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| Animated Environment - Dino scene |
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For this shot I created the entire environment. Over 90% of the vegetation was custom modeled, textured, and generated with my in-house tools, all wind animations were also made with my generators. A few trees are from XFrog collections, although I basically remodeled all leaves to remove alphas and better animated them. First and last dinos, plus car, were composited in by Hollow4D, the others I incorporated into the environment using provided poser files. I did have to redo most of the ik and weights for c4d. Camera animation and layout was created and provided by Hollow 4D Studios, in lws format, I then exported to c4d for shot.
Rocks I sculpted in ZBrush and textures in c4d. Terrains were originally created in Vue, I brought them into c4d and finished them in ZBrush.
Environment was created and rendered with Cinema 4D, average render time per frame was 4 minutes including multipass, 2k res. (Quite proud of this render time, the reason I used c4d instead of Vue)
Video shows perspective from one eye, entire shot was rendered in stereo.
Full length animation will open when clicking on the image to the right. It is compressed to around 80 MB for online viewing.
(MP4)
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| Cinema 4D Kitchen Scene |
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| Images posted on March 13th 2010 |
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| Scene Info |
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| Modeling |
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All models created in Cinema 4D, a combination of polygonal modeling, spine - loftNURBS, and hyperNURBS. Several models are not included in the scene yet, these include an espresso machine, wooden spoons, light switches, power outlets, several plants, cutting board, lights, books, towels, and window treatments. All modeling including models not shown was about 14 hours total modeling time.
Current scene is around 1,000,000 polygons, everything in the scene is ready for extreme close-ups, and I used a bunch of extra polygons to customize the look of the phong angle and shaders. I could easily reduce this polygon amount for the current scene. but the final stills are intended to be around a 4k render. For the animation I will be reducing polygon counts and baking lighting. |
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| Shaders and Materials |
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Almost everything in this scene uses Cinema 4D shaders and procedurals. Every wood panel is a procedural shader, texture axis changed for every wood element. Basic materials include, walls, tile grout, white areas of windows, and image textures plus those with alpha layers, everything else uses edited and fine-tuned cinema 4d shader models. Wood shaders need a little clean-up, the island with the stove needs some re-scaling and I plan on making a few lightness variations, but they are mostly final. Window trim and shaders are temp at the moment. |
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| Image Textures |
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Minimal texture usage in this scene, image map textures include (spices, wine corks, cutlery wood block, and appliance interface & text.) Appliance interface for oven, stove, and fridge manufacturer logo designed in photoshop. Spices, wood block, and cork seamless textures designed from my photographs. |
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| Rendering & Lighting |
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3 Lights total, 2 area and 1 distant. Area shadows on distant light and shadow maps for the area lights. Uses global illumination and ambient occlusion, no restrictions on effects per object. Also added a cinema 4d glow filter as a post-process effect. A sky object with a lum gradient was used for the sky as a temp solution, final will use an HDRI render of one of my Vue scenes. |
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| Coral Reef |
See more renders on the asileFX main site. |
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| About the scenes |
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| Software: |
Vue, Cinema 4D, ZBrush, Photoshop |
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| Rendered in Vue Infinite |
Green Plate coral, sponges, and protruding rock structure on the right of the scene modeled in Cinema 4D then sculpted in ZBrush.
I designed 40 solidgrowth coral species for this scene, which later became the "asileFX | Coral Reef Collection." Tube worm textures designed in photoshop and used on vue grasses. All coral was designed from real coral, for the best realism. Used reference photographs from my reef tank. I created alternate shader materials for every coral, using the angle of incidence of the object to control the luminosity of the materials.
Scene is lit with 2 lights, distant and spot, using light gels and volumetrics. Light and atmospheric colors taken from eye dropper samples of ocean photographs. Used natural lighting setup.
Left Image: Complete Reef
Right Image: Preliminary test render of the larger coral scene. |
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| Alligator Snapping Turtle |
| In-Progress |
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| About the scenes |
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| Software: |
ZBrush, LightWave 3D, Cinema 4D, Photoshop |
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Alligator snapping turtle, this is only a ZBrush snapshot, not a final render.
Initial model created in LW, UV mapping and model tweaks in Cinema 4D, sculpted and colorized in ZBrush.
Colorized texture map exported from zbrush and edited in photoshop. |
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| Atmospheres |
| Vue Atmospheric Scenes |
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| About the scenes |
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| Rendered in Vue xStream |
Created as a training scene for: Spectral Atmospherics and Clouds Creation Techniques.
Left Image: Stormy atmosphere
Right Image: Night sky |
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| About the scene |
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| Rendered in Vue xStream |
Planetary scene render of one cloud layer. Infinite plane used for the water.
Cloud layer uses a large scale density map, rendered from a spherical render of a grayscale procedural terrain function. |
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| About the scene |
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| Software: |
Vue xStream Cinema 4D |
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| Rendered in Cinema 4D |
| Custom cumulus cloud layer. This shot was created as part of a Vue 8 xStream in Cinema 4D 30 minute demo for e-on and maxon. |
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| About the scene |
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| Rendered in Vue |
Sunrise
Example of 3 spectral cloud layers, created for the asileFX Spectral v2 - Low Altitude Collection.
Low altitude referring to stratus and cumulus clouds. |
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| Landscape with Rivers |
| Vue river terrain functions |
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| About the scenes |
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| Rendered in Vue xStream |
One procedural terrain creating rivers with functions.
Created in the Vue 8 Terrain Workshop training.
Left Image: River Close-up
Right Image: High altitude render of river cutting through the terrain. |
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| Farmland |
| Composite and Matte Painting |
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| About the scene |
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| Rendered in Vue, post in Photoshop |
Material uses one massive function to control everything except the shape of the terrain.
Additional fractal material renders were created for the composite, and I did a bit of work with the burn tool in photoshop.
Created in an unreleased training session for Vue 6.
Had complaints about spending too much time in the function editor for training, so i canned it. Techniques were later dispersed throughout additional training. |
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| Composite Render, Vue 8 Getting Started Cover |
| Created for the cover of my Vue 8 training, Getting Started with Vue 8. |
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| About the scene |
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| Rendered in Vue Infinite |
Created initially with a procedural terrain function and one procedural terrain. The terrain was then broken down into 3 terrains and rendered as plates. Composited in photoshop.
Left image: Full scene
Right Image: Alternate crop, closer to original image scale. |
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| Fog n Hills - High Altitude Render |
| Vue Atmosphere Scene |
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| About the scene |
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| Rendered in Vue xStream |
Made this in Vue 8 xStream, rendered with the standalone.
Entirely custom, all materials, atmosphere settings, terrain and grass material designed from scratch. Only presets were my own clouds, and heavily modified.
Very minimal post work, just a small color correction. I was going for more of a c41 look with the original render, but lost a lot of detail when high amounts of green. So, I went closer to realism.
This scene uses 4 spectral cloud layers.
All cloud materials were modified from one of my fog materials.
Stratus fog # one, if you own the asileFX spectral v2 collection.
Terrain is procedural, not infinite, just extended it a bit into the farther away fog. Rendered with the "final" render mode, only setting not custom. Took about a half an hour to render at the shown res.
With just the primary and low fog layers I had the render down to 5 minutes, but I decided to create a blending layer to create a merging shadow, with god-rays it kind of killed the render time.
If I was to animate I would restructure the layers a bit. Plus, low density clouds can sometimes take longer to render because there is more depth to calculate. |
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| Oak Tree |
| Oak tree created using Cinema 4D's Mograph 2 |
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| About the scene |
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Cinema 4D, Photoshop, Vue |
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| Rendered in Cinema 4D |
Leaf textures created from scanned leaves and edited in photoshop. Bark from photographic seamless textures.
Tree trunk exported from Vue into Cinema 4D. I added leaves to the tree with Mograph, also created a wind systems for them. |
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| Terrain and Landscape Scenes |
| Terrains created in vue. |
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| About the scene |
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| Software: |
Vue xStream Cinema 4D |
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| Rendered in Cinema 4D |
Custom procedural terrain, materials, and spectral cloud layer.
This shot was created as part of a Vue 8 xStream in Cinema 4D 30 minute demo for e-on and maxon. |
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| About the scenes |
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| Rendered in Vue |
Standard terrain sculpted in Vue 8's terrain editor using procedural terrain erosion techniques.
Both images created in the Vue 8 Terrain Workshop training.
Left Image: 3D Sculpted Terrain
Right Image: Standard Terrain |
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| About the scenes |
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| Rendered in Vue |
Left Image:
Custom underlying strata terrain function and materials. Materials distributed with graph output from the terrain function. Created in the Vue 8 Terrain Workshop training.
Right Image:
Mushroom terrain sculpted in Vue 8's terrain editor. Scene lit with an environment sensitive material based on slope. Radiosity render with lume slope material layer. Low influence of sun light for blue moon lighting. |
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| Mayan Pyramids |
| Composite and Matte Painting |
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| About the scene |
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| Software: |
Cinema 4D, Vue, Photoshop |
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| Rendered in Vue, Cinema 4D |
Pyramids modeled and textured with procedural and image based textures in Cinema 4D, rendered with black matte. Also used cinema objects for the ground objects. Pyramids were modeled from a reference photograph of the shown buildings.
Models were exported into vue. Used xstream for cameras and lighting, plus vue sync. All other work made with vue standalone.
Populated grass ecosystems on the ground objects and then painted in the trees.
I rendered several plates from vue, some with the buildings and some without. Then composited it all together along with dozens of painted layers in Photoshop. Online reduced-scale version of this image looks rather poor compared to the original 2k. |
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Software: Vue
Created during the production of What's New in Vue 7. |
Software: Vue
Crabapple "tree-cosystem" Vue tree stripped of leaves and branches populated with an ecosystem of 3 customized flowers and plants. (approx 1 billion polygon tree) |
Software: Vue, Photoshop
Test render of an attempt to make realistic vue trees for medium scale stills, that are lightweight for ecosystems. |
Software: Vue
More Vue 7 cloud tests. |
Software: Vue
Test drive of the terrain fractal in early Vue 7.
Part of a 2k 10s animation. |
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Software: LightWave 3D
Modeled in LW, all polygonal modeling. Used in asileFX movie prop modeling series. |
Software: Vue
Older render, from the first release of Vue 6. Scene created in the asileFX Vue 6 Advanced Spectral Atmospheres training. |
Software: Vue
Render from training:
Optimization and Dynamic Population, part of the Advanced Production Techniques series. |
Software: Vue
Early tests of the cloud system in Vue 7.
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Software: Vue |
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Software: Vue
Painted ecosystem rock formation.
Part of training:
Vue 6 Tips n Tricks 3, the last training made for Vue 6. |
Software: Vue
Made this scene for a Vue demonstration at Siggraph 2007.
Customized vegetation and painted the entire scene as an ecosystem. Rendered with radiosity. |
Software: Vue
Icicle ecosystem, part of training: Vue 6 Tips n Tricks Volume 1 |
Software: Vue
Made this one day while testing out Vue 6 pre-release. Never did finish the scene. |
Software: Vue
Leaves use a procedural alpha function to switch between leafless branch textures, and autumn leaves.
The leaf portion of the function uses an independent color control. |
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