217; s a &#8220;wiggle cycle&#8221; for Wally Worm. There&#8217; s lots of development art work and a 3D version.</p>
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		</item>
		<item>
		<title>2D Fox</title>
		<link>http://fuscus.co.uk/wp/archives/29</link>
		<comments>http://fuscus.co.uk/wp/archives/29#comments</comments>
		<pubDate>Tue, 08 Apr 2008 14:33:02 +0000</pubDate>
		<dc:creator>nick</dc:creator>
		
		<category><![CDATA[2D Work]]></category>

		<guid isPermaLink="false">http://fuscus.co.uk/wp/?p=29</guid>
		<description><![CDATA[













  This little test animation was done with Moho. A great, intuitive 2D programme that I was working through,as it had been recently introduced to the course curriculum. I thought I&#8217; d create something that would compliment the current Fox project that was on the go at the time.  There&#8217; s a great [...]]]></description>
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  This little test animation was done with Moho. A great, intuitive 2D programme that I was working through,as it had been recently introduced to the course curriculum. I thought I&#8217; d create something that would compliment the current Fox project that was on the go at the time.  There&#8217; s a great feel to the programme,  which is something that&#8217; s rarely said about the digital environment, it really wants to animate anything in it.</p>
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		<title>photoshop tutorial #1</title>
		<link>http://fuscus.co.uk/wp/archives/39</link>
		<comments>http://fuscus.co.uk/wp/archives/39#comments</comments>
		<pubDate>Sun, 30 Mar 2008 23:08:50 +0000</pubDate>
		<dc:creator>admin</dc:creator>
		
		<category><![CDATA[Photoshop]]></category>

		<category><![CDATA[Tutorials]]></category>

		<guid isPermaLink="false">http://fuscus.co.uk/wp/?p=39</guid>
		<description><![CDATA[just as sample post - for me to setup the layout ;)
Ut aliquip ex, ea commodo consequat duis autem vel eum iriure dolor in hendrerit? Feugiat nulla facilisis at vero eros et accumsan et iusto odio dignissim qui. Doming id quod mazim placerat facer possim assum. Exerci tation ullamcorper suscipit lobortis nisl in vulputate velit. [...]]]></description>
			<content:encoded><![CDATA[<p>just as sample post - for me to setup the layout ;)</p>
<p>Ut aliquip ex, ea commodo consequat duis autem vel eum iriure dolor in hendrerit? Feugiat nulla facilisis at vero eros et accumsan et iusto odio dignissim qui. Doming id quod mazim placerat facer possim assum. Exerci tation ullamcorper suscipit lobortis nisl in vulputate velit. Augue duis dolore te feugait nulla facilisi, nam liber tempor cum soluta. Consectetuer adipiscing elit sed diam nonummy nibh euismod tincidunt ut laoreet dolore. Enim ad minim veniam, quis nostrud esse molestie consequat. Non habent claritatem insitam est usus, legentis in iis qui facit.</p>
<p>Anteposuerit litterarum formas humanitatis per seacula quarta decima. In iis qui facit eorum claritatem, Investigationes demonstraverunt lectores legere me lius quod ii legunt saepius? Eleifend option congue nihil imperdiet doming id quod mazim placerat facer possim assum typi non. Dynamicus qui sequitur mutationem consuetudium lectorum mirum est notare quam littera gothica quam nunc putamus parum!</p>
<p>Velit esse molestie consequat vel illum dolore eu feugiat nulla! Qui blandit praesent luptatum zzril delenit augue duis dolore te feugait. Claritas est etiam processus dynamicus qui sequitur mutationem consuetudium lectorum mirum est notare quam. Vulputate facilisis at vero eros et accumsan et iusto: odio dignissim nulla. Legunt saepius littera gothica quam nunc putamus parum claram anteposuerit litterarum formas humanitatis per seacula.</p>
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		</item>
		<item>
		<title>Ice Skating Fox</title>
		<link>http://fuscus.co.uk/wp/archives/14</link>
		<comments>http://fuscus.co.uk/wp/archives/14#comments</comments>
		<pubDate>Tue, 01 Oct 2002 20:04:01 +0000</pubDate>
		<dc:creator>nick</dc:creator>
		
		<category><![CDATA[Early 3D Work]]></category>

		<guid isPermaLink="false">http://fuscus.co.uk/wp/?p=14</guid>
		<description><![CDATA[ This was modelled using 3DMax&#8217; s Patch Modelling technique, which I preferred for  creating characters to the Box Modelling method. I thought it would conform to the computer games requisite maximum polygon count for a main character of 1000 polygons but it ended up being too high.   Because I got the [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-15" title="foxhipol" src="http://fuscus.co.uk/wp/wp-content/uploads/2008/04/foxhipol.jpg" alt="" width="500" height="240" /> This was modelled using 3DMax&#8217; s Patch Modelling technique, which I preferred for  creating characters to the Box Modelling method. I thought it would conform to the computer games requisite maximum polygon count for a main character of 1000 polygons but it ended up being too high.  <img class="alignnone size-full wp-image-16" title="foxlopol" src="http://fuscus.co.uk/wp/wp-content/uploads/2008/04/foxlopol.jpg" alt="" width="500" height="240" /> Because I got the first Fox model wrong and concentrated too much on realistic detail, I built another model; took the complete opposite approach and went for stylization, constructed<span id="more-14"></span> it using triangles and ended up with a very low resolution model (250 polygons) that had much more character. Using triangles is not the recommended approach to modelling but I thought that using such an economical method would then allow me to quadrangulate the mesh afterwards to keep the polygon count to a minimum.</p>
<p><img class="alignnone size-full wp-image-23" title="fox-original-drawingfront" src="http://fuscus.co.uk/wp/wp-content/uploads/2008/04/fox-original-drawingfront.jpg" alt="" /><img class="alignnone size-full wp-image-27" title="fox-original-drawingperspective" src="http://fuscus.co.uk/wp/wp-content/uploads/2008/04/fox-original-drawingperspective.jpg" alt="" width="165" height="224" /><img class="alignnone size-full wp-image-28" title="fox-original-drawingright-side" src="http://fuscus.co.uk/wp/wp-content/uploads/2008/04/fox-original-drawingright-side.jpg" alt="" width="230" height="224" /> Here are some drawings for the Fox model. And here&#8217; s the final, Maya Fox model.</p>
]]></content:encoded>
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		</item>
		<item>
		<title>Cigarette Lighter</title>
		<link>http://fuscus.co.uk/wp/archives/11</link>
		<comments>http://fuscus.co.uk/wp/archives/11#comments</comments>
		<pubDate>Sun, 01 Jul 2001 16:31:09 +0000</pubDate>
		<dc:creator>nick</dc:creator>
		
		<category><![CDATA[Early 3D Work]]></category>

		<category><![CDATA[animation]]></category>

		<guid isPermaLink="false">http://fuscus.co.uk/wp/?p=11</guid>
		<description><![CDATA[
This was modeled from a lighter that I owned, and again it was done by eye. I thought the individual primitive shapes it was composed of were nicely balanced, and blended well together; a good example of retro / modern design.
 I then thought it should work so I looked into 3DMax&#8217; s Pyrotechnic options, [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-12" title="Cigarette Lighter" src="http://fuscus.co.uk/wp/wp-content/uploads/2008/04/lighter.jpg" alt="" width="280" height="210" /></p>
<p>This was modeled from a lighter that I owned, and again it was done by eye. I thought the individual primitive shapes it was composed of were nicely balanced, and blended well together; a good example of retro / modern design.</p>
<p><span id="more-11"></span> I then thought it should work so I looked into 3DMax&#8217; s Pyrotechnic options, created a flame and animated the whole process. 
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		<title>Hand</title>
		<link>http://fuscus.co.uk/wp/archives/5</link>
		<comments>http://fuscus.co.uk/wp/archives/5#comments</comments>
		<pubDate>Fri, 01 Jun 2001 12:37:07 +0000</pubDate>
		<dc:creator>nick</dc:creator>
		
		<category><![CDATA[Early 3D Work]]></category>

		<guid isPermaLink="false">http://fuscus.co.uk/wp/?p=5</guid>
		<description><![CDATA[
This was the          best hand I&#8217;d produced using the box modelling technique in 3DMax. My previous attempts          using this approach had a tendency to result in a hand that looked like       [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-6" title="hand" src="http://fuscus.co.uk/wp/wp-content/uploads/2008/04/hand.jpg" alt="" width="500" height="235" /></p>
<p>This was the          best hand I&#8217;d produced using the box modelling technique in 3DMax. My previous attempts          using this approach had a tendency to result in a hand that looked like          it was wearing a glove, even with the fingernails and knuckles added,          due to the overall profile. With many hours of tweaking the model - a          convincing hand can be produced.</p>
<p><span id="more-5"></span></p>
<p>The most          characteristic features of a hand are the fingers and this part of the          anatomy has the most detail which will give it a realistic look. Drawing          a hand is a common exercise given to art students followed by drawing          different types of hands, female, male, young, old, strong, gentle, hard          working etc. There are so many observations to make, which is why it is a good          exercise and not as easy as one initially thinks. After successive attempts I eventually found that a better, more efficient approach was to start with          one finger and getting the profile and details right at that point, would lead to producing a good model of a hand.</p>
<p>The examples I had previously seen at that time were based on the artists own hand as the reference          for their model and mine is no different.</p>
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		</item>
		<item>
		<title>Portable Fan</title>
		<link>http://fuscus.co.uk/wp/archives/8</link>
		<comments>http://fuscus.co.uk/wp/archives/8#comments</comments>
		<pubDate>Tue, 01 May 2001 14:05:55 +0000</pubDate>
		<dc:creator>nick</dc:creator>
		
		<category><![CDATA[Early 3D Work]]></category>

		<category><![CDATA[animation]]></category>

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This little scene was created, off the cuff so to speak; when I&#8217;d become more proficient in 3DMax. At the time I was mainly concerned with making something that could be animated and exploring the programs dynamic effects, i.e. Turbulence,wind

The image above is accompanied by a short animation:-















]]></description>
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<p>This little scene was created, off the cuff so to speak; when I&#8217;d become more proficient in 3DMax. At the time I was mainly concerned with making something that could be animated and exploring the programs dynamic effects, i.e. Turbulence,wind</p>
<p><span id="more-8"></span></p>
<p>The image above is accompanied by a short animation:-<br />

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		<title>Twister Lamp</title>
		<link>http://fuscus.co.uk/wp/archives/3</link>
		<comments>http://fuscus.co.uk/wp/archives/3#comments</comments>
		<pubDate>Mon, 01 May 2000 12:15:51 +0000</pubDate>
		<dc:creator>nick</dc:creator>
		
		<category><![CDATA[Early 3D Work]]></category>

		<guid isPermaLink="false">http://fuscus.co.uk/wp/?p=3</guid>
		<description><![CDATA[
This was          my first attempt at modelling in 3D StudioMax when I&#8217;d become more competent          with the programme. At this point I was still self taught, I&#8217;d previously          [...]]]></description>
			<content:encoded><![CDATA[<p><img class="alignnone size-full wp-image-4" title="twister" src="http://fuscus.co.uk/wp/wp-content/uploads/2008/04/twister.jpg" alt="" width="500" height="375" /><br />
This was          my first attempt at modelling in 3D StudioMax when I&#8217;d become more competent          with the programme. At this point I was still self taught, I&#8217;d previously          been using mainly Stratavision on the Macintosh<span id="more-3"></span> and had also experimented          with Amapi, Infini D and Pixels 3D as these were the easily available          applications for the Mac before jumping over to Max on the PC.</p>
<p>Taking on          the challenge of reproducing an actual real product taught me a lot about          the programme and was good eye training. The approach was to look at something          and then recreate it in 3D without making it a long drawn out exercise          as I still had course assignments to complete, therefore only had limited          time to spend on modelling the lamp.The exercise also was good for applying          the thought process to the programme as when you are trying to achieve          what your eye can see the translation of how you think you can do it and          how you actually achieved the end result are often very different. I placed          the twister lamp in front of my desk and studied it as each part was modelled          with the aim of reproducing the proportions and scale of the original.          The design of the lamp is quite intricate and is a challenging task for          a beginner. Many mistakes were made and so many lessons were learnt.</p>
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