Caustic Graphics GI Demo

New video that demonstrates its hardware and software combination running a real-time GI demo inside of 3ds Max

Dustin McLean: Play

Dustin McLean è un animatore (lui si descrive anche apirante filmmaker) e i suoi lavori li troverete facilmente online. Come Play (e il seguito Play More), descritto dallo stesso McLean come: “… una festa animata per gli occhi e le orecchie”.
La tecnica d’animazione usata è quella del rotoscopio: in questo caso molto semplice ma efficace.

Play

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Play More

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Articolo redatto da Sergio Damele

New Demo Reels Added

Added new demo reels in the database, please have a look and appreciate if you like them. Upload yours now

Suggestions of an effect

I wanted to get some feedback/suggestions on how some of you would go about to make this visual effect work.

I need an outline of a person to slide of a rocky wall and begin to walk towards the camera. The image or outline of the person would need to be giving off the reflection or look like the wall it slid off of.

I know this is a vague question and probably more is needed to know in order to answer properly but if you all can start spitting off suggestions that would be cool.

The scene takes place in a mine shaft and there will be very low light conditions.

I was thinking of shooting someone in a chroma key body suit in a studio and then place it into the shot but…just not sure.

Asylum & T.A.G. Collaborate For Halo 3: ODST

[NEWS=”http://www.cgnews.com/wp-content/uploads/halo3_thumb.jpg”]21774[/NEWS]With seamless integration of VFX and live-action footage, Asylum helped to launch Halo 3: ODST, the latest in the Halo series of video games, for the Xbox 360 via T.A.G. SF. Concieved by T.A.G., the dramatic live-action short shot by MJZ’s Rupert Sanders with VFX courtesy of Asylum portrays the story of Tarkov, an ODST (Orbital Drop Shock Trooper).

From inspiration as a young man Tarkov evolves through his training and harrowing battle experience with the band of elite soldiers against hostile enemies to become a seasoned and deadly warrior.

Expertly weaving sophisticated environment and character enhancements and atmospherics with feature film quality particle explosions, plasma weapons fire, CG drop-pods and futuristic Banshee War Planes, Asylum’s contributions to the piece were both explosive and intimate.

In concert with brilliant photography, these matchless effects gave rise to a piece that evokes an immediate sense of danger and adventure, coupled with the grave realities of duty and honor that define the Halo series.

About Asylum
Asylum is a premier visual effects and design company, handling high-profile features, commercials, music videos, and emerging media content for web and mobile platforms. Asylum created the visual effects for such films as the upcoming Terminator Salvation, The Curious Case of Benjamin Button, Pirates Of The Caribbean ll & lll, Master And Commander: The Far Side Of The World (Academy Award and BAFTA nominated), Moulin Rouge, Minority Report, Phantom Of The Opera, Mel Gibson’s Apocalypto, Tony Scott’s déjà vu, Man on Fire & Domino and Ridley Scott’s Black Hawk Down.

Asylum has done spot work for brands such as Hershey’s, Nike, Sony Playstation, Coke, BMW, Gatorade and Visa. In addition, Asylum Design has created award winning title and graphic design work for such films as Tim Burton’s Charlie and the Chocolate Factory, Bedtime Stories, X-Men I & II, The Island, Bad Boys II and XXX.

CREDITS
Client: Xbox
Game Title: Halo 3 ODST
Spots Title: “The Life”
Air Date: September 2009

Agency: T.A.G.
Executive Creative Director(s): Scott Duchon, John Patroulis
Art Director: Aramis Israel
Copywriter: Rick Herrera
Agency Executive Producer: Hannah Murray
Agency Producer: Joyce Chen

Prod Company: MJZ
Director: Rupert Sanders
EP: Eric Stern
Prod. Supervisor(s): Adriana Cebada Mora, Melinda Szepesi
Asst Prod Supervisor: Courtney Nolen
Assoc. Producer: David Lethem
Producer(s): Laurie Boccaccio, Eszter Repassy
DP: Greig Fraser

Post Production: Asylum
Visual Effects Supervisor/Lead Compositor: Rob Moggach
Executive Producer: Michael Pardee
Producer: Ryan Meredith
Coordinator: Emily Avoujageli
Bidding Producer: Michael Hanley
Compositor(s): Mark Renton, Caitlin Content, Steve Muangman, Miles Essmiller, Rob Trent, Tim Davies, Jonny Hicks, John Stewart, John Weckworth, Brad Scott
Smoke Artist: Alex Gomez
Lead Modeler: Greg Stuhl
Modeler: Toshihiro Sakamaki
Lead Animator: Michael Warner
Animator: Samir Lyons
Texture(s): John Hart, Ryan Reeb
Tracker(s): Tom Stanton, Michael Lori
Lighter(s): Sean Comly, Aaron Vest, Michael Comly
Effects Animator/Lighter: Yurichiro Wamashita
Effects Animator: David Schoneveld
Lead Roto: Elissa Bello
Roto(s): Hugo Dominuez, Laura Murillo, Daniel Linger, Bethany Pederson, Jason Bidwell, Stephanie Ide, Scott Baxter, Midori Witsken, Mark Duckworth, Zac Chowdhury, Huey Carroll
Wire Removal: Bethany Pederson
Lead Matte Painter: Tim Clark

Design: Simon Cassels, Aaron Benoit
CG Supervisor: Jens Zalzala

Editorial: Final Cut
Editor: Eric Zumbrennen
Assistant Editor: Jacob Kuehl
EP: Saima Awan
Post Producer: Kelly Garcia

Telecine: MPC
Colorist: Mark Gethin

Music: Original composition, Human
Music producer: Mike Jurasits
Sound Design: Brian Emrich
Mix: Loren Silber, Lime Studios

Sound Designer: Brian Emrich
Mix: Loren Silber, Lime Studios

www.asylumfx.com

Is there a thread for “ask the hr/vfx recuriter” around here? I have some Q’s

Is there a thread for "ask the hr/vfx recuriter" around here? I have some Q’s

1) I sent an email application with a link to my showreel to a company that I knew where working on a project and where going to hire in a particular department soon. I heard nothing back from them. Then they posted out on a job forum that they were hiring in that department, so I sent another application out with a link to my showreel (they didn’t supply their postal address so I could not physically send them my reel).

I received an email back from the company, and got the generic response that I had been unsuccessful and that my file was on their records for any future opportunities (seems to be the standard response).

I politiely replied "Thank you for your response, any chance on any feedback on my showreel or otherwise?"

My response was:

"At the moment we are also advertising for several different roles, which compounds the number of applications reviewed."

So basically are they saying they didn’t review me or even look at my showreel? I’ve had experience in working in a very similar project like this one and I’ve had about the exact number of years experience as they advertised for the position. Which brings me to the question, why didn’t they look at the application?

-Firstly I sent my first application before they posted the position up on the job board which would have made reviewing my application much easier as there would have been less applications for the position.

-Secondly, since since they didn’t supply a postal address the only thing I can think of is the HR’s randomly selecting applications based on email subject headers which seems to me more like a raffle than anything else.

I don’t mean to complain about the company or the industry or anything I just am confused and would love to get the perspective from a HR Manager or vfx recruiter on how to make the one application that actually gets reviewed and gets through! 😎 Thanks a billion guys!

Daren Newman

Some amazing hand-rendered work from Illustrator, designer and typographer Daren Newman. Apparently he’s “Male, smaller than average, good/bad SOH, beard wearing, right-handed, Rotring loving, Mancunian (blue, not red).”

Garry Milne

Awesome work from UK based Illustrator and designer Garry Milne.

millimeter on Surrogates

millimeter has a step by step article on Synthespian Studio’s vfx for the landlady in Surrogates.

Desolator-44 spaceship fight scene

made with xsi, 3ds max, rayfire, boujou, nuke, fumefx, afterburn

i couldnt make nice look explosions because my pc (crappy one)
and i started learning nuke a mounth and a half ago so the whole script was really messed up and done incorrect but at the end it gave a nice result

we worked 2 ppls on this project and really had fun to do it

because of the low quality cam the luminance key is really bad but there nothing i can do about it

http://www.youtube.com/watch?v=cSwSvXkobV8

soon on vimeo

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