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 Mercedes Benz Guardian Angel

Making of Mercedes Benz Guardian Angel

3D Artist based in Hamburg Ursula Prieto Galán shared the creative process of "Mercedes Benz - Guardian Angel" Commercial. It's mostly the compositing works, and Angel wings was done in Softimage Ice with the Arnold renderer


The Making of



Production - Seven film and postproduction GmbH
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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

Adidas Brazuca VFX breakdown

[ #VFX #Softimage ]
An integrated production company with offices in Los Angeles, New York, London and Stockholm -STOPP has shared the VFX breakdown video about how their team has create Crowd simulation and visual effect for Adidas Brazuca commercial.
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

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

Making of Transformers GS5

[ #Nuke #3dsMax #Vray ]
Check out a commercial for GAC GS5 directed by VFX Supervision: Julien Vanhoenacker, a chinese SUV that is sponsoring the Transformers 4 movie and the Making of video. Modeled and animated in 3ds Max, rendered with VRay and composited in Nuke



Making of


Credits:

VFX Supervision: Julien Vanhoenacker
VFX 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

Wednesday, April 15, 2015

Lamborghini Aventador LP700-4 Transformer Promo VFX breakdown

Lamborghini Aventador LP700-4 Transformer Promo VFX breakdown

[ #Lamborghini #Aventador #Animation #VFX #adskMaya ]
Lamborghini Aventador LP700-4 Transformer Promo plus the VFX breakdown by CG Artist based in London, United Kingdom: David Attila Kristaly. Softwares used: Mocha, boujou, Autodesk Maya,Autodesk MotionBuilder, After Effects, and rendered with Solidangle Arnold


Saturday, April 11, 2015

ANALSPORT - Mattepainting making of

ANALSPORT - Mattepainting making of


Check out CANALSPORT commercials - Mattepainting making of from Technical Supervision, CG Director
Work with canalsport commercials shoot, classic SF camera traitement with news mattepainting intregration

Making of

Making of: Restaurant in Bordeaux

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!

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