I'm Kurt Bernardin, a Los Angeles-based digital creator that has been immersed in the world of digital art for over a decade and works as a Head of CG, CG Supervisor, and Lead CG Artist. With a versatile skill set spanning 3D design, art direction, animation, and visual effects, I produce high-quality content across a variety of projects including advertising, marketing, digital collectibles, television shows, and VR projects. Alongside my professional pursuits, I share my expertise as a professor at a community college where I mentor aspiring artists.
My primary focus is on 3D compositing, lighting, and look development, but I also have a strong foundation as a 3D generalist. I am always pushing the boundaries of what's possible in the field and striving to create work that is not only visually stunning but also emotionally engaging and impactful.
I take this as a complement, unfortunately, I'm currently a bit too busy with my current workload. I only work on the occasional personal project when I have free time. I wish you the best of luck on your film!
I've found that when you're typically building a modular kit, you will go back and forth between modeling, UVing, and texturing until you find what works best to complete the building. Maya has a Replace Objects Tool that will let you update all copies of your geometry relatively quickly. If you're making assets for a game engine, once you update the one asset, it'll update every instance.
@@KurtBernardin I use 3ds max. One day I will try maya. I have made this layout before, and it is so annoying when you think you got everything covered in the sheet, and you forget something LOL. Was only joking about the fire escape heh heh
Thanks for the video! I do have trouble when importing into Maya, camera just doesn't match and that midpoint is off as well. However works great in blender (same file). Any clue where it needs extra care when it comes to maya (....as always). In fact when I export from Blender to Maya it also works so not sure. Cheers!
It's possible I missed a few key variables to make it transfer 1 to 1. I've noticed a few little issues that leads to this not always working. I'll have to take a look to see if I forgot to include the midpoint and try to figure out how to input that into the maya camera.
@@KurtBernardin Other times importing camera from Blender to maya doesn't really work either. But I think I found a solution that works, however it might need some further testing. Here’s how I fixed it: 1. Use the Angle Number from fSpy: Find the angle number under "Camera Orientation" in fSpy. 2. Set the Film Aspect Ratio in Maya: Input this angle number in Maya under the "Film Aspect Ratio" setting (in the camera's attributes that you import from Blender). 3. Adjust Fit Resolution Gate: In Maya, tweak the "Fit Resolution Gate" setting. For me, "Overscan" usually works best. Hope this helps someone!
Hi Kurt, thank you for creating this tool! I just tried 2 different images. They are fairly close but definitely not accurate enough compared to what I'm seeing in Fspy, they both have wider angles of view. Do you have any thoughts as to why this would happen?
UPDATE: I got it working, The issue comes into play when you use the 'from 3rd vanishing point' option as your principal point, Every tweak I made with the Z axis points would skew the 3d guide greatly, the littlest adjustment would throw things off. The approach that worked for me was using the 'image midpoint ' principle point, especially if your Y axis has very little perspective change from top to bottom.
@@maxlazzarin8417 I'm glad you brought this up. I recall seeing this same issue related when image midpoint is not used and was unable to find the best approach to translate this into the auto shader that gets generated. I would love to hear if you end up figuring out something I missed!
Glad it worked for you. To my knowledge, there is no native fSpy export to Maya. Trying to copy and paste the values from fSpy directly to Maya would never work due to it requiring some math to convert it to properly.
Hi, first of, thank you for the plugin, however theres an error with the import script! Running the original returns this error: Error: ModuleNotFoundError: file <maya console> line 1: No module named 'kb_fSpy_camera_maya' I fixed it with this import code: import kb_maya_fSpy_camera as fSpyCam fSpyCam.fSpyCameraImporter_UI() I'm leaving this comment here for anyone having issues running this, cheers
@@sarcasmenul if you want to give funds to anyone, you should support the creator of fSpy. The software is awesome. I simply figured out how to make a bridge into maya.
This software is used to line-up a single image. I suppose you could line-up multiple individual images, but you would have to match those cameras to one another manually.
Hello, the typical default place on your computer would be a maya folder within your documents, mine looks like this C:\Users\KurtB\Documents\maya. From here you can make a "scripts" folder and place the .py file in this folder. Alternatively, you can open the "2022/scripts" folder and place it there. The difference between the two is having scripts dedicated to a version number vs being useable for multiple versions. Folders would look like either of these: C:\Users\KurtB\Documents\maya\scripts C:\Users\KurtB\Documents\maya\2022\scripts Lastly, you should be able to run this Python code within the script editor: import kb_fSpy_camera_maya as fSpyCam fSpyCam.fSpyCameraImporter_UI()
Shift-D is the shortcut for "Duplicate with Transform". It mimics the transform you did previously and adds to it. This works with translate, rotate, and scale.
This was a great video on the nuts and bolts of modular building. I notice you didn't use any of the corner pieces in the assembly part. That part was a tad confusing, but other than that, well done video.
In Maya for correct color management, I recommend to add these lines to the python script: 1. after this line: cmds.setAttr(image_plane+'.depth',imagePlane_depth) add: cmds.setAttr(image_plane+'.colorSpace', 'sRGB', type='string') cmds.setAttr(image_plane+'.ignoreColorSpaceFileRules', 1) 2. after this line: cmds.setAttr(projection_fileNode+'.fileTextureName',image_path,type='string') add: cmds.setAttr(projection_fileNode+'.ignoreColorSpaceFileRules', 1) cmds.setAttr(projection_fileNode+'.colorSpace', 'sRGB', type='string') Cheers, D
I think that's entirely dependent on the needs of the project. A trim sheet would be the most optimized way to set this up. For this particular building, I only setup four materials (seamless brick, seamless concrete, seamless black metal, and glass). If I were to push this further, I would probably add some additional unique props that would require their own unique materials.
I can confirm that this works in Maya 2024, however to anyone who is not used to using custom scripts, make sure to click the MEL button right before the script command prompt line to switch it to Python. I was wondering why this wasn't running for 10 to 20 minutes until I decided to look up "Using Custom Scripts" and had another tutorial highlighting that Python (not MEL) needs to be enabled.
hi brother I was have this uv with padding issue past one year thank you for help me can you make a Video on substance painter and Unreal Engine more pls❤🩹
Hi there, It's not working in Maya 2022.3 file -f -new; // untitled // // Warning: file: C:/Program Files/Autodesk/Maya2022/scripts/others/pluginWin.mel line 934: No initializePlugin() function //