Tuesday, June 1, 2010

Modelling and texturing a can

Thursday, May 27, 2010

3d Animation Update

So here is the first test render of the robot animated. There are no materials, lights or motion blur included to keep the render time minimal. Once I'm pleased with the animation I'l render a proper version


Run cycle

Walk cycle

Tuesday, May 18, 2010

3d Modelling

It's been a while since the previous post.
I've been busy taking a closer look into the world of 3d modelling and animation.

This is my first ready project. It's a futuristic, desingish surveillence bot.
It took a while to understand the modelling techniques. The materials are very simple. I used Mental Ray standard materials on the non-reflective and A&D on the reflective surfaces. There was no need for UVW unwrapping or mapping. The scene is lighted with three white photometric lights using raytraced shadows and three omni lights in shades of blue and yellow using area shadow. I included a specular and an ambient occlusion pass to the render.

I'm still in process of animating but a video clip should come out shortly.

I'll propably be posting somekind of a medley of the bi-products produced over this period...

Friday, September 4, 2009

New Video! Updated!

Check out the version here

the old version:
mov ~20 mb

Friday, May 15, 2009


I shot the plates in two separate shots ->throwing the axe and taking the hit. Made a 3D panorama in After Effects. In 3D Max I modelled the axe, matched the camera and animated the axe and camera rotation. Rendered with motion blur. In AE I matched the camera rotation, imported the camera data, composited, added the blood and camera shake.

I learned that taking measurements on set will help in matching the 3d camera. The ones I needed were the angel of camera rotation and the distance between camera and characters.

Clip mov


Thursday, April 23, 2009

Crowd pt. 5

Some more test clips...
The loops were too short and I didn't have enough green screen, etc...

Clip 1

Clip 2

Clip 3

Wednesday, April 8, 2009

Crowd pt. 4

With improved walk loop and alpha channel, softer shadows and higher particle count.

mov / wmv