Bombi added some more props. I'm liking the feel of it :)
... Now listening to his ipod.... Muppets Treasure Island soundtrack.... Good :P
Sunday, September 26, 2010
Thursday, September 23, 2010
Wednesday, September 22, 2010
Stock footage rain
Crosshares shot 3 test 2.
Woo! Explosions!
I got the shadow pass to work without taking 2 hours to render per frame (thank f for that,) and Z depths... to an extent.
The tree looks like this:
Which in turn, looks like this:
Crosshares Rendering Demo.
Thursday, September 16, 2010
Storm clouds over a blue solider....
The sky is what I considered finished due to seeing Tom's renders, which blurs the clouds out (im not complaining about this, its just there's no use in putting detail in if it doesn't need it). Although I can do it later on if need be.
The dead bunny shot ive redone because a while back we discussed it and the previous version was way to scary and gross so I slapped down some new paint, tell me what you guys think.
Wednesday, September 15, 2010
Where would we be without shakes?
What would our film look like if we didn't have shake? Something like this:
And here we are in the land of dystopian green. There's a few errors to address pointed out in the image below...
...now comment, you bastards!
And here we are in the land of dystopian green. There's a few errors to address pointed out in the image below...
...now comment, you bastards!
Tags:
compositing,
experiment,
orange,
render,
soldier,
texture
Tuesday, September 14, 2010
Animation round 1!
Here be the first animated animatic! Marvel, comment and critique!!
Crosshares Previs 14th September.
And here's a newer one with better shots, nicer animation and better cutting. Albeit, no soundtrack...
Crosshares 15th September.
Crosshares Previs 14th September.
And here's a newer one with better shots, nicer animation and better cutting. Albeit, no soundtrack...
Crosshares 15th September.
Deglossed around the edges
Here's a new version: better reflections, slightly dodgy AE comp instead of Shake... Animation isn't quite as embarrassing this time...
Refined rendertest...
Shadows need to be tweaked to an agreed level. This is much less on the stylized purple, more to a darker blue.
Bugger'd hand and dodgy textures fixed too. Reflection now only on the outer gloss at about 0.2 reflectivity. Shiny.
H264 compression washes out the colour something fierce.
Refined rendertest...
Shadows need to be tweaked to an agreed level. This is much less on the stylized purple, more to a darker blue.
Bugger'd hand and dodgy textures fixed too. Reflection now only on the outer gloss at about 0.2 reflectivity. Shiny.
H264 compression washes out the colour something fierce.
Tags:
animation,
blue,
compositing,
environment,
experiment,
render,
soldier,
texture
Thursday, September 9, 2010
How to renderlayers...
Rendertests engaged...
Prepare to be marginally amazed:
Shot 32 rendertest.
Whatcha think?
This render took about an hour and a half for 130 frames, split into:
1 background beauty pass
1 background amb occlusion pass
1 sky texture a la Brad
130 character beauty pass frames
130 character amb occlusion frames
There's 1 directional light for key (colour white, intensity 1,) fill (80% grey,) rim, shadows (raytraced, 1 degree, 5 depth)... and 1 omni for a little face detail (0.2 intensity, specular on, shadows off).
I don't have any clever naming conventions or path structures yet, but in theory this is gonna work quickly and painlessly. Comp'd in Shake with a bit of blur and distance fog.
W00t!
ALSO!!
Watching this at the proper framerate, I realise this particular animation sucks some serious testicles. I'll be redoing a lot of animation and religiously playblasting - just to get it absolutely perfect.
And Neil, check out his wrist. We'll need to repaint those weights a little, I know Orange has something with his finger too...
Shot 32 rendertest.
Whatcha think?
This render took about an hour and a half for 130 frames, split into:
1 background beauty pass
1 background amb occlusion pass
1 sky texture a la Brad
130 character beauty pass frames
130 character amb occlusion frames
There's 1 directional light for key (colour white, intensity 1,) fill (80% grey,) rim, shadows (raytraced, 1 degree, 5 depth)... and 1 omni for a little face detail (0.2 intensity, specular on, shadows off).
I don't have any clever naming conventions or path structures yet, but in theory this is gonna work quickly and painlessly. Comp'd in Shake with a bit of blur and distance fog.
W00t!
ALSO!!
Watching this at the proper framerate, I realise this particular animation sucks some serious testicles. I'll be redoing a lot of animation and religiously playblasting - just to get it absolutely perfect.
And Neil, check out his wrist. We'll need to repaint those weights a little, I know Orange has something with his finger too...
Tags:
animation,
blue,
compositing,
environment,
experiment,
render,
rigging,
sfx
Blast!
Another explosive experiment. This one I just stole from the Visor. Looks cool though.
Another explosion test.
Another explosion test.
Monday, September 6, 2010
Freakin' out
Friday, September 3, 2010
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