niedziela, 26 czerwca 2016

MAN IN PHONE

MAN IN PHONE - Short Film from Mackenzie Sheppard on Vimeo.




Short movie directed by Mackenzie Sheppard.
I was responsible for all simulations in last 3 shots (iphone destruction, dust, debris). My aim was to build fairly simple, flexible setup, with possibility to make quick changes in overall look of the sim, collapsing speed, fracturing occurrence and expansion.
Once the base sim was accepted, I started layering debris and dust on top of cached sim. Overall, I've made about 10-15 different versions of the destruction for every shot.

piątek, 24 czerwca 2016

The Drill

Drill from whereismyface on Vimeo.

Finally I've (kinda) managed to finish my old, abandoned project. Since the setup was pretty messy, I had to rebuild a lot of it's parts. Main sim was done using TP. Since sim times went pretty big, I've decided to split it into few parts. I've also noticed a lot of bugs in TP caching system - sometimes the same setup (even very simple one) took 5-8 times longer to cache (also, the cache file was significantly larger).

H15 lava rnd

Houdini lava 001 from whereismyface on Vimeo.

Heres some quick lava rnd I've done. I've used a source with temp attribute changing based on time. I've also used temp for different shader params (base col, displacement intensity, emission col and intensity). Since the fluid didn't contain any UVs, I've used VOPs to calculate displacement posistion offset.

środa, 8 października 2014

FumeFX Flame

Some test I've made recently. Lots of animated settings, PFlow as a source. I've also added sparks pass rendered with krakatoa.





poniedziałek, 25 sierpnia 2014

FumeFX sim/turnable

Just quick Fume sim. Few particle systems, a bit experimenting with animating settings.

Unfortunately, youtube keeps darkening the clips.



niedziela, 10 sierpnia 2014

126p (ARMORED)

Here's some of my recent stuff. I've decited to go back to 3ds max and make some traditional polymodeling.

All assets modeled and unwrapped within max, textures mostly done in photoshop. Rendered with vray.



TEST RENDER


Roof gun (Customized M2 Browning)





środa, 23 lipca 2014

M2 Browning (WIP)

I've used 3ds max for all modeling work. Base of the gun is pretty much original M2. Rest of the model (arm, shield etc.) I've designed based on tons of photo references. 

This model will be included as a part of a bigger scene, which, I'll post soon.



środa, 25 czerwca 2014

Old face study

Project I've done recently. 

95% sculpting/modeling and texturing work was made inside zbrush.

Textures like diffuse amount, sss layers, specular, additional bump, etc. were made partly in photoshop.

Rendered in vray for 3ds max. Post in PS.
















niedziela, 25 maja 2014

FumeFX flame



Short sim I've done recently.

I've used particle emitter as a source. After running mid quality sim, I've added wavelet turbulence pass for detail enhancement.

sobota, 29 marca 2014

Dwarf

Here's some work I've been doing lately. I planned to create dwarven blacksmith. When I sculpted most of the cloth, I've decided to go back and make something more hard-surface. Here some viewport grabs and renders.

Also, I've managed to fix some GPU issues I had during work with Mari, so, hopefully I'll create something bit more satysfying than polypaint/ps textures. 

Software:

Zbrush
Mari
3ds max
vray
ps






niedziela, 5 stycznia 2014

Stars watcher


The idea was to create something bit magical and dreamy. Modelling was the easiest and most enjoyable part of the project. Even though scene looks quite simple, I've spent hours tweaking shaders and experimenting with different lighting setups.

Software used: 

3ds max
Zbrush
Marvelous Designer
V-ray
Photoshop

poniedziałek, 25 listopada 2013

piątek, 2 sierpnia 2013

(WIP) Armor



(Work in progress)

Model was created during one night (including concept work). The aim is to explore new Zbrush 4r6 features.

I'm not really a concept master ;) but I decided to make few quick sketches, just to get any idea of where I want to take this project.