Thursday, December 31, 2009
TOTEM siblings
Sunday, December 27, 2009
green box monster costume
Tuesday, December 22, 2009
Monday, December 21, 2009
Wednesday, December 16, 2009
Wednesday, November 18, 2009
wall
depth from marvin nardo on Vimeo.
Sunday, October 4, 2009
My text animation. I was experimenting with camera moves toward text, my purpose was to create a dynamic way of presenting text. I exported different passes, the background and the foreground text. So that I could play with the footage in post in after effects. exporting 3d video with tracking data or exporting the camera in 3dsmax that can be imported in after effects. I wanted to continue to do more so I made a reactor simulation of the text breaking also.
Wednesday, August 12, 2009
anaglyph
get out your Anaglyph glasses. I wanted to experiment with different tools in 3dsmax. More movies are coming out in 3d stereovision. Is it going to replace our current tvs? hd stereovision tvs with blue ray maybe it will apply more to games. Does it actually enhance what we see on screen? is it good for the eyes? I also wanted to test my machine if could handle the scene. Irradiance settings is set to medium because I didn't want to wait too long to see results. Maybe if the objects in the scene were colorful then effect would be stronger? So many questions that are yet to be answered
Wednesday, June 3, 2009
Character Modeling for DC Digital animation group
Here are some of the screenshots of my demo showing how to model a character in 3dsmax. thanks to geoill's sketches
1.I started by setting up two planes and applied the two images(drawn in a t-pose) as textures as reference for the front and side view.make sure the texture is mapped correctly
2. I started to model a box and set it's center in the origin or at zero on the x-axis. added the edit poly modifier then deleted the other half of the box.
3. I mirrored an instance of the box on the x-axis. I then started to form the box into the shape of character.
4. Once I got the model set up. I added a meshsmooth modifier because the character is suppose to be smooth.
5.Once I am finished modeling the rest of the parts of the character, I deleted the instances and then mirrored again as a copy.
6.Then I attached everything into one editable poly. Finally welded all the vertices in the middle.
7. I then exported it as an obj for Will to import in Maya
Here is the link to the meetup group DC DIGITAL ANIMATION