Demo Reel [Summer 2011]
Dodany: Jun 18, 2011
Od: KungFuRadish
Czas: 3:18
This is my new and improved demo reel. Most of the stuff featured is from UC Berkeley classes UCBUGG and cnm190. Feel free to crit/comment. Breakdown: [0] Introduction (Maya): This is just an introduction I made for my demo reel. I used a python script to generate the buildings from a plane, and used Maya Physical Sun and Sky for lighting. I also added some camera shake in Nuke. [1] Fruitful: This is an animation created by me and 12 others for the UC Berkeley Advanced Digital Animation class. Although I was primarily responsible for working on effects, scripting and render wrangling, I worked on things in many areas of the pipeline. - Modeling: Tree stumps, terrain, cliff face - Shading: Trees, stumps, cliff (I also UV mapped all of the characters), background ocean - Layout: Animated cameras for each scene, built sets for each sequence - Lighting: Lit the background hills in final scene, worked on gobos for trees in last sequence [2] Procedural City (Maya/Python): This was a self project I worked on while waiting for Fruitful Renders to finish. It uses Maya's Python api to create buildings from a given mesh. The two groups of buildings show the two different ways to use the script. One generates the buildings directly from the mesh, causing the distortion seen on the left, whereas the second generates each building from a seperate plane, to keep them all facing the right way. [3] Mesh Pixelizer (Maya/Python): Another self project while waiting for renders, again using Maya's Python api. It takes a mesh (or an object file) and generates a pixelized version of it. This script again has 2 modes, one that restricts cube positions to integer values, which generates a minecraft style look, and one which uses floating point translation values, giving a shape more similar to the original mesh. [4] Procedural Shading (Slim): I made several procedural shaders that were used in the "Fruitful" animation for Berkeley's cnm190 class. On display are the tree shaders that I created for the growth sequence. Similar to the growth of an actual tree, they start out as green with a lot of specularity and grow into a more brownish and spotted color with less specularity. I used Slim to create the shader networks. [5] Apple Explosion (Maya/Python): This effect was originally created to be used in the growth sequence for "Fruitful," but was later removed. The basic idea is that the script calculates the trajectory of each apple in order to match it with the already prexisting tree growth animation. There are 2 versions on display, the bottom having all apples come from the initial tree, and the top having the apples propagate from different trees as they grow. Coding again was done using Maya's Python api. [6] Modular Building Generator (Maya/MEL): This portion demonstrates a script I made for a UCBUGG (UC Berkeley Undergraduate Graphics Group) animation. The script takes pre-modeled building pieces, and constructs buildings of varying size using the pieces (sort of like Legos). I worked in a group of 4 to complete the animation, and worked on all parts of the pipeline, but was primarily responsible for modeling, rigging, lighting and rendering. [7] Why did the Gnome Cross the Road (Maya): Another animation I did for UCBUGG. There's not really too much technical stuff involved, but I think the frogger part is pretty cool. I again worked in a group of 4, and worked on all parts of the pipeline.
Kanał: Film
Tagi: computer graphics animation
Wyświetlenia: 735 Komentarze: 3
KungFuRadish Wypowiedź:
Nov 9, 2011 - Thanks! To answer your question: Nope, all the stuff in the reel was made during my undergrad.
isyutd159 Wypowiedź:
Feb 1, 2012 - Amazing stuff, i am currently learning maya and i hope to be good as you!
tharbk01 Wypowiedź:
Nov 8, 2011 - Nice work! Are u in graduate school?