FX artist and other stuff

Posts tagged “CG

The Arc of life

It’s been a while since I even made an update on this website. I do, however, have many news to share.

I have been working at Arc Productions in toronto for the past 3 years, and it’s been great, however I’m sure some of you in the know have already heard about the downfall of Arc Productions putting over 500 artist out of work. The situation is unfortunate but it’s been a good experience.

Being put out of work is terrible, and no one wants it to happen to them and I am no exception. However it has been a good experience, the animation industry is a tight bound community and every studio came out to help the artist who has been displaced. It’s wonderful to see the job events and recruiting shows companies put on for us.

I myself has managed to land safely at Pixomondo Toronto, and it’s very exciting for me.

I’ve also just gotten news that Jam Filled has acquired Arc’s assets and hired back a lot of the people who used to work there.

Best of luck to all of us, and to you as well.


Update demoreel

a sort reel for 2016

2016 short reel from Michael Sun on Vimeo.


Something to show, finally

Fear 3 is due out this may, finally i got something to show,

around the 0:22 mark where the tower is crumbling down, the full shot is longer than that, and 1:50 mark where you see those scavengers disintegrating, also the fire in the background.

oh and if the video is blocked where you are, you can always see it on IGN here:  http://www.ign.com/videos/2011/02/25/fear-3-behind-the-scenes-tone-video 0:17 and 1:47 respectively.


stuff

last time i posted here was when the dinosaurs still roams the the earth. but i am still very much alive!

love to show new work, but i can’t until they are released 🙂

nothing too fancy, fear 3 cinematic. some other stuff. cool stuff done with fumefx.

i’ll make more cool stuff when i stop being lazy 😛

cya soon, until then, have a good one.


Max Script

well, my first attempt, first serious attempt i guess at doing some max script. was pretty tough but i did do some programming back some time ago, it’s probably a good time to pick it up again.

anywhere so here’s a simple script that displays light information in the viewport. stlil a work in progress of course.

global SetDisplayLight_Rollout
global LightDisplayColor= red
global DisplayData = #(true,false,false,false)

try (destroyDialog SetDisplayLight_Rollout)catch()

unregisterRedrawViewsCallback DisplayLights

fn DisplayLights =
(
gw.setTransform(matrix3 1)

for o in lights where not o.isHidden do
(
LightProperties = “”
if DisplayData[1] then
(
LightProperties += o.name
)
else
(
LightProperties+= “”
)

if DisplayData[2] then
(

if o.enabled then
LightOn = “Light On”
else
(
LightOn= “Light Off”
)

LightProperties += (” “+ LightOn)
)
else
(
LightProperties+= “”
)

if DisplayData[3] then
(

if o.baseObject.castShadows then
LightShadow = “Casting Shadow”
else
(
LightShadow = “No Shadow”
)

LightProperties += (” “+ LightShadow)
)
else
(
LightProperties+= “”
)

if DisplayData[4] then
(
if o.baseObject.castShadows then
LightProperties += (” ” + (o.shadowGenerator as string))
else
(
LightProperties+=””
)

)

gw.text o.pos (LightProperties as string) color:LightDisplayColor
)

gw.enlargeUpdateRect #whole
gw.updateScreen()
)–end fn

rollout SetDisplayLight_Rollout “Light Display Color”
(

radiobuttons onOrOff labels:#(“On”, “Off”)

on onOrOff changed state do
(
print (onOrOff.state)
if onOrOff.state == 1 then
(
unregisterRedrawViewsCallback DisplayLights
DisplayLights ()
registerRedrawViewsCallback DisplayLights
max views redraw

)
else
(
unregisterRedrawViewsCallback DisplayLights
max views redraw
)
)

checkbox LightName “Light’s Name” checked:true
checkbox LightState “Light on or off”
checkbox LightShadow “Shadows”
checkbox LightShadowType “Shadow Type” enabled: false

on LightName changed theState do
(
DisplayData [1] = LightName.state
max views redraw
)

on LightState changed theState do
(
DisplayData [2] = LightState.state
max views redraw
)

on LightShadow changed theState do
(
DisplayData [3] = LightShadow.state
LightShadowType.enabled = LightShadow.state
max views redraw
)

on LightShadowType changed theState do
(
DisplayData [4] = LightShadowType.state
max views redraw
)

dropdownlist SelectColor “Display Color” items:#(“red”,”white”,”blue”,”black”,”yellow”)

on SelectColor selected i do
(
if SelectColor.items[i]==”red” then (LightDisplayColor= red ;max views redraw)
if SelectColor.items[i]==”white” then (LightDisplayColor= white ;max views redraw)
if SelectColor.items[i]==”blue” then (LightDisplayColor= blue ;max views redraw)
if SelectColor.items[i]==”black” then (LightDisplayColor= black ;max views redraw)
if SelectColor.items[i]==”yellow” then (LightDisplayColor=yellow ;max views redraw)
–print (LightDisplayColor)
)

button CloseIt “Close”
on CloseIt pressed do
(
unregisterRedrawViewsCallback DisplayLights
max views redraw
try (destroyDialog SetDisplayLight_Rollout)catch()
)
)
createDialog SetDisplayLight_Rollout 150 180

screenshot of the script at work


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.