Showing posts with label makingof. Show all posts
Showing posts with label makingof. Show all posts
Thursday, April 23, 2015
Saturday, April 18, 2015
Making of CGI Dragon
Author: Dinelson1 |
4:44 PM |
1 comment |
Making of Mercedes Benz Guardian Angel
Author: Dinelson1 |
4:43 PM |
No comments |
Making of Mercedes Benz Guardian Angel

The Making of
Production - Seven film and postproduction GmbH
Producer: Stefan Pfundner
Director - Lawrence Emmelmann
DoP - Thomas Kiennnast
VFX / Shoot Supervisor - Dirk Riesenfeld
Postproduction beauty farm:
Producer - Jessica Mueller
2D - Dirk Riesenfeld / Marion Winter / Claus Steinmassl / Philipp Kehl
3D - Ursula Prieto / Matthias Thomann
Post Production (roof shot) - Seven film and postproduction GmbH
2D - Ebo Rose
3D - Birgit Hietler / Tobias Feierabend / Andrea Penz
Adidas Brazuca VFX breakdown
Author: Dinelson1 |
4:43 PM |
No comments |
Adidas Brazuca VFX breakdown
The team used Softimage for general modelling, particle effects and for prepping, rigging and animating 20 unique characters (which are based on models from the AXYZ Design character libraries), we created hundreds of clothing variants for the characters to get a good dynamic non-repeating result, and we also created specific animations for slow motion crowds, and for different team/supporter combinations. We used Clarisse iFX for crowd layout and rendering, Nuke for compositing and effects.
Making of The Man From The Future
Author: Dinelson1 |
4:42 PM |
No comments |
Making of The Man From The Future
The Man From The Future is a romantic comedy where a scientist discovers accidentally how to travel in time. VFX Artist Paulo Cesar Duarte has shared the making of video showing how He usedSoftimage to create disintegrations effects in the movie. Check it out!
Trailer
Making Of
Friday, April 17, 2015
Making of Transformers GS5
Author: Dinelson1 |
2:07 PM |
No comments |
Making of Transformers GS5
Making of
Credits:
VFX Supervision: Julien VanhoenackerVFX Producer: Sahattaya Chantanop
VFX Artists: Joaquim Montserrat, Alejandro Garcia, Pichaya Popanyasak, Gabriel Maymon, Chanon Adisakkitti, Brad Lorimer, Natthakit Sarunsikarin
Compositing: Daniel Eggert, Ankit Vajpayee
Music : Pretty Lights - Pretty Lights vs Radiohead vs Nirvana vs NIN
Thursday, April 16, 2015
Catwoman by D'sculpt Studio
Author: Dinelson1 |
10:41 AM |
No comments |
Wednesday, April 15, 2015
Lamborghini Aventador LP700-4 Transformer Promo VFX breakdown
Author: Dinelson1 |
11:55 AM |
No comments |
Lamborghini Aventador LP700-4 Transformer Promo VFX breakdown
Saturday, April 11, 2015
ANALSPORT - Mattepainting making of
Author: Dinelson1 |
1:46 PM |
No comments |
Making of MR.FUSION
Author: Dinelson1 |
1:43 PM |
No comments |
Making of CGI Dragon
Author: Dinelson1 |
1:41 PM |
No comments |
Making of: Restaurant in Bordeaux
Author: Dinelson1 |
1:38 PM |
No comments |
Making of: Restaurant in Bordeaux

Pawel Podwojewski shows us how he done the project: Restaurant in Bordeaux by using Autodesk 3ds Max, Vray, and Adobe Photoshop.
This scene is a part of a more complex project that consist of three buildings. I tried to keep the poly count as low as possible. After the camera position was set I have added more details on the foreground.

Terrain:
The idea for the terrain was very simple - wooden chips in the main area and some grass to get the scene more alive. I have used a bitmap from the www.cgtextures.com site for chips creation. I have changed the diffuse map into greyscale and pumped up the contrast with curves in order to get a proper displacement map.

Once I have done that, I have applied the v ray displacement modifier to a simple plane surface which was representing my terrain.


Grass:
For this scene I have prepared some new grass and wheat models. I have used the basic eidt poly techinques to achive the final effect. Below you can see the rough geometry. I started with a single strund, one leaf and some seeds. I placed them by hand and multiplied using the Advanced Painter script developed by Herman Saksono. Each strund has a very simple texture that I have painted using photos as refernece. When few small groups of strunds were ready I have converted them into editable poly and attached into one object and in the end I have exported all geometry into v ray proxy. The proxies are represented through green and orange boxes visible in the scene screenshots.

Lighting:
Working on the light in dusk and night scenes is one of the most exciting elements in the whole creation process. This time I have used many v ray sphere lights to lit the interior and also photometric lights with ies distribution to simulate halogen bulbs. The Enviroment lighting consist of two basic sources.
Ambient light which is the v ray sky combined with Dome light and a direct light. The v ray sky map is not used directly though. To lit the scene and gain proper GI I have used a v ray dome light with the v ray sky map as texture. The v ray sky map has been cliped to a target direct standard light in order to receive a nice ramp on it. In fact the direct light(standard) was turned of at all times. I know this might be confusing but in this particular scene the described setup worked in the most efficient way including time and quality of rendering
Lights position from Camera


Lights setting: Most of the lights inside the building have a bit orange color to achieve a warm feeling of the place.

Rendering Setting:


Postproduction
Raw rendering

Total lighting

Z depth

Reflection

Postproduction in this case was pretty simple. The original rendering is a bit washed out of colors and contrast. To fix this I have played with curves and contrast. Also I have used exposure control with some blue and orange tint and mixed the channels. Using the reflection filter channel I was able to control the reflections. The outside lamps have some glow. To achieve this effect I used the glow filter with eliptic masks with fether to blend them nice. Also a color correction was aplied.

It is also nice to add a star filter fan. To do this we can use the line shape. Draw a line with the witdh that will fit to your composition in my case 2px.
Once you have done that rasterize the layer and aply to it a gradient with orange color, feather the sharp egdges and adjust the position and rotation. To blend it better with the picture you can decrease the opacity level. Work with different width of stripes to gain a more realistic result.

Final Image:

Live Translation!
Ads
Recent Posts!
Facebook Box
FeedJit
Popular Posts
-
SlateConnector for 3ds Max [ #MaxScript #3ds Max #SlateMaterial ] Here's a REALLY useful tool developed by David Almeida. It syncronizes...
-
Unreal Engine 4 tutorial: Creating a Tank [ #UnrealEngine #Game #Animation ] In this Unreal Engine 4 tutorial, Developer Relations Technical...
-
Batch Camera Render This script aims to replace standard 3dsmax's Batch Render and imitates Houdini Output Node workflow. Using it you c...
-
Modifier Modifier Zorb v 2.7.06 Fixed bug where object has multiple non unique property names (Vray Lights) v2.7.05. Added support for param...
-
How to Render with KeyShot - by Mario Malagrino, Italy Web: http://www.mariomalagrino.com Before I begin the tutorial, let me say a f...
-
Coke can Part 1 modeling In this Tutorial we will take a look at modeling coke can or soda can in 3ds max. This is part 1 an...
-
Understanding Linear Workflow and Gamma by Johan B. aka Seazo Web: www.seazo.no Why use linear workflow? Many 3D artists finds this c...
-
How to manage big scenes in 3d Max [ #3dsMax #Vray ] Art. Director of Ravelin3D - Alexey Kondratev is kind enough to share CG Record the A...
-
Creating a Velvet/Suede finish with Vray or Mental Ray by Jamie Cardoso The following tutorial works for both V-Ray and mental ray. One of...
-
Modeling A Futuristic Bolt Gun In 3D Studio Max In this tutorial we are going to model a futuristic bolt gun using different poly modeling t...
Contact Form
Powered by Blogger.