FX artist and other stuff

Posts tagged “rendering

Vray + shader test

So, I was watching the gnomon DVD the other day by Neil Blevins (this one: http://www.thegnomonworkshop.com/store/product/542/Hard-Surface-Shading-and-Texturing), if you don’t know who he is, he used to work at blur, now he’s working at pixar i think, totally cool dude.

well i was reading he’s blog actaully but whatever, the point is i just wanted to do some shader work and rendering instead of all this fume sim and stuff. so i came up with this:


vray with vray material.


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


rendering blog

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here’s an interesting blog i found: http://3dsmaxrendering.blogspot.com/

i stumbled upon it while i was doing some searching for some rendering stuff, and i looked through it, seems like a pretty cool blog. A lot of stuff about rendering, texture/shader and stuff like that, a lot of it for mental ray, and some for vray, i haven’t looked through the entire blog yet, but seems like what he has there are quite good, not some uber long posts and stuff, just some quite practical tips, tricks and tutorials for everyone.

i’m by no means an expert at rendering, so it’s a good resource for me, maybe you’ll find it quite useful as well, have a blast.


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.

to read more
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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:
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bump:
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spec:
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originals are 2048 by 2048 btw :)
let me know what you think


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