Really solid explanation of setting up and using Render Passes in Modo. Covers all the quirks so you can get it rolling in production.
Testing: Using Colorway.
Made a quick Demo of what is possible in The Foundry's new program Colorway. What is awesome about this is that I can provide this to a client and they can do all the color ups they want to explore and then send the file back to me for final output giving a lot more control to the end client. Lights and colors can all be easily tweaked. A pretty awesome product.
Model was provided by the highly awesome Joe Myers at Sketchbook Inc. from a 3d scan.
New CGI study / promo piece
Made this over the weekend to work on my embroidery skills. Fairly challenging to me to get it all working right.
CGI study
A study of particle effects and volumetric lighting I did last night.
New Work in the Wild- SolidFire
Jamie Kripke asked if I would help with a project for SolidFire's rebranded website that required a good bit of CGI and I do love me some CGI. Tricky bit was most of the server did not exist so we discussed the best way to shoot it to incorporate it into the CGI. He did a great job shooting for the end goal of the project and it all snapped together fairly easy.
AD was Randy Rogers at Grenadier.
You can see the making of in the Danklife Portfolio and on Behance.
Band Artwork in Progress
Working on some imagery for a local band called "Whiskey or the Concrete" here is one of my concepts that I was working up the past few days.
Abstract CGI Study
Here is a abstract study I did yesterday, rendered over night and printed out this morning. Loosely based on works by John Chamberlain, I wanted to explore some different finishes / materials and do a lighting study with brushed steel. Keeping the highlights smooth on the steel and placing the lights was fairly tricky to get how I liked. Slightly added a HDRi map of some clouds in a landscape to just give a hint of location to the reflection. Printed on Ilford Gold Fiber Silk.
CGI Study
Another CGI study I did yesterday and rendered over night. Was mostly working getting a better handle on Sub Surface Scattering, volumetric lights and bump maps. Getting the render clean with SSS is fairly tricky for me still.
Some new CGI work
Just thought I would post some CGI projects I have been tinkering with. The Lebron shoe was for Nike and was never published so I just added that to the front page. I tweaked on it to add the "Lava" texture the other week which I thought made it more interesting. Shoe is from a photo shot by Ryan Unruh.
The text piece is a interior study where I am working on getting the floors and lights working right. Having a issue where I can't get the light working right in the bottom left. The abstract is just a study in making abstract art in CGI that I banged out yesterday. Both of these are entirely CGI.
New Work In The Wild: MEGATRON RISES
New Project for Nike was recently released, "Megatron Rises." Nike Football and Hasbro honor Calvin Johnson, Jr. with special edition CJ81 Trainer and TRANSFORMERS action figure. Darien Birks from Nike Football reached out and asked if I would like to work up some illustrations for this limited launch. Megatron toys? How could I possibly say no?! Had just about a week to work these up from sketches to the final illustrations for wall murals and store front displays. Used Modo for most of it and post in Photoshop. Thanks Darien!
QuakeCon 2013: The Physics of Light and Rendering - A Talk by John Carmack
Really good overview of lights and rendering for anyone doing any kind of 3d. Very educational.
The State of Rendering – Part 1 | fxguide
How competitive? Since we wrote the first Art of Rendering story, just 18 months ago, the landscape has changed dramatically. New renderers and whole new approaches have been released. There have been dramatic improvements, renderers have died, others have been bought, and there is no sense that the process is anywhere near over. Rendering, once a fairly predictable evolutionary space, has become like a quickly moving landscape. For this story alone we have done over 20 interviews and we will be covering 14 major production rendering platforms. We have aimed to focus on production renderers for animation and VFX and not even really touch on game engine rendering, GPU rendering and mobile offerings. Art of Rendering saw many compliments but also a host of complaints. To paraphrase a quote from the first article, “rendering is now a bit like a religion.”