Friday, 15 April 2016

Character likeness exercise

Character likeness exercise using just two images. Base poly mesh - Maya. Also here is hand painted diffuse texture and comparison with original image:

Monday, 4 January 2016

Renderman RIS skin shading

Pixar Renderman for Maya (RIS) skin shading process - Full composited render, Specular, SSS and diffuse pass.

This is skin shader development for my characters. Specular, SSS and diffuse pass for composting. Here is Nuke comp screen grab used to plus above mentioned passes

Sunday, 1 March 2015

Creature lighting and rendering

Trying to match feature film cgi creature work quality. This 3D render title is "Arrival". (Click on image for full size view) I used Maya and ZBrush and here are some 3D renders I used as reference (trolls, goblins, giants etc):

Thursday, 17 July 2014

Forest Troll - Digital Creatures / Fantasy characters

Yep, beside effects animation, I`m also 3D modeller  / digital sculptor. From now on, beside effects, lighting and shading, I`ll publish some of my 3D models as a lot of my colleagues and students suggested…

Tuesday, 25 February 2014

HDM1.1 Tool - Tron "Derezzed" looking procedural RBD activation and shattering

A "Tron: Legacy" character getting "derezzed"  Credit: Disney,                                   HDM 1.1 Tool

Inspired with research for "Tron Legacy" done in Digital Domain and Dreamworks Animation I recreated same effect using my HDM Tool for procedural activation / propagation of hundred of thousands 3D pixel looking rigid bodies. Here are some of close up renders:

So, effect itself is broken into two mayor parts: "3D pixels" and their procedural activation. 3D pixels are generated from 
object volume, similar techniques as I used in one of my previous posts  Tron:Legacy.:..::..digitizer..:..::. ;-] in 3DS Max but this time same techniques is applied in Houdini. For procedural activation I used my HDM Tool also shown in previous 

Thursday, 13 February 2014

HDM1.1 Tool - Houdini Demolition master (Procedural fracturing and activation)

HDM1.1 tool is quick destruction system I`m currently developing which gives you control over fragmentation (shattering) and over RBD activation. In other words, it`s possible to direct and control destruction using custom geometry shapes and standard forces. Also it`s possible to emit particles, additional debris and smoke as well. Support for those secondary elements will be added in upcoming releases. System also allows you to split your geometry into two peaces in case you don't need small fragments to cover whole object. Splitting geometry like that makes RBD calculation faster. As mentioned already it`s possible to use any kind of shape as fracturing guide and any kind of geometry to guide