Exploring LEGO Material Part I

LEGO is – without a doubt – the best toy in the world. The problem is: sitting on the floor the whole day hurts, big time! Luckily, with all the modern 3D tools and thanks to ldraw and mecabricks I’m still able to play with it digitally. Up to now, I’ve made two brickfilms already. A stop motion one and a CG one. At the time of making those movies, I was pretty proud. From today’s perspective, of course, they both look visually and technically not thaaat great anymore. This is why I decided it’s time to take it to the next level. The major problem with today’s LEGO CG imagery is the shading. Most of the time the bricks look like perfect geometry with a simple reflective shader applied to it.

The problem is: a real LEGO brick material is fairly complex and the geometry has lots of tiny imperfections. This is why I decided to study LEGO bricks and the main goal of this blog post is, trying to really understand the LEGO material. With this newly gained knowledge, I’m hopefully able to create great looking shaders, matching the real life thing as close as possible.

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Wacom tablet and Photoshop CC pressure sensitivity

With Photoshop CC 2014 Adobe introduced the stupidest “feature” Adobe has ever introduced. (And that’s saying something!)

From now on Photoshop uses Microsoft’s Windows Ink API, which simply doesn’t work. There are odd circles appearing around your cursor, right click doesn’t work reliable and pressing alt (to pick a color for example) takes ages to temporary switch the tool. Luckily it is possible to disable this Windows Ink thing.

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How to nCloth

A few months ago, I took a closer look at maya’s nucleus.  I learned a lot and I thought it would be a good idea to write everything down. This is not intended to be a step by step tutorial and I’m not going to discuss every single parameter. I just wanted to throw together all the “wow, now I got it!” moments and I hope that this is maybe a good starting point, if you are new to maya’s nucleus (or ncloth in particular).


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