working form this portion of Judith with the Head of Holofernes by Cristofano Allori

work in progress – trying to get used to sculpting in Mudbox
working from this image:
(any one remember CGTalk’s 100 Heads post?)

Some small changes based on requests
Still BETA, but I’ve squashed some bugs and added some helpful features

Still to do:
Viewport 2.0 should(?) offer some speed boosts, especially when working with large high-res objects, but the method for layering the high and low res geo doesn’t work properly in VP2.0. I need to come up with an updated method
My new shader ‘lcShader’ is almost feature complete. It’s a very close approximation to the Mental Ray mia_material, but in real-time. In testing I’m able to get very realistic looking materials using a standard texture workflow (diffuse, spec, gloss, cubemap). Again, HLSL and CGFX versions will be identical, running the same exact code. Lights react much nicer than previous shaders and have realistic fall-off. And baked shadow maps too.
My shadow map baking script is also nearing completion, it will automatically link raytrace-baked shadow maps to the shader for linked lights and supports transparency in both the shader surface and the shadow cast.
Here is a quick screen grab, HLSL on the left, CGFX on the right. They don’t have the exact same shader settings so some slight differences
I was inspired after seeing RetopoG, but since it is not currently available I decided to make my own tool for Maya.
This tool will let you use Maya’s makeLive features to easily draw new topology on a mesh. The tool is designed to be very simple and rely heavily on Maya’s built-in modeling tools. This is written in pyMel, which only comes pre-installed on Maya 2011 and later.
This is a very early beta-like version, I’ve only just begun to test this in the last few days but it seems workable. I don’t have any plans to include a full custom toolset like RetopoG, you will mostly have to use Maya’s tools.

A short video explaining the tool:
The Relax Verts and Shrink-Wrap Verts are tools based on Oleg Alexander’s oaRelaxVerts.mel
I did some proof of concept work on the new shader and everything looks very positive. In order to broaden compatibility support I’m co-developing a CGFX and HLSL shader. They share most of their code by using #include files and are visually identical. This way people with AMD cards etc. wont be complete out of luck, although Shader Model 3.0 support will always be required.
Here is a quick screen grab, on the left is HLSL on the right CGFX.
Still a long way to go before the shader is feature complete, and the new pyMel UI is another matter.
This is a great time for Feature Requests, I have a ton of things planned, but I’m always open to suggestions.