
Friday, April 29, 2011
Why 3D Software Stinks - Part 1

Wednesday, October 20, 2010
New Blender Leg Rigging Tutorials
- Adding the Rig Bones and the Control Armature
- Adding the Constraints
- Adding the Drivers and Custom Properties for the control object
Thursday, October 14, 2010
barryzundel.com goes live!
Monday, September 13, 2010
Blender Foot Rigging Test
Monday, August 30, 2010
Blender 2.5 Beta - What a difference...
Wednesday, August 11, 2010
Something a little different...
Wednesday, June 23, 2010
Friday, May 28, 2010
Sometimes I Hate Technology...and typing.
Anyhoo, I found out the hard way that backing up 9 years of work is a good thing to do in more than one place. Two days ago, I was working on my laptop at work, and had my backup drive attached to it. All my music, pictures, previous work materials, downloaded training materials, etc, were on it. The dumb thing had a 1.5 foot USB cord, and as I turned in my chair with my laptop on my lap, the drive careened off the desk and hit the floor. Then it started what sounded like beeping at me. I soon found out that the "beeping" was more of a mechanical problem where the disc would spin up, but couldn't be read. So I did some calling to find out how much data recover costs...you don't even want to know. For a 200 GB drive (yeah, it's been my backup for a LONG time, I know), it was going to cost me between $800 and $2700 for the data retrieval. Why don't I just give them my newborn child and call it even? So now the drive is sitting on my desk, a cold, black, dead reminder to BACKUP YOUR FLIPPIN' WORK!!
We'll see how long I can go without accessing anything on it.
Tuesday, May 18, 2010
Animation:Master Tutorials Price Reduction!! - up to 75% off!
Monday, April 05, 2010
Things they are a-changin’…
After 9 great years at Avalanche Software in Salt Lake City, I took the plunge, and made the jump to movies – something I have always wanted to do. In those 9 years I have worked with some of the most amazing artists and people around and have learned an immense amount from them. Like Adam Ford said, they are some of the greatest people I know and will continue to be great friends. I am thankful for the amazing knowledge that I gleaned from so many of them, and hopefully, I can do it justice.
But on to a new chapter of life.
Today, the dream became the reality. I was lucky enough to be considered and then hired by Pixar as a Technical Director. It’s quite frightening after working in the games industry for 9 years to walk into a place where you are now the rookie and you don’t know a thing about what you are about to do. But I feel like a huge sponge that is bone dry, and I can’t wait to be thrown into the pool. It’s going to be difficult, but I am so ready for this.
Friday, February 12, 2010
Softimage Softbody Tutorial
If I'm doing something wrong in this tutorial, or if there is a better way to do it, by all means, please let me know!
Monday, January 25, 2010
More Figure Drawings…This time in ANALOG!!
I haven’t had a lot of time for CG stuff lately, so here are some drawings that I recently got around to imaging:
Friday, January 15, 2010
Figure Drawing Friday
So for about a month now, I have been out of drawing supplies, and just too lazy to go get any…which is the reason for all of the digital drawings. Here’s another drawing that I could have used 2 more hours on. I think it turned out pretty good, but I’m feeling like if I go back to paper now, it’s going to be a whole new experience all over again…
Once again, I just can’t seem to get a likeness. I need to do a lot more portraiture and study measurements. I guess that’s my next task.
Here are the steps:
Friday, December 18, 2009
My Digital Drawing Technique
This is how I tend to do my digital drawing in Painter. It’s pretty much exactly like I would do with paper and charcoal, but I have UNDO!! Anyways, this drawing isn’t finished. I got to figure drawing late, so I was limited, and just like any lazy artist, I wait for the face, hair, and the hands until last. I guess that’s why they are almost never there. Anyways, here are the steps I go through:
1. First, I block out the forms and make sure my proportions are correct:
2. I create a second layer and keep “pick up underlying color” checked, then first wipe out the image using a blender brush, then lay down lines for form:
3. After that, I start another layer, and wipe the lines down so that they are not so harsh:
4. Once I have that done, I begin blocking in my light and shadow, and tightening up the edges a bit in places. I like to have some tight edges and some soft:
5. In my last step, I now go through each part, tightening the drawing, adding shadows, core shadows, highlights, etc. :
So like I said, I didn’t finish this drawing, but I think it is a good example of how I work digitally. Hopefully next time I’ll actually finish it.
Thursday, December 03, 2009
Again, an Updated Demo Reel
Added a few things and gave it a bit of a makeover.
Wednesday, December 02, 2009
Great Marcelo Vignali Interview
For those of you who don't know him, Marcelo Vignali is an amazing artist working at Sony Animation Studios. In this interview, he gives so much good information about being an artist in the industry today, it's hard to summarize. It's a good hour long discussion, but it's amazing to hear his thoughts on being and becoming an artist in this industry. I would recommend everyone watch it.
Wednesday, November 25, 2009
Mirroring Shape Keys in Softimage
Monday, November 09, 2009
Digital Drawings
Monday, November 02, 2009
Updated Demo Reel - 2009
Thursday, October 22, 2009
My First Foray Into MEL
Biped Auto Rigger...Not finished yet. It's still missing a lot of stuff. It's just an IK spine with no facial rig, no stretchy limbs, etc. I'll have to keep going on it.
Thursday, September 03, 2009
Making Hair with ZSpheres
Thursday, August 27, 2009
Low Poly Arm Tutorial
Part 1
Part 2
Friday, August 21, 2009
2009 Figure Drawings
Wednesday, July 29, 2009
Some thoughts on workflow...
One of my biggest pet peves (sp?) is a software package that has features that seem to never end, and yet those features are so hard to get to and use, that it almost negates the fact that they are there in the first place. Years ago, I was hired at Avalanche Software in Salt Lake City (I still work for them, but we are now Disney Interactive Salt Lake). We were using a piece of software at the time called Hash's Animation:Master. I had never seen it before. I had been studying at BYU in the animation department, barely making it through creating characters out of NURBS primitives, and hated every second of it (Nurbs, that is). Now I understand that they have been made easier to work with in some packages, but still, back then, it was a total pain. You could not do what you wanted without it being a total paiin. When I began in Animation:Master, I found something different: that the feature set wasn't huge, and the paradigm was different (using b-splines vs. polys or Nurbs), but I found that authoring what I wanted to was an absolute breeze. Things like bones didn't have joint orients. Assigning a mesh to a skeleton was a manual, but an easy and simple process. Rigging was a joy compared to what I was used to. It had almost every tool that I needed to use, and it was EASY to understand and implement all of them. Different, but when easy is the different part, I willing o go for that. I loved it.
They had a dirty little secret: make tools easy to use and understand, and the artists is empowered. Such was the way that you could correct a mesh's deformation when it was animated. Who would have thought - just pose the character, sculpt the mesh, and have the character remember what it looked like at that point! Truly amazing. So simple, yet almost all software packages today that are so much more "robust" fail to realize that. They take pride in how "deep" their feature set is. What I see is painful authoring. Even though I CAN do it, I have to do it an inefficient and difficult way. the result is the same, but I have lost valuable time I could be spending on other things. I have much more important things to to than make corrective blend shapes, influence objects, etc. I want to animate. This is where Hash came in. If more packages would implement things like these two videos I made, artists would go nuts. The power that comes with correct authoring methods cannot be overstated.
The first video shows "Smart Skinning". Move an object, fix anything that needs to be fixed, and it remembers. The second shows how I create a facial animation slider, blending skeletal animation and a corrective shape in one step, and one simple to use interface. Now remember, the tools are pretty rudimentary, but the implementation is genius. No wonder I continue to compare Maya and Softimage to A:M. It was one of the most genius packages ever.
Ahhhh. Those were the days.