3D Shading, Lighting and Rendering I did for my friend, Ling Wei. He is really passionate about 3D modelling. If I'm not wrong, this is his first 3D car model!
It's impressive, right? :D
I was trying to achieve a basic studio shoot rendering. It's a pity I do not have nice images or HDRIs to do a photo realistic composite. Hope you'll like it Ling Wei!
3D Model by Chen Ling Wei 3D Rendering by Ronald Fong
Latest Update (6 September 2009): Ronald Fong's 11 Second Club August Entry Finished 60 of 188 entries! That's about top 32% and I'm happy about that! I will strive to bring this percentage down in my next entries. :D
Here is my entry for the 11 Second Club August 2009 Competition! :D
I had some difficulty uploading my clip to the competition earlier, hope it gets through! This is my first submitted entry to the 11 Second Club!
I learnt from this exercise that I have to keep my poses simple and "stupid". I had some poses which were much more difficult to read that what I have now, but I discarded them after generous critiques from my friends. If I find time, I'll pose a compilation of my work in progress before I arrived at this final. I am aware these poses can be greatly improved and I have some unusual acting choices here, but nevertheless and most importantly, I can feel that I'm improving!
Critiques and comments are most welcomed!
Title: Spooky Spooky
Description:
2 buddies landed themselves in a spooky environment.
One of them, Charlie, gets duped into scouting the eerie passage! ><
Time Taken: Approximately 35 hours
Transcript:
"I'm not sure what we've got here Charlie... but if we've got what I think we've got, we've got something! There's one way to find out..."
Software: Maya, After Effects
Skills showcased: Character Animation, Compositing, Lighting and Rendering
I have always wanted to take my 3D Mini Cooper S model for an animation ride. The 3D model is done in Maya some time ago and I rigged it for animation for this exercise.
I have already created a still using this set of HDRI and backplates I got from www.hdri-locations.com some time ago.
But a still image was not enough for me :P
I played around with the camera and backplates to give the illusion that it's a real trucking/zooming/panning camera. I feel that some shaders can be improved but I am quite happy with the results. This is a very fun exercise for me. I hope this may inspire some out there who wants to do some photo real animation with their 3D vehicle models and I certainly hope you'll like it ;D
It's fully rendered and composited in High-Definition, so feel free to watch it at 720p resolution! :D
Hello! I worked on a F1GPSG Singapore Eyeka Video / Animation Competition recently :)
The objective was to promote www.f1gpsg.com as a hub for F1 fans. Instead of just showing my passion for the sport, I wanted an additional touch to have the viewer think about what this sport means to him or her. Here's the final product which I submitted on the 29th of March 2009:
Description: A play of words in the introduction to spark the viewer's thoughts. The viewers starts questioning what exactly F1 means to him or her. The tension builds up and awakens the viewer, who will start to find out more and share with the rest of the world about F1!
Hope you'll like this video! You may view it on Eyeka competition website itself here.
Took my MINI out for a HDRI ride! ;) It's interesting to do HDRI lighting especially when provided with high quality backplates. It will be interesting to have some animation rendered. But for now, hope you'll like it.
Vue 7 Digital Nature has been released not too long ago and it's amazing!
I strongly recommend this product to all matte painters. You can get a very good head start to getting the matte done for your film just with a simple setup and let Vue and your machine do the work!
Watch the trailer: http://www.vue7.com/
And if you're interested in learning the software, there's a Personal Learning Edition which you can download for free and try it out!
I've tried it out myself, it's very easy to pick up and it produced nice results considering that it was just a few clicks. Very interesting!
To matte painters, I think it's a must-have! To 3D artists or digital compositors like myself, I think it's a good-to-have. I can tackle the trickiest nature effects such as Oceans, Sky, Clouds, Volumetric Clouds, Vegetation.. plus dynamics and simulation! These are difficult to achieve it the usual 3D packages.
So, that's all for this post! I love software developers who are willing to provide learning editions of their packages.
I came up with a production schedule for Digiron project to pace myself. Progress is great, texturing turned out better than I expected.
Unwrapping is much of a breeze with Maya 2009's new unfolding. No need for Roadkill.mel anymore as far as I observe.
So, I'm now in the rigging process for this character and I'm aiming for cloth simulation for him. We'll see how it goes. Mr Chris and Mr Sridhar kindly helped me with some technical issues with nCloth. :) If not for them, I'd be searching high and low for the parameters to increase the simulation solving samples :P
Alright, I'll try my best to stick to the schedule. Digiron's animation test in the next posts! Keep checking back!
Thanks for reading :) Happy New Year! Happy 2009 to all and myself!
Siggraph Asia 2008 | Singapore 10 - 13 December 2008
Hello everybody!
10 December Pixar's Renderman Course
I was at the first ever Siggraph Asia Conference last week! The whole of the first day of the conference was spent at NUS Singapore for the Pixar Renderman Course! Before the conference, there were only 25 seats to the Pixar's Renderman Course which I was hoping to attend. Made my way down early in the morning and managed to get the last couple of tickets to the Renderman Course by Prof Malcolm Kesson! Marcus and I attended the course together and learnt valuable stuff! Lucky me!
The Renderman course covers the concept behind using Pixar's Renderman, such as RIB files, RIB archives and the Renderman Shading Language [RSL]. We even had the fun of writing our own custom shader! I must say Pixar's Renderman is really powerful, it has a huge library of procedural textures in SLIM. And the best part, the SLIM parameters are all able to be brought into Maya to animate! Understand that the current version of Renderman for Maya [RFM] still has some inadequacies, hence I'm waiting for the release of Renderman 2!
I can't get the machines in school to render over the weekend, hence I only have 10 frames of the turntable that friday evening... But I do have every render pass for those frames so I composited them just now..
Next up, I'll have to optimise the final gather points desity and interpolation because I'll be using rebuild off like Mr Frety and mrbond from CGTalk suggested and there's fg flickering using the current settings..
After which, I think I'll lower the reflection in the ground slightly and blur it a little more.. and cover up some visible holes in the car! :P
I looked up some tutorials on how to make a car paint shader.
My friends, Bogard and Jason, gave me the idea to have a layered shader for my car paint. I spent quite some time connecting shading nodes all over and...
I'm very happy with the look currently. Plenty more shaders to design and textures to create. Will be back soon!