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.