Using Eclipse with Maya: A Quick Reference

If you’re doing tools work in Maya and you aren’t using Python, PyQt, and an IDE for debugging… well… quite frankly you’re doing it wrong. 🙂 There are a few guides out there that have helped me and others get this workflow going, such as this one from Nathan Horne and this one from Christian Akesson. You should definitely read both of those posts, because almost everything I learned about this topic came from these two guys. The purpose of this post is to shortcut the process to get this up and running as fast as possible using Maya 2012 x64, without delving...

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SOE Austin

I joined the talented team at SOE Austin in July of 2011. This is hands-down one of the best and brightest teams I have worked with. I’m honored to be a key part of driving DCUO forward to new heights!

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Spherical Environment Mapping

Sometimes it can be useful to have the sky to appear at infinity even though the geometry is really close, or perhaps you want to seamlessly blend near and far 3D elements with the skydome in the material regardless of position. Examples to...

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Useful Tools

I came across a few tools recently that are proving to be quite useful in my workflow. Not only are they free, but they actually work pretty well! Handbrake – An open source media encoder that’s great at mp4, the new web standard. Also has easy presets for iOS devices and a host of other targets. I found the UI to be simple and intuitive, and to produce better, faster, and easier results than Apple’s Quicktime Pro. CamStudio – I like Camtasia Sudio but the price tag is a bit much for me. CamStudio is a great free alternative that makes creating tutorials and screen...

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Project Amazons

In 2011, I moved to Austin to continue my role at Ignition as the Technical Art Director for a new and unannounced FPS IP. I also served as the Lead Artist, Technical Director and Outsource Manager for the first 3 months until additional staff were hired. Our goal during preproduction was to establish Ignition’s new console studio in Austin, implement the development pipeline, and prototype as much of the new game design as possible. I modified the pipeline tools I created for Reich and implemented a new shader library, updated 3DSMAX tools for environment destruction, and created a...

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