Sunday, February 28, 2010

Slow progress

in OpenCL Particle System

It turned out to be more difficult than expected to implement the screen space meshes algorithm. To be honest, I’ve not done much progress. The depth map is soon done though, and I’ve began look into silhouette detections, but there’s a lot of work left before it’s completed. For the upcoming week I will continue working on this, and hopefully get it done before I get too far behind in the schedule..

Posted by Jonas Johansson on 02/28 at 04:45 PM
OpenCL Particle System • Add comments (0)

Progress report 5

in 3D Environment Design

This past week have been pretty much the same as the last one, I’ve basically just been texturing the scene. I worked my way around the house by using the previz camera angles to determine what textures I would need to focus more on that others.
But atlast, the texturing is complete. There are some minor things that I will need to work abit more on, but still. The next step will be bumps and occlusions, and then I will start with the lighting.
Hopefully that will go smooth, since the scene consist mostly of spotlights to begin with, and alot of dark areas and natural shadows. Thankfully it takes place during the night hours so I won’t have to imitate a fully realistic skylighting.

Here are som pictures of the progress. Unfortunately I got “A error has occured. Rendering aborted.” while rendering the outside of the house (I think somethings wrong with the roof texture), and I have no idea how to fix that so these 2 will have to do.
First floor textures
Basement textures

Posted by riclun on 02/28 at 05:16 PM
3D Environment Design • Add comments (2)

Saturday, February 27, 2010

more texturing

in Game Demo Environment Design

I have textured almost everything in the level now. Next week I will texture the last objects, redo some which i’m not satisfied with. I will add a couple of small objects, and I will hopefully be able to start preparing for lighting at the end of the week. Creating my uv spaces for the lightmaps etc.

Posted by Mathias Berg on 02/27 at 09:54 PM
Game Demo • Environment Design • Add comments (0)

Peasant Village - Meat snake Compositing

in Peasant Village, Visual effects in live action

The last couple of days I’ve been doing some rendering… some more rendering… and then some compositing… smile I finally got all the passes/layers to work properly. I used 16bit float OpenEXR for all the renders and I am now very much in love with the .exr file format. All compositing was done in Fusion. I kind of wanted to get started with Nuke, but thought it to be better to take one thing at a time. Compositing the shot has been loads of fun. Created my first clean plate ever (it’s not THAT clean, I know, hehe) and was surprised by how good it worked. There’s been a lot of tweaking, going back and forth, trying to find the right shading/look for the snake and getting it to fit in. Will probably tweak it a little further tomorrow. Anyways, here’s some stills.

Click to enlarge

Comps

Passes

Fusion node tree

Posted by Christoffer Lindvall on 02/27 at 01:23 AM
Peasant Village, Visual effects in live action • Add comments (2)

uv and texturing

in Modeling for game engine

this week I finished the uv map and prepared it for baking and texturing, I did some tests with a program called xnormals baking occlusion and normal maps.

Posted by Magnus Jansson on 02/27 at 12:33 AM
Modeling for game engine • Add comments (0)

Friday, February 26, 2010

UV mapping, modeling and tveaking on the character mesh

in Game Character Creation

This week i have been modeling and uv mapped the weapons and belts for the character, i have also uv mapped all other things but not the character and the ear. So next week i will uv map the character and ear. Begin to texture the weapons and all other stuff. Have also tveaked on the characters face because i wasn’t satisfied with looks of her face before. I haven’t done something yet about the hair but i come to conclude that i will do a mix beetween mesh and planes to create the hair…





Posted by Rickard Koskinen on 02/26 at 09:32 PM
Game Character Creation • Add comments (7)

truckers progress

in Character modeling and texturing

this week i´ve been testrendering a lot trying to figure out how to light the scene. i´ll problably use an hdri image and fg + some extra lights.i´ve also been sculpting some accessories to the characters, modeled a second truck and started texturing stuff, playing around with the mr materials.

Posted by Joaquin Karlsen Gutierrez on 02/26 at 08:50 PM
Character modeling and texturing • Add comments (0)

UV Mapping and Low Polygon

in Character Creation for Game / Cinematic

This week has been a full work at uv mapping and correct some bad topology on these characters.
Have also made all accessory and uv mapping for both characters.

I am going to do four uv maps on both characters and they will be 2k textures.
UV maps sections are:
- Head
- Body
- Arms / Legs
- Weapons

Some minor changes on UV maps sections can happen, it depends how efficient UV map will become.

Posted by Mattias Eriksson on 02/26 at 09:42 PM
Character Creation for Game / Cinematic • Add comments (0)

Displacement fixed finally!

in Creature Modeling for Film Production

I have been fighting with the displacement map for a day or two now. But now finally it’s fixed.
Seems that I have to work on the textures during the weekend…
/Evelina

Posted by Evelina Kolovou on 02/26 at 06:03 PM
Creature Modeling for Film Production • Add comments (2)

shortfilm, HVFX - explosion using fluids and sw missile

in Shortfilm, helicopter explosion VFX

This week has been all about understanding fluids and tweaking the dynamics of the rising cloud, a snow cloud rushing towards the camera and animating the missile and its smoke trail. We had some bad luck with the rendering as the computers where updating during render hours, wich forced us to use layers of early rendered material. 

Posted by Jenny Ericsson on 02/26 at 04:47 PM
Shortfilm, helicopter explosion VFX • Add comments (1)

50s diner - lighting progress

in Realistic 50's diner for film production

This week I have been lighting a lot. I have also tested to use global illumination in combination with final gather, which I
realized (as I thought from the beginning) is not going to work. the rendertime is too much. So I decided to only use FG and
some other lights to fill up the scene. The time of the day is going to be morning, and this is how it looks so far..
The glass looks a bit wierd, I also need something for the outside.

Posted by Karolina Hardinger on 02/26 at 05:38 PM
Realistic 50's diner for film production • Add comments (0)

Animation progress

in Game Demo Animation

The animations are coming along nicely. I have completed a few cycles(some tweaking is needed though), I have among others done a damage animation and dodge animation, and I’ve been experimenting with attack animations (Next week I will probably uppload a short movie instead of an image to display what I’ve done).

Posted by Magnus Marklund on 02/26 at 03:51 PM
Game Demo • Animation • Add comments (0)

Color

in Game Demo Character Modeling

This week I’ve been working with textures, ambient occlusion layers and specular maps, I’m not done just yet but here’s a picture of my progress.

Posted by Anna Larsson on 02/26 at 03:24 PM
Game Demo • Character Modeling • Add comments (0)

Wednesday, February 24, 2010

Peasant Village - Meat snake, one frame comp

in Peasant Village, Visual effects in live action

Did a quick comp test to see if my passes/layers worked. Click for 720p version. No motion blur yet… The two fingers holding the snake are CG smile Feedback would be much appreciated as final rendering of the entire sequence is ahead! Ta!

Posted by Christoffer Lindvall on 02/24 at 09:34 PM
Peasant Village, Visual effects in live action • Add comments (4)

Done with modeling and sculpturing!

in Creature Modeling for Film Production

Now I’m finally done with the modeling! I’m of course not 100% satisfied yet, but you never get satisfied anyway, I should just stop working on it now before it gets over-worked-on.
Maybe I have to change somethings in the future, but I will continue with the next steps now. I’ll post pics of the result with the displacement map shortly.
I should have been finished with the textures now this friday. - I’m a little bit behind in the schedule, but it’s ok I will start with it now and it will be finished pretty soon!
Feel free to comment. /Eve

Posted by Evelina Kolovou on 02/24 at 12:13 PM
Creature Modeling for Film Production • Add comments (0)
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