Castle breakdown/tutorial/overview or whatever
long video, but, i think you’ll have about 30 seconds of fun throughout the entire video.
Castle Breakdown
here’s a breakdown for the castle shot, for those of you who are intereted.
you can download high quality version here: link, 26.9mb MOV
more to come, stay tuned.
Castle Final
Alright, well, i think this is the final
take a look first
i’ll do a more in-depth walkthrough/tutorial or whatever if people wants one, leave a comment
and you can download hi-quality version here: link, 22.9MB MOV, it’s kinda big, i know
more to follow..
comp 3
so here’s another new comp:
what’s changed in this one, not a whole lot, i changed the 2nd fume sim again, i think it’s fine now, and also i sharpened the entire thing a bit, the last comp is way to soft for my liking, i just wanted to have some lens quality, not to have it look like i shot it with a plastic lens.
you can download the high quality version here: link, 9.9mb MOV
the lens distortion, i really like it, bit it kinda shrinks my render a bit, and i don’t really like that, i’ll have to find a way to counter that, either have bigger renders or just don’t do any lens distortion, we’ll have to see.
so now what i need to do is set up the final render, i don’t have to re-render all of the stuff, just i need a multi-pass render for the main castle itself, and i might re-render the boulders they are looking too purple right now. i need a z-depth pass as well.
we’ll see how it goes.
new comp
new comp, check it out:
playing around still, testing out random things, added the AO pass, changed the second fume sim, which i am not happy with, gonna have to sim it again tomorrow, and set up the final render passes tomorrow. a few more things to do, but it’s coming along i guess.
also you can download high quality version here: link, 6.4mb MOV
comp 1 rev 1
alright, so here’s the one with some semi-final renders, take a look first
changed a couple of things from the last comp, nothing really major, a few small tweaks with the fume and stuff like that, and another thing, i’m gonna star uploading all the videos now to a place where you can download the 720p video, which is much higher quality than what youtube gives, so you can see it in better detail
you can download high quality here: link, 7.5mb mov
Transformers Game Cinematics
here’s an article i found kinda interesting, it’s about the creation of transformers game cinematics, it’s got some cool stuff.
quote from the article”
During the intense battle scene, all smoke and fire effects were created in Fume and the soldier’s machine gun muzzle flashes were a combination of live footage and CG. Afterburn was used for the Decepticon missile trails and for smoke we used proxy collision objects to interact with Fume. Various pieces of flying debris were created with Particle Flow and the interactive lighting passes were added to every fire, explosion and light source in the scene.
“
i stole the image form CG talk btw, i’m sure they won’t mind.. XD
Castle boulder and sparks
alright, so new update, got some textures for the boulders and some sparks going, not very noticeable, but you can see it.
and i got a new version of the texture for the boulders, minor change, not gonna bother with a brand new upload.
next up i need to get the ground fixed up, i have no idea what to do with the ground yet though, so we’ll have to see….
and i’m still waiting for the fully textured version of the castle to render, it’s been rendering for almost 100 hours, on my very slow computer XD, o well, i can’t afford to render on my workstation.
Castle Fume 08
alright, skipped a few updates and stuff, but still, here, take a look first,
alright so, i changed a few things, i tuned down the fume trails for the boulders, since they were really distracting.
so right now i’m working on texturing the boulder, also the sparks, i’ll get a new render up soon.
Castle fume 2
update to the fume sim last night, check out the video first.
i’m liking this look, although feels like it kinda needs more detail, and i probably need to make those smaller pieces bigger, since now they are kinda missing in the fume, although you can see them a little bit, but still, we’ll cross that bridge when we come to it, which is very soon XD. or it could be enough, i’m not sure, we’ll see after i have finished all the other destructions.
so, agenda for today, finish the other 2 fume sims, increase the size of the small pieces, that’s about it for now, i’ll post more once i have more finished.
stay tuned
*edit*
haha, totally forgot i still need to do the fume sim for the boulders coming in so, more work to do, yay
Castle and fume
alright, first off, new render for the tower, make it less glossy…

and next, first fume sim is up, i’m thinking it needs to be a bit bigger, also ignore the dark pieces, i was stupid enough to render the small pieces with the smoke, so when i color corrected the fume the little pieces became too dark XD.
and i need to get those little pieces fixed, they are coming out toooo fast.
stupid computer keeps running out of ram, i have 2 gigs and it’s still running out….
Castle new render
here’s a new render of the castle
just finished texturing all of them, still rendering, since after i put on the texture the render time skyrockets 5 times, like from 2 minutes or so to over 10 minutes per frame…..
still trying to figure out ways to reduce the render time… but in the mean time, i think i’m gonna work on the fume sim for now.
i’ll keep you updated.
Texture update
okay, alright so i said i was gonna do texturing today, and that’s what i did, i painted the texture of the wall pieces, i might do some changes to each wall texture just so they don’t repeat too much, or i might not since you probably won’t be able to notice it all that much, we’ll have to see once i get to see the textures in motion.
here’s a few stillls.
update! here’s a new render, with new lighting, i found a background plate for the shot, so i was matching the lighting, and i think it looks good…. i know there are a few texture errors and stuff, i’m stilling getting those corrected as i see them.
and low-res samples of the texture:
diffuse:

bump:

spec:

originals are 2048 by 2048 btw ![]()
let me know what you think
Castle 03
alright, so here’s the 3rd video. take a look first
alright, so i think that’s enough destruction, it’s getting repetitive.
as to the lighting, i haven’t really though about it, but i think night time would be cool, and i can get away with not have to do so much texturing.
but still, i have to do fume sims on all of the debris, then texture and light the scene, and need a matte painting for the background, but we’ll see about that.
so yeah, i might come up with a lighting scheme first before i go ahead and do the fume simulation, cause based on the lighting i can decide what kind of resolution i wanna do my fume sim, so, stay tuned for more
Castle 02
update on my castle project, check out the video on youtube
and also i have decided to post a screenshot of the pflow tree for y’all.
Castle destruction 01
alright, so i’ve added first part of the destruction, not much to it, fun stuff, enjoy.
My Demoreel 2008
my official demoreel for the year of 2008
Making Of “Blade Disintegration”
this is going to be a break down of the blade disintegration i did, so i’m just going to take one frame, let’s take frame #53, just because i think it’s a good example to show off all the effects.
here’s the final frame.

let’s start with an overview of the whole shot, i rendered everything in passes, particles are rendered in default scanline in 3ds max, and the illumination is rendered with Vray, lights are casted by particles. and layer adjustments are not shown here, all shown passes has aready been adjusted.
now, let’s get started with the passes.
the very first pass, it’s the background plate.

then we drop in the skeleton.

the we drop in the shadow.

then we can drop in the mesh of the person, although you can’t see it very clearly in the fram, but it is there

the drop in the guy’s shadow.

then we drop in the soot as the first layer of the particles

now we are going to drop in the particle fire.

the we are going to layer the ember on top of the fire, not a huge difference, but enough to make it look better

now we can drop in the sparks.

now we put in the particle ash.

by bluring the particle fire we get a nice glow for the particle fire,

now we add in the illumination for the guy skin geo, rendered in Vray with GI.

now the illumination from for the skeleton

now we add the illumation for the ground plane,

then i took the same ground illumation and blured it again, and layer it on top of the previous ground illumation to make it brighter and bigger.

okay, so now we have all the passes, components from 3ds max has been composited,
and the reason why i rendred everything in layers is that it’s really flexible, say if i want to go back to adjust the illuminations of the particles, i just go back, adjust whatever i need to and then render that pass again, and i don’t have to do anything, fusion will pull in the new frames and my new stuff is loaded. also it gives me a lot more control over each effect, i can make it brighter, lighter, draker more saturated, less saturated, and i can control how each effect affect the effect previous to it, just easier in general, but complicates the compositing process somewhat, but the control and flexibility it gives you is just un-comparable.
okay, enough about that, now let’s finish the compositing, so now we’ve layered all the effects, and we can do some overall adjustments.
here’s the brightness-contrast adjustment for all the effect.

then i added a soft glow to the overall effect, just to make it smoother and give the fire a little more glare.

and that’s our final frame.
here’s the compositing free in fusion, not very complicated, i have a few masks going on in there, not a lot of fancy stuff, but i think the shot turns out pretty alright.

so that’s the whole process of making this shot, all effects done in 3ds max 8, with thinking particles and Vray, all passes render at 512X218, in png file sequence, with alpha. all compositing done in Eyeon Fusion, no plugins in fusion.
so hopefully this “breakdown” or “making of”, has given you an insight to this shot, and the basic to render in passes and some intro to compositing.
final video
stay tuned for more
posted a follow up recently, read it here: https://michaelvfx.wordpress.com/2008/08/05/follow-up-on-%e2%80%9cblade-disintegration%e2%80%9d/
Vampire
so, these shots are orginally for a contest at the CG society forum, got rushed, didn’t do that great a job, so i’m coming back to it and making it better.
this first shot, is done a long time ago, no compositing at all, no bones, just a guy leaping off the roof and disintegrates
this shot is pretty cool, done recently, all effects are composited, i rendered everything in layers and composited them all together, to give me more control over the way i want the effect to look.
this one is pretty much the final shot, adjusted the color, changed the way bones disintegrate, and added the illumination from the firy particles, again, everything rendered in layers, and composted together in eyeon Fusion.
that’s bascially a introduction to the shots, i’m gonna do a detailed breakdown of the finaly shot later.







Recent Comments