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  • Archive for May, 2010

    Thoughts on Lost

    http://www.zspline.net/blog/wp-content/gallery/tvshows/oceanic.jpgLost has ended.

    The excellent finale closed a TV series which had the potential to become one of the best drama ever to be seen on the small screen, but it turned out to be one of the most memorable disappointments instead.

    (Only season 4 spoilers.)

    I loved the first two seasons. The story, the actors, the mysteries all worked well and I expected that everything will make sense eventually.
    However at the end of the second season I started to feel fooled. Tons of questions with no answers and those long, boring background stories made me frown.

    Then during season four where Desmond’s mind travels around in time (like in the “Butterfly effect”) and he needs to talk to someone he cares about or else he dies, I was like “What the hell? I don’t want to watch this random bullshit anymore.”

    It seemed that the creative process was raped by greed yet again: the writers were forced by the network to stretch the series for twice the length of what the material actually needed:

    “Listen up people! I want 4 more seasons, at least, with 45% more mysteries, 5 new characters and two big explosions in each season. But since I really don’t want to suppress your creative freedom, you can decide what you want to blow up.”

    Later I found that there was another, less evil reason for the flock of unanswered questions lingering in the jungle: I saw J. J. Abrams’ talk on TED.com.
    In this excellent presentation he reveals his preference of “mystery over knowledge”. As an example he mentions Jaws and Alien and that how they would be less effective if the monsters were revealed directly. And I agree with him.
    Trouble is that those movies are very different experiences from lost and the direct comparison is meaningless. There the events and characters are connected to each other so one can understand what was going on, no unanswered questions remain.

    For that, here is my depiction of a Lost-esque Jaws:

    One night an unusually wild storm hits the small island resort town. Many have seen purple lights in the clouds and the thunders also sound strange. Fishermen saw several lightnings striking the same spot not far from the shore.

    Next morning the mutilated body of a young woman is found on the beach. The coroner suspects a shark attack and he also notes that she suffered from situs inversus, her internal organs are located at the other side of her body.

    The local police chief starts to warn the tourists about the shark but then he is stopped by the mayor and told to acknowledge that it was a motorboat accident. He reluctantly agrees, but finds the suddenly limping mayor’s behavior erratic and generally weird. Starts sniffing around and discovers the mayor’s notebook with drawings of distorted faces and a mirrored names.

    When the dead woman’s fiance identifies the body, he finds five letters of the Greek alphabet tattooed on her neck, tattoos he’s never seen before.
    He asks for her belongings and is disappointed as the necklace of her is missing, probably sank during the attack.

    A day later a message in a bottle is washed ashore and is found by the police chief’s kids. The message is the same Greek letters which were found on the deceased woman’s neck.

    Another dead body turns up the week after, a guy this time. He also seems to be killed by a shark, also suffers from situs inversus and has four Greek letters on his neck.

    The police chief starts to look for a shark hunter. The old, limping hermit living in the abandoned lighthouse shows up and offers his assistance.

    A few boaters haul in a big, old chest they found floating not far away from the very spot where the lightning kept striking during the storm.
    When they open the chest they discover the bones of a huge shark with a rusty necklace stuck between its teeth. The necklace is later identified as the one the first victim was wearing.

    …and so on. Its not that difficult to come up with random stuff if I don’t have to explain them later on. It’s cheating.

    So I stopped watching Lost.
    Then I accepted that it was screwed and started watching it again. I wanted to see how they sink deeper and deeper in their own bullshit, but for more importantly, I wanted to learn from them what I could. Picked the great bits and pieces for later use and browsed the web during the boring parts. There were several moments which inspired me so I think in this case certain parts are greater then the whole.

    I want to use this knowledge to create a proper Lost-like experience at some point. Which feels like Lost but where there is an explanation for everything because there is a network of logical relations under the hood.

    As often said, the mysteries of Lost made people use their imagination while trying to explain things. And this is great. People thinking about stuff, asking questions and pondering about different possibilities is always great.
    But why leave them there, without actual answers? They won’t know if they guessed right, they won’t realize their mistakes, they won’t learn.

    I think this is how it should be done:
    - Introduce a mystery.
    - Drop some clues which might or might not be related to this particular weirdness. (But relate to something.)
    - Leave it for a while and let people wonder, guess, ask questions, discuss.
    - Drop more clues.
    - Leave it again for a bit.
    And keep pouring information until the mystery is fully revealed. People will try to fill in the gaps after each new clue. They will narrow down possibilities or realize that they were totally off. Everyone will reach a point sooner or later when they can predict your, the creator’s next move. When they succeed then they are satisfied (and rightfully so) because they beat you to the solution.

    So the audience got mysteries, got food for thoughts, got a chance to discover the solution for themselves and got the satisfaction of being right.

    And I hope you like the intro image for this post.

    Written on May 26th, 2010
    Categories: TV shows
    Tags:

    Flashback-light

    The Flashback-light is a flashlight which can reveal a past state of an object.

    Video of the DirectX viewport in 3DS Max 2011.
    Download full size video.

    The effect is produced by a shader which reacts to light of a certain color: it blends between two sets of textures.

    Modeling and UV creation was done in modo 401, I used 3DS Max 2011 for material setup and baking while the XMSL shader was made in MentalMill v1.1 .

    You can download the scene and the related assets: FlashbackLight.zip

    Written on May 19th, 2010
    Categories: My projects
    Tags: , ,

    Impressions of 3DS Max 2011: Material creation and baking

    http://www.zspline.net/blog/wp-content/gallery/misc/slatemated.jpgDuring the past week I rebuilt almost all shaders (for my latest project) in Max and had a few rounds with surface baking as well.

    The new, node based Slate Material Editor is a great (although long overdue) addition to the package. The material system does have a fine selection of quirks, but debugging and fixing stuff is fast and simple. MentalRay has a ton of useful nodes out of the box, not to mention the shaders made by the community.

    MetaSL shaders work well in the realtime viewports, but they have some nasty bugs when it comes to offline rendering: for example bump mapping and sell illumination has no effect, but they are known issues and MentalImages is working on bugfixes.

    Unfortunately a much bigger problem arises when one tries to bake a surface with MetaSL shaders: every single baked texture is black. It’s a bug on Autodesk’s side, but they don’t seem to want to fix it, since this is a problem since the first release of Max 2010.
    As soon as it gets fixed one will be able to produce complex surfaces on high poly objects with realtime feedback (no more test renders hah) and then bake the result onto a low poly mesh.

    The baking process is quite straightforward and it just works usually. Most issues I had were due to the fact that I model/UV objects in modo and then transfer them to Max via the FBX format. The export/import can screw up smoothing groups, but with some care, it’s cool.

    So using Max has worked out well so far. The only rendering feature I miss is modo’s bloody fast preview renderer. (But there is hope.)

    Written on May 12th, 2010
    Categories: My projects
    Tags:

    Sneak peek: Project “FBL”

    I’m working on a quick project about a few old toys:

    It also involves the new, v1.1 version of MentalMill.

    I’ve reached a point where I’m refusing to use modo’s shader tree for anything more than simple materials. I tried, I really tried to be understanding, work around problems and all but it’s so broken, rigid and user unfriendly, that I just can’t take it anymore.

    I wasted days on things which are simply a non-issue in proper, node based material editors. So from now on, I’m going to do the surface setup, rendering and baking in 3DMax, at least until Luxology produces a usable material workflow.

    Written on May 5th, 2010
    Categories: My projects
    Tags: