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x-men 2 cinesite tools

:: Cerebro Effect ::

- Inferno processed people.
- People and Maps composed using Maya animation and particle modules.
- People and Maps rendered with Renderman.
- Shake compositing.
- GodRays done with Jerry T's partman renderer using the Tetrad Volume
   module.

:: Cerebro Set Extension ::

- Maya modeling and ligthing.
- Rendered with Renderman via Maya mtor.
- Special lightwave pass for occlusion mapping (cerebro maya model
   transfered into polygonal lightwave model from which occlusion maps    and area lit vent maps (for dark cerebro vents) were generated and fed    back into the maya shader. Shading in general broken down into    additional diffuse and specular passes for final control in shake).
- Shake for compositing.

:: Cerebro Debris ::

- Maya modeling, lighting and dynamics.
- Rendered with Renderman via Maya Mtor.
- Shake for compositing.

:: Cerebro Weather ::

- Maya modeling, lighting and dynamics.
- Rendered with a combination of Renderman via Maya Mtor and partman.
- Some usage of practical elements.

:: Handshake Shot ::

- Maya dynamics.
- Rendered with Renderman via Maya Mtor.
- Cineon Compositing.

:: Ice Wall ::

- Maya particles for leading edge.
- Several Renderman shaders for particles and main wall assisted by
   texture maps.
- Cineon Composite.

:: Science Museum Ice Beam ::

- Maya particles.
- Sprite based particles rendered in both Renderman and Maya.
- Composited in Cineon.

:: Darts and Claws ::

- Modeled, animated and lit in Maya.
- Renderman shaders, Rendered in Renderman via Mtor.
- Cineon Compositing.

:: Drake House Fire ::

- Largely practical elements composited in Inferno, except for fireballs in    some cases. These were done in Houdini.
- Modeled as crushed animating spheres with animating VEX shaders
   animated using Houdini POPs particle animation.
- Rendered using Houdini Matra Renderer.

:: Cyclops Beams ::

- 3D elements generated in Houdini.
- Beams were various animating geometries with animatiing
   shaders mapped onto them.
- Some Houdini POPs particle systems work was done for tu187-006
   bending beam and splatter effects.
- Jean Grey's shield was a flat Houdini particle system with animating
   VEX shaders rendered as an image and then mapped onto
   animating geometry to bend it into a shield shape.
- Compositing was done in Cineon.

:: Generator Room ::

- 3D elements generated in Houdini.
- Maya LIDAR data was converted to Houdini, cleaned up and lined up for
   each GR plate.
- Set was animated in houdini and plate image projected onto geometry.
- A series of cleaned up texture maps was generated via Photoshop
   to fill in missing image areas revealed by moving geometry.
- Using Houdini geometry 'flags' were created along leading edges and
   rendered in Houdini Mantra with a couple of different VEX shaders.
- Compositing was done in Cineon.

:: Bamf ::

- 3D elements generated in Houdini.
- Special plugin based on one of Jerry T's techniques for generating fluid    like motion was implemented in Houdini Gave the black smoke its    signature motion.
- Particles generated in Houdini and exported to Partman particle    renderer.
- Volume guy matchmoved in Maya, exported to Houdini and rendered
   using Houdini volume rendering.
- Compostiing in Cineon.

:: Nightcrawler Tail ::

- Modeled, animated and lit in Maya.
- Rendered in Renderman via Maya MTOR.
- Composited in Cineon.


 

 

 

 

 

 

   
 
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