See workflow demonstrations for Autodesk Maya 2014, Autodesk 3ds Max 2014, Autodesk Softimage 2014, Autodesk MotionBuilder 2014, and Autodesk Mudbox 2014 fro...

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@marioseregi
See workflow demonstrations for Autodesk Maya 2014, Autodesk 3ds Max 2014, Autodesk Softimage 2014, Autodesk MotionBuilder 2014, and Autodesk Mudbox 2014 fro...
Unfortunately I could't work enough on my FMP in the past month. The attempt to duplicate particles is failed. The particles kept on dividing but slowing the render time. I also quite upset with the details and micro details of the environment. I have to put more light because the whole picture looks dark and messy. I have to find a solution to duplicate particles without decreasing the particles per tank and keeping render time reasonable.
I done 2 renders.
First one before duplicating my emitter. I have realised on the second render I have divided count of particles.
I need to increase the particles 20 times for every container, or recreate the particles and emitters with the same attributes 20 times.
Also maybe using just 10 times more particles so the containers filled only half way.
I created a particle effect inside the glass container. It slows the render time radically, but if I want to improve on the quality I would need to increase the particle count, and slow the render time more.
Working of further details. Creating the reception room and tweaking in the centre of the building.
Working on my environment. GIven basic metal material. I have to give a reflection map and normal map for the more realistic look.
In this webinar, Craig Barr examines a creature modeling and detailing workflow using Autodesk® Mudbox® and Autodesk® Maya® software. Topics covered include ...
Industry work process of creating creatures in May and Mudbox
Research for My FMP. These gave me a basic idea about what I would like to create.
Portfolio and Professional Development
Portfolio and Professional Development:
Unit12:
I decided to select companies with the help of theknowledgeonline.com website. The companies:
Rushes
The rushes is an award winning international VFX company based in London. They done works for Mercedes-Benz, Honda, Nike, Les Miserable and a few music video clips.
The Senate VFX
The Senate VFX is a visual effect studio, specialising in CG environments and invisible Effects. they worked in Kick Ass, Dark Shadows, Chronicles of Narnia, Captain America and the Priest.
RealtimeUK
The Realtime UK is a Creative CG studio. They mostly produce Cinematic game trailers, in game cut scenes, also Tv commercials, and other CG services.
MPC
They are one of the global leaders in VFX over 25 years. They work in any kind of CG related works. ( we craft spectacular visual experiences in any space on any screen. They worked on Lone Ranger, Man of Steel, World War Z, Life of Pi
Lumiere Studios
Animation design and production. in 3D animation, 2Danimatio, Fluid Simulation, Visual Effect and Motion Graphics. Most of the work done in advertisement.
Framestore
They make moving images, content, design and digital for the advertising, entertainment and film industries. Global leaders in visual effects. They recently working on Jupiter Ascending.
Lightwell
Designing digital sets and backdrop environment for television studios. They clients, BBC, Sky Sport, ITV and ITN, lightwell. tv .
Taylor James
Creative production studio based in London and New York. Creating visual content for printing, interactive and broadcast media.
Note: Due to technical difficulties part of the start is missing (the introduction) and the QA Section is missing. Panel talks about what design aspects went...
For those that don’t know animation software, 3D animated characters typically have to be manually posed using a combination of both interactive pivots and graphed coordinates for every individual one of those pivots, rendered out, then played back in order to get an idea of what the final animation will look like, and you wouldn’t even be able to see his fur.
Pixar’s in-house animation program, Presto, as demonstrated above, not only plays those animations back in real time, but also plays back with all 3 million strands of Sulley’s fur visible.
To give you an idea of how much computer memory this takes, Monsters University’s final render, after the lighting process, was 20 gigabytes per frame. There are 24 frames in one second of animation.
Research for FMP
https://www.dropbox.com/s/a54g571pahixj67/Research.docx
Proposal/Planning:
I have done my research and preparing to begin the project.
Proposal:
I want to create an environment that represents nature and mechanical objects synergy. City or factory in the center with high technology hoses, transport, but plants and nature still is seen.
Create a glass dome with a park or forest inside. Around the dome is a factory that creates plants and trees.
The factory opened in the top to so air and light can freely get to the plants.
Peoples can walk around the dome to experience the nature, like dinosaurs in the museums. The visitors can view the park in the model or in the sides can look at the plant creation process. I will design some of my own plants design to create and exotic look instead of using existing plats. I going to have to research plants that very rare or extinct. Some Photoshop plant and color design. I can use Avatar forest for reference. I have to decide that I want peoples walk around the dome or should it be empty.
Concept art:
I already started the concept art I should finish it until the 30/04/14
I give myself extra time because I would like to tweak it as many times as I need. I would like it to represent my environment exactly as I imagined.
I will keep the psd file but I planning to export it to a Jpeg so I can use it as an individual piece of work.
Modeling in Maya and Mud box:
The modeling, textures and light have to be done 28/04/14
That includes the completion of the final scene. The robots nature fully textured and modeled on high level so I can already create a walkthrough.
Animation, Camera, Render, Effects:
Need to be finished by the 11/05/14
For this I will require the fully finished modeled textured environment.
I also am going to need a storyboard to decide the cameras and the animated objects and they movements.
I started the modelling For my FMP. I also gave texture for the glass.
Plan for 22nd-25th of April
Portfolio update - make sure all work is in portfolio
Check list on MGA Portfolio Development
Finish my proposal for FMP
Put plan in place
My logo design. Modelling process.