Posts Tagged ‘3d’

Repulsion

Tuesday, August 24th, 2010

A friend of mine told me about Sculptris and I have to admit I was and am still amazed about it. This is my first real attempt, the interface is so intuitive and easy to use, and the dynamic tessellation is fantastic. No more need to subD everything and end with an incredibly high poly mesh, you have total control over the poly amount on your mesh where you want details and you can optimize it afterward. I really suggest people to try it.

So this is my first real attempt at it, it took me about 40mn to have the sculpt done from a plane while I was trying and learning brushes and shortcuts.

And an early screen grab from Sculptris:

Thanks to my friend Manos for his great inputs on the facial expression.

Tim

Saturday, October 17th, 2009

Rework of my Tim Roth model. Started sculpting in Mudbox, then unwrapped the lowest iteration in 3dsmax. Textured in Photoshop and rendered in Mental Ray. Hair with max hair and fur. Using mental ray sss skin and compositing in After Effects.

Tim

Occlusion

Kick Off Sequence

Friday, September 25th, 2009

This was a little test to see how fast I could make a simple kick off sequence with cheats/tricks and get a decent result.

The background stadium is a picture, I added confetti particles falling in front of the crowd to give some life to the background. I also made some photo camera flashes flashing randomly into the crowd. The whole background has a strong depth of field to keep the viewer’s attention on the grass and the kick off part.

The grass was made with a displacement map on a plane and the part that was the most time consuming of this little sequence was modeling the ball ( I though it was really easier ). Then I finally added a photo of a real football player leg and animated it to realize the kick off animation.

The whole sequence took approximately 3 hours to be realized from the start to the final compositing.

Here is the final video:

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Camera Mapping – Building replacement

Friday, September 25th, 2009

This is a small experiment with camera mapping technique. Starting with a high resolution photo, I edited the building I wanted to replace and clone stamped over it to take most of it out of the picture.

I then matched the camera angle and recreated the whole scene with basic meshes to finally use camera mapping to project the photo on top of it. Finally I made a new building which I rendered and used compositing for color correction to make it blend with the original photo.

For the camera motion I shot a scene outside with my hand-held camera so I could track it and get a more realistic looking movement, I did the final walking motion with some manual animation keys in a 3d software.

Here is the final video:

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