Beginning of this Year, i had he pleasure to work at RISE in Berlin as CG-Supervisor on Fast & Furious 8. It was a wild ride, but working again with this incredible team, made it really enjoyable. Finally a breakdown of our main task we had to tackle, creating a few blocks of digital New York.
End of last year I spend again 2 month in Dublin at Screen Scene. In this time i worked on the last season of Black Sails. Over the time I worked on several bits of the production, including layout, texturing/shading touch ups and lighting of a few shots.
The new Vray for maya was just release and the features are looking awesome. Can’t wait to download it tonight and start playing around with it.
Last year i had the pleasure to work as CG-Lead on “Richard The Stork” at Rise.
We had an incredible team, so working on their first animated feature was a blast. I had the chance to watch the movie at the “Berlinale” a few weeks a go. It’s a really nice, well paced move and definitely worth watching. Seeing the reactions of the kids in the theater was probably the best wage so far.
Movie will be in Cinema in April.
For a few month, i have the urge to spend again more time with Substance Designer. This video is a great motivation to do so. Still not sure if Substance or Houdini is higher on my priority list but.. anyway…time to go procedural!
Just found this great post at the chaosgroup board concerning random colors per object.
Normally i used the vrayUserColor and user attributes to create random hue shifts (more infos here) but this solution sounds even better. need to check it out for myself. as far as i know its only working with the nighly build after the 20th january for now.
thats what yolov wrote: "Here's a quick example of how it works, along with a scene that I'm attaching: - add extra vray attributes to a samplerInfo node (this will expose additional outputs to the samplerInfo) - connect the samplerInfo.vrayRndomByID to a ramp's vCoord (if you're using a vRamp) OR uCoord (for a uRamp) | or both, if you intend to switch between ramp modes --> the ramp's position and color values will be the range of colors to be distributed to the objects --> plug the ramp into a shader and use the same shader on lots of objects"
for more, have a look at the thread.
Transfering Uvs from an object to a already skinned object is often necessary, but not that confortable in Maya.
Normaly you have to keep the object with the new uvs in the scene, because you can’t delete the history of the rigged object or you delete the history and have to transfer the skinning afterwards. But there is actually an easy solution for this problem, you just need to enable the originShape, transfer the uvs, delete history of the Origin and disable it again. not too complex (will maybe make a tutorial about that), but a pain in the ass if you have to do it for severall objects.
thats why i finally wrote this small script. you just need to select both objects (the one with the new uvs first) run the script und you are done.
After creating the 3D Scene with Models, Shader, Lights & Animation there is often just one thing missing, render elements. Most of them are working straight from Vray, but to create nice and more important, constant Multi Matte elements you have to assign a lot of ids to your objects by hand. To get rid of this painful task, I wrote this small tool set. With the help of this script, you can easily Assign IDs and create Vray Multi Mattes with just a few clicks.
“all” assigns IDs to all Shapes / Materials
“Selected” assigns IDs to selected Shapes / Materials
with “unique”, you can decide if you just want to assign one ID to the Objects/Materials or an unique ID for all Objects / Materials
“Create Multi Matte Element” will create Vray RenderElements for all IDs in the current Scene.
just Place the mel file in your script folder and run it with dr_MM or just add “dr_MM;” to the end of the file and run it straight from the Script Editor
the new version (1.3) has now two additional buttons to create the Multi Mattes for Mats and Objects seperatly. New file, old link
As promised, some pictures from my work on the Skybike from “The Leviathan”. Was responsible for the Modeling and Texturing. Its based on concept art from Adam Anderson.
The final model has around 500k polygons (without subdivs), so its actually fairly high, but there are some closeup and it needed this amount of details. Same goes for the the textures, 8 udims with 8k textures. every udim with a map for the base, painting, decals and dirt.
A few month but (probably more then a year, but lost track) Ruairi told me about his new Project and ask if i wanted to help. After the work on “Last Days on Mars” and seeing some stuff from “The Leviathan”, i was almost forced to say yes. My Task was modeling & texturing the Skybike (these small ships with just one pilot). Going to post some renderings of the actually model, but for now, just the teaser/proof of concept from Ruairi.