Monday, December 23, 2013

HANDS


These hand models were used for a commercial pitch. I did the shaders and the textures. The image above is rendered in Maya using Arnold.

SHELVES


I did  a couple of display cabinets and an oven for a commercial, I don't know if  they did use these models but it was really fun doing them anyways. I love the tall green cabinet the most, love the design a lot. I did a quick lighting set up in Maya and a quick comp in Nuke and PS.

Thursday, December 5, 2013

Wednesday, November 6, 2013

TIPPY

TIPPY

This model is done in ZBrush (not good for animating,though), rendered in Maya using Arnold and post work done in Nuke and Photoshop. I did the entire thing during my free time. My goal for this character is to look cartoony, obviously, but with the intention of having it rendered a bit realistically  - more like a toy on your table!

Wednesday, October 30, 2013

Tuesday, October 29, 2013

DUO

DUO
I can't resist placing OCTO in this scene with the sea horse. This image has more Photoshop work just to have the right color and contrast to what I think is right! I enjoyed finishing this image.

SEAHORSE

SEAHORSE
This character is modeled in ZBrush, rendered in Maya using Arnold and post work done in Nuke and Photoshop. I did the model for fun and I got the idea of doing a seahorse from the previous OCTO character I did. I guess anytime soon I'm going to render both of them in a scene. Still a lot to learn though when it comes to modeling, long way to go!

Thursday, October 24, 2013

OREGANO

OREGANO

This is one of the recent tests we did for a certain commercial; the goal is to render out realistic oregano plant. This image is rendered in Maya and post is in Nuke. Model is downloaded from the net with textures, so basically, my contribution to this image is the shader, layout, lights and the postwork!

Wednesday, October 23, 2013

OCTO

OCTO

This character is done in ZBrush,rendered in Maya using Arnold and post work done in Photoshop.

Tuesday, October 22, 2013

SILK


SILK

My friend and I are creating a silk shader in Arnold and here's what I got on my part. I've got the settings below, I think the ward duer for the BRDF did the trick.




Monday, October 21, 2013

LITTLE SPACEMAN

LITTLE SPACEMAN
For fun and while waiting for the comments from my boss to come, I did a personal project, just a quick one. I did the character model in ZBrush ( I can't model realistic human figure, so I ended up having this cartoony figure instead! No face just to be safe :) ). Lighting is done in Maya using Arnold.Post is done in Nuke (just basic: Blur and Color Correction) and a quick touch ups in Photoshop! (.. and the obvious, I use my grassy hill once again)

Tuesday, October 8, 2013

DEPTH


This image has more depth in it than the previous one; I added more background elements to defocus on. This time I played around with the filter type.With this image I used the bladed type, which gives a bokeh effect. The image is now looking more like a miniature model. Also added a bit of DOF Chromatic as a final touch.

ISKO


MAYA/ARNOLD/NUKE

Monday, October 7, 2013

FOLDS


MAYA/ARNOLD/NUKE/PS

THANKS!

1 PROCESSOR INTEL CORE i7-4470K
1 MOTHERBOARD ASUS MAXIMUS VI GENE
3 MEMORY KINGSTON 8GB HYPER X
1 VIDEOCARD PALIT GTX 760 2GB DDR5
1 HDD  SEAGATE 3TB
1 SSD PLEXOR 128GB
1 CASING AEROCOOL STRIKE xONE
1 PSU HUNTKEY 700w PSU
2 MONITORS SAMSUMNG 24' LED


Mia,Jason and Marc,
A million thanks for the trust!

Tuesday, October 1, 2013

EMBEDDED AOVs


A knot to my finger!
To embed or merge a pass* to an EXR file in Arnold, first we need to access the SELECT DRIVER option to bring out the defaultArnoldDriver in the attribute editor in  Maya. Once the Attribute Editor is open, look for the Advanced Output and check the MERGE AOVs. This will allow the pass to be embedded inside the EXR file output, no need for a separate render layer.


*Z Depth, ID, Beauty, Diffuse, Specular, etc

ZDepth in NUKE


I always wanted to create a soft and sophisticated depth of field in comp; in COMBUSTION, I always fail to do so. Unlike in NUKE, it allows me to create a convincing depth of field easily.
Nuke gives a powerful control over the depth of field (ZDepth) in my scene. The focal-plane setup allows me to graphically locate where do I want to place the focal point and blurred areas in my scene with ease. 

mv2DToxik in NUKE


Settings to be reminded of when using mv2Doxic (pass) in NUKE

mv2DToxik

How to create motion vector pass using maya's mv2DToxik

1. Create RENDER LAYER for the moving/animated object.

2. Apply SURFACE SHADER to object and change the color of your choice; this is just so we see something when we load it in comp.

3. Go to RENDER SETTINGS/PASSES tab. Hit the Create Render Pass icon and look for 2D Motion Vector.

4. Associate the pass

5. Next, hit the Quality tab next to Features. Scroll down and look for the Motion Blur dropdown menu.

6. Select FULL

7. Set Shutter OPEN and CLOSE to 0

8. Under Motion Offset, check the Custom Motion Offsets, make sure that both values of Motion Back Offset and Static Object Offset are in 0.

9. Under Framebuffer, look for the DATA TYPE and change it to RGBA (Short) 4x16 Bit.

10. Once all the changes are made, go back to MOTION BLUR and change FULL to OFF.

11. Next, look for the OPTION TAB right next to InderectLighting tab. Look for PERFORMANCE and check FORCE MOTION VECTOR COMPUTATION.

12. Then your done, you can now hit render.






Thursday, September 26, 2013

IFRIT

IFRIT, one of the characters in Baywarrior commercial we did in Clockwork. This is one of my lighting tests for the character, I played around with the lighting on this one. I was wondering how  the character would look like when in outdoor. I also did the textures for this character. 

This was done in Maya (mentalray) and a bit of post work in PS.

NUKE

My first composition in NUKE. My good old friend, Geof, thought me some of the basics. I have been using Combustion for almost 5 years now, and finally a  "reunion" with the node-based compositing software. I have once used Digital Fusion but that was a long time a ago. I hope to learn more about NUKE, but for now I'm happy with the basics :) 

MERGE+MASK+HISTOGRAM+BLUR

Thursday, August 15, 2013

PLATA

I came across a video tutorial by Joseph Drust using Panel Loops in Zbrush, and the above image is my attempt on his tutorial. I rendered the models in Maya using Arnold and post was done in Photoshop.

Wednesday, August 14, 2013

HORSE

Horse, yes it's a horse :) I downloaded an image  over the net and had it as a reference. I did not entirely been true to the reference but I'm quite happy how it went out!

Sunday, August 11, 2013

ISKO

My first completed full character! Really happy to complete the model in ZBrush!

Thursday, August 8, 2013

BEARD

Another modeling test using ZBrush. I started this head with ZSketching then converted to PolyMesh.

Wednesday, August 7, 2013

SEA CREATURE

A deep sea creature based from one of my old monster sketches. Sculpted in Zbrush (started from a ZSphere).

Tuesday, August 6, 2013

Monday, August 5, 2013

ALBINO SCREENGRABS

My ALBINO screengrabs

OPHIDIA

Model sculpted in ZBrush, rendered in Maya using Arnold and composited using PS.

ALBINO

Another freaky creature I called ALBINO. Model is done in ZBrush, rendered in Maya and post done in PS.

Sunday, August 4, 2013

MONSTER

Rendered out in Maya using Arnold. Post was done in Photoshop!

HOODED MONSTER

Another attempt in interpreting one of my old sketches using ZBrush. I'll be scanning the sketches soon. I am enjoying the details so much, but still a lot more to learn! Keep on practicing!!!

Thursday, August 1, 2013

COVER

CRITTER

Exported the model from ZBrush then rendered in Maya using Arnold. I just applied shaders to it, no textures yet! (I'm torn on putting textures or not to him, we'll see)

Wednesday, July 31, 2013

ROCK CRITTER

My second attempt in modeling an organic creature using ZBrush. This time, I tried using a base mesh from Maya. Really fun doing the details, but the fingers still need a lot of work. Need more practice!

Tuesday, July 30, 2013

HEAD

My first head model using ZBrush 4R5. I started the model from polySphere. I enjoyed doing the fine details. Long way to go, lot to learn!

Friday, July 5, 2013

BROTHERS

Fun personal project using Arnold! Models are from flyingarchitecture.com and tf3dm.com. Still, a lot to learn; long way to go!!!

Friday, June 21, 2013

SOFA

This took 1 hour to complete the render. Specs: AA 5/ DIFF 3/ GLOSS 4/ REF 4. All models are from   http://www.flyingarchitecture.com

Thursday, June 20, 2013

READ

Rendered out a 960 x 540 image in Arnold. Render time 45 mins. Values: AA-5/DIFF-3/GLOSS-3/REF-4

Sunday, June 16, 2013

BOOBTUBE

This image took 3 and half hour to render. Settings: AA Samples: 6 / DIFFUSE Samples: 4 / GLOSSY Samples: 4 and for SkyDomeLights Samples: 5

Saturday, June 15, 2013

BOOBTUBE

Another test in Arnold this weekend (portion render: WIP). Took so much time to render. AA Samples: 8 Diffuse Samples: 8 and Glossy Samples 4 = 7hours render time :(

Friday, June 14, 2013

NO EVIL

This is my latest Lighting Exercise using Arnold in Maya. I followed a tutorial from https://support.solidangle.com/display/mayatut/Wood+Floor+Material+with+Ai+Standard but I added some models downloaded from http://www.flyingarchitecture.com/. I added DOF using Arnold. It took roughly 6 hours to render. I don't know if it worth such a time, I still need to get familiar with the global settings (or could be my laptop specs). But still I'm happy with the result :)

SOLID ANGLE

BLACK CHAIRS

This is my third try in Arnold. I used free models from http://www.flyingarchitecture.com/ to work with. With this image, I used SkyDome Light piped with an HDRI  and 2 area lights. I'm pretty happy how it looks except for the too sharp lamp reflections.

RED CHAIR

My second attempt using Arnold I called the "Red Chair". This is a test using Layered Shaders (Ai Standard) to produce two different reflections for the tiled floor ( glossy and one almost mirror-like ). I used HDRI for lighting.