FX artist and other stuff

Posts tagged “vray

Snowball?

playing with vray shader again, wanted to make a snow shader, just an initial sketch…

*Update

snowball 2.0

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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