VFX project we did for "Foeksia de Miniheks". CG teapot, alls 3d.
End result:
Making of:
Showing posts with label Tom. Show all posts
Showing posts with label Tom. Show all posts
Monday, December 27, 2010
Friday, December 10, 2010
Concept art for Graduation project
Some Concept Character Designs for our graduation film I've sketched in the last few days.
Damn, haven't been drawing for a while! I think the last one's pretty cool, this is based on a sketch by Joscha van Deijk




Damn, haven't been drawing for a while! I think the last one's pretty cool, this is based on a sketch by Joscha van Deijk





Thursday, February 18, 2010
FumeFX testing
I switched to FumeFX to create more realistic results with shorter calculation and rendertimes, here's the first test:
Tuesday, February 16, 2010
Maya Fluid Testing
First attempt at creating fire in maya, using the built in fluid system
(realsitic fire is tricky in maya)
Second attempt, more relaxed fire with whispy smoke
(damn long render and calculationtime:S)
Thinking about using FumeFX for better and faster results
(realsitic fire is tricky in maya)
Second attempt, more relaxed fire with whispy smoke
(damn long render and calculationtime:S)
Thinking about using FumeFX for better and faster results
Sunday, January 10, 2010
Tuesday, September 22, 2009
Still Comping
Rendering has been a real bitch....
We practically re-animated the whole short, so I kinda had to start over again. I don't really have time to composit yet, but here are some previews I made for testing stuff out.
We're now finishing up shot # 28 of 39. We've been rendering for 3 weeks now, on two quad-core
machines (not full-time th
ough), but still, it's going pretty fast:D






We practically re-animated the whole short, so I kinda had to start over again. I don't really have time to composit yet, but here are some previews I made for testing stuff out.
We're now finishing up shot # 28 of 39. We've been rendering for 3 weeks now, on two quad-core










Tuesday, September 15, 2009
Busting Some Heads
Hey there,
As my fellow team members may seem dead, I will show a sign of life again...
This is what I've been doing for the last week. I created a very very basic Bust in Maya,
My goal was to create a realistic male Bust, I've never done this before (as I always tend to lean towards chracatures) So, very exciting! It took me a while to get all the proportions working for me, I tried as much as possible not to use any references.
The topology is realy bad, I'm actually waiting for Zbrush 3.5 (especially the new GoZ feature!!!)
to retopo this guy. I wanted to do some rendering and compositing tests, so I decim
ated my model from the highest subd, from about 3.000.000 to about 3.000 polys. So i'm not using displacement or even bumpmaps (as my model is nog UVed or detailed yet).
Maya gave me a lot of issues, so I thought I'd go back to my old friend 3DS Max, and used Vray for the passes, here you can see the composit sheet, very basic. I made this setup, so I can re-use it later with my finalized model.
Well, here's the final:
I also used the basemesh bust to create these characters. Just a Quick study with some stereotype features, planning to create more.
I hope you liked this,
Tom
As my fellow team members may seem dead, I will show a sign of life again...

This is what I've been doing for the last week. I created a very very basic Bust in Maya,
My goal was to create a realistic male Bust, I've never done this before (as I always tend to lean towards chracatures) So, very exciting! It took me a while to get all the proportions working for me, I tried as much as possible not to use any references.
The topology is realy bad, I'm actually waiting for Zbrush 3.5 (especially the new GoZ feature!!!)
to retopo this guy. I wanted to do some rendering and compositing tests, so I decim

Maya gave me a lot of issues, so I thought I'd go back to my old friend 3DS Max, and used Vray for the passes, here you can see the composit sheet, very basic. I made this setup, so I can re-use it later with my finalized model.

Well, here's the final:
I also used the basemesh bust to create these characters. Just a Quick study with some stereotype features, planning to create more.

I hope you liked this,
Tom
Saturday, July 4, 2009
Rendering away
Skin shading Exercises
Tuesday, May 26, 2009
Compositing My Ass off

These are previews of shot 2 till 10... The background is a still images, as we use a fixed camera. The characters were rendered with shadows and AO, to be composited onto the still image backround.
I used maya 2009's passes system, it gave me both a lot of trouble and a lot of control and freedom. I used beauty/diffuse/indirect/specular and ambient occlusion passes to create this final look. A lot of post-work was done as well, using solids and textures with blendmodes.
We still have a few moths left now, finishing everything up...
This is our final look, hope you like!
Showreel Craze!
Hey Guys,

As my classmates are showing off their skills in these awesome reels, I want to show my work too.. Took me a hell lot of work, but it's finally finished!!!
Check it out!
The BIG one, Sorenson 3 codec, 256 mb
Smaller version, H264 codec, 91.5 mb
Small Ugly version, H264 LQ codec, 42 mb

As my classmates are showing off their skills in these awesome reels, I want to show my work too.. Took me a hell lot of work, but it's finally finished!!!
Check it out!
The BIG one, Sorenson 3 codec, 256 mb
Smaller version, H264 codec, 91.5 mb
Small Ugly version, H264 LQ codec, 42 mb
Tuesday, May 5, 2009
Character Design WIP4
Here's a shot small turntable of my character...
This is just his face though. I didn't use displacement or normal mapping, this is a very High Poly model...
And here's another turntable.
I used normal mapping for all the details on this low-poly model.
added some particle rain and Ncloth wind
This is just his face though. I didn't use displacement or normal mapping, this is a very High Poly model...
And here's another turntable.
I used normal mapping for all the details on this low-poly model.
added some particle rain and Ncloth wind
Monday, May 4, 2009
Wallpaper update
I wanted to put the poster in my reel, so I cut out all the charaters and made a 3d cam move in AE.
Did lose a lot of the image though, because of the 16:9 comp for my reel...:S
I used the clone brush to fix the background an used PS' vanishing point on in, to create a 3d environment. Positioned the characters back in place and used Twitches for distortion....
Did lose a lot of the image though, because of the 16:9 comp for my reel...:S
I used the clone brush to fix the background an used PS' vanishing point on in, to create a 3d environment. Positioned the characters back in place and used Twitches for distortion....
Character Design WIP3
Character Design WIP2
Character Design WIP1
We had a character design/modeling/sc
ulpting seminar a few moths ago... i thought I'd post soem of my WIP.
In this image you'll see the modelling progress in maya and Zbrush.
I wanted to create a nice big dude, to apply my anatomical knowledge to its fullest. I tried not to use any references, but some muscle grou
ps are just to complex..
I eventually ended up texturing this guy in Zbrush too, eventhough th
eir polypainting tools aren't as good as they should be..:S
I foud a very efficient way to paint realistic skin, layers, layers
layers..:D a lot of fun!
Here you can see some SSS rendertests from maya.

In this image you'll see the modelling progress in maya and Zbrush.
I wanted to create a nice big dude, to apply my anatomical knowledge to its fullest. I tried not to use any references, but some muscle grou

I eventually ended up texturing this guy in Zbrush too, eventhough th


I foud a very efficient way to paint realistic skin, layers, layers

Here you can see some SSS rendertests from maya.
Rendering............^o)

We've had even more problems with the girl, just unexplanible.
Renders that used to take 44 sec (wihtout the hair) took almost 10 min (with the hair) just insane. I'm gonna make a separate layer for the hair and jsut render is very simple in maya software renderer.
Anyhow, here you can see her final look... (just imagine the hair in some images)
Finally some of the animation is done, so I can start rendering tonight.... yeah!


Sunday, April 26, 2009
Some quick Updates
Hey hey,
We're superrrr busy right now, mostly problem solving. Maya's just been a bitch the last few weeks, been driving me insane....
Here's just a short summary of these frustrating weeks:
Ok, a problem with normal maps is, that they do'nt generate ambient occlusion:( So i imported our highpoly Zbrush meshes and baked the AO, and placed these maps on surface shaders in an extra renderlayer, here's the result:
This all worked out very nice....
I won't go into detail of our problem solving, there's just been too much crap going on....
Shader, rig and render issues, all generated by maya...ARGH!:@
After a few very very frustrating days, I created these turntables: I animated my father character, rene animated his girl and gijs created a walkcycle for his bot.
I lightend, did the camerawork, renderd and composited....
Quick Previzzz of the girl
Ok, after a lot of problems with the girls file, I was finaly able to render. Eventhough I drove poor Rene crazy....
I composited in AE using fairly simple but cool techniques to create a nice ambiance. A lot of sparks and steam are done in post too.
The characters are now presented, posing as actors...
The Father
The Girl
And the bot (not finished, needs 2 more shots) also, this isn't so much a turntable, but just some cool shots to put in our reels;)
Hand Close Up
Foot Close Up
Body Medium Close
Hope U like!
We're superrrr busy right now, mostly problem solving. Maya's just been a bitch the last few weeks, been driving me insane....
Here's just a short summary of these frustrating weeks:
Ok, a problem with normal maps is, that they do'nt generate ambient occlusion:( So i imported our highpoly Zbrush meshes and baked the AO, and placed these maps on surface shaders in an extra renderlayer, here's the result:

I won't go into detail of our problem solving, there's just been too much crap going on....
Shader, rig and render issues, all generated by maya...ARGH!:@
After a few very very frustrating days, I created these turntables: I animated my father character, rene animated his girl and gijs created a walkcycle for his bot.
I lightend, did the camerawork, renderd and composited....
Quick Previzzz of the girl

Ok, after a lot of problems with the girls file, I was finaly able to render. Eventhough I drove poor Rene crazy....
I composited in AE using fairly simple but cool techniques to create a nice ambiance. A lot of sparks and steam are done in post too.
The characters are now presented, posing as actors...
The Father
The Girl
And the bot (not finished, needs 2 more shots) also, this isn't so much a turntable, but just some cool shots to put in our reels;)
Hand Close Up
Foot Close Up
Body Medium Close
Hope U like!
Thursday, March 26, 2009
Shading

I'll probably try it in maya first, using the "transfer maps tool" and use the normal maps as a source. If this doesn't work out, I'll reopen Zbrush and use Zmapper to create the cavities.
The plan is, to detatch everything with normal maps from the other geometry in the AO layer, and throw the cavitymap in the "lighter color Node".
You'll find out very soon if it worked out for me!
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