Friday, December 2, 2011
Tuesday, November 8, 2011
Tuesday, November 1, 2011
This past weekend I had the awesome opportunity to participate in Cut and Paste 2011. I competed in the 3d round where I had 20 minutes to create an image based on the theme of “My Playground”. I chose to create a hamster cage to infer the “primal” similarities between humans and animals (thats my story and I’m sticking to it!). This image was created using Maya 2012 and Mental Ray.
Tuesday, October 4, 2011
Saturday, July 9, 2011
Wednesday, June 22, 2011
Tuesday, June 14, 2011
Monday, June 13, 2011
Modelling and lighting is complete for this interior chair scene. The time it took to render on my ancient Core Duo macbook pro was about 20 minutes. All elements were modeled in Maya while the lighting was created using Mental Ray. The final and tedious task is to render out the 7 second time lapse of the light moving as well as complete a final composite of all the passes (the depth of field is missing!!!).
Thursday, May 12, 2011
Tuesday, May 10, 2011
Here’s a small update to my stairway scene. Progress has slowed down on the piece due to other obligations (web work…blah). It’s still very rough, a couple of more elements are needed before I can render out the small animation.
Tuesday, May 3, 2011
I’ve been sitting here rendering/testing/rendering/fixing etc…. for some hours now. There’s nothing like a little inspiration from something awesome to recharge your batteries. Here are a few pieces that keep me going, I’m sure you’ll like them too. But, you can’t take my word for it!
Wednesday, April 27, 2011
Two real time animations created in C++ using OpenGL. These date backto my brief stint in the PC animation demoscene. The source codeprovided is done so “as is”. I do not claim responsibility for anydamage done to the machine. The code was tested and is deemed clean touse. “Synchronize” source code | “Little 1” source code
Tuesday, April 12, 2011
The Becks beer animation is still on hold until I can get my hands on a machine that can run the Realflow sim for the beer. In the meantime, I’ve begun work on a scene to showcase some interior lighting. I’m about 85% done with the modelling and I’ve gathered a few textures for the geomerty.
Here is my reference photo:
Thursday, March 24, 2011
Monday, February 21, 2011
Here is a quick comp of the clouds with a water effect I’ve spent some time trying to get right. The water shader obviously needs a lot of work and I need to go back increase the opacity of the clouds since some of the detail has been lost.
I posted an image recently of some clouds I’m working on for this fly-by idea I’m realizing. Shortly after I posted the image a friend asked me how you would go about creating large billowing clouds (the kind you see from and airplane). A quick answer would be “just create a large fluid container and adjust the Perlin texture”. That solution only leads you to extremely long and painful render times, trust me……please. The key is to keep the fluid contain as small as possible (in the Y direction) probably in the 2 to 5 scale and scale up the noise texture. Also, when scaling up the texture you’re going to need to play around with the frequency ratio to gain some of the “lumps” back into your clouds.
This is the previous image with scale adjustments as well as other adjustments to make it less dense.
Wednesday, February 16, 2011
Here is a quick render of some clouds I’m doing for a small fly by animation (don’t you just love fly-by’s. I’m juggling this one with the Becks beer project. This is a little easier because everything is being done in Maya (in terms of the animation).
Monday, January 17, 2011
A preliminary lighting test for my Beck’s beer animation (I love Beck’s!!). I’m happy with the way things are looking but it’s far from complete. Next, I can finally continue with the particle simulation for the liquid in the glass cup.
Saturday, January 1, 2011
It’s been a while since I posted something in regards to work in progress. The last post was a kind of teaser for a small particle based pet project of mine. Now that the new year is here it’s time for me to charge full speed ahead with getting a new reel together. Since my focus is primarily in the areas of effects and lighting I felt it was necessary for me to produce things that reflect those areas. That being said, the P.I.L.L project has been put on hold. I’m in the process of created two small pieces, a tribute to Beck’s beer (with some cool fluid simulations) and a small urban architecture scene. The latter project has yet to be taken to the 3D creation phase because I’m still in the process of gathering reference photos. The Beck’s project is in the shading phase in Maya. Getting a good glass look is a pretty involved process. I want to be able to render this as fast as possible and still achieve a realistic look (it can be done, I just need to work out how). Photos of the Beck’s progress will appear soon.