Feature Film Needs Roto Ninja

Hey guys, we are on a tight deadline here for a delivery and could really use some help. If there are any LA based roto/jr artists looking for a gig please contact me. You can contact me thru pm or leave your info in this thread! I am looking for experienced articulated roto artists with hair and motion blur skills! The right candidate could interview and start immediately!

We need someone with ninja roto abilities, so sorry to our beginners, I’ll catch you on the next one.

fyi, if you totally rock and aren’t in the LA area you can still be considered…we would just prefer local.

IO Interactive – Special FX Artist – Copenhagen, Denmark

Hi there, we have a new job posting at IO interactive (the creator of Hitman, Mini Ninjas & Kane and Lynch)
We’re located in central Copenhagen on the waterfront. Breakfast, lunch and dinner is served monday to friday and the beer flows free on fridays, relocation is required. PM me for questions regarding IO or the position.

http://www.ioi.dk/recruitment/FXArtist/index.htm

SPECIAL FX ARTIST

IO Interactive is looking for a Special FX Artist for one of our exciting AAA projects. You will be part of a small graphics artist team that as a group has the opportunity of making the greatest and most innovative effects for our next AAA game.
As special FX artist you will work closely with level designers, animators and graphic artist making the design for special effects in the game. In collaboration with a producer you will be responsible for your own work including estimation, planning and meeting deadlines.

Job Responsibilities

* Create real-time particle effects in our in-house engine and tools. Areas of work will include: explosions, sparks, fire, blood, weapon, cloth & weather effects.
* Populate game levels and cut-scenes with effects in cooperation with level designers, art director and animators.
* Painting of particle and animated sprites in Photoshop.
* Creation and implementation of real-time physics setups.
* Create, simulate and implement destructible environments both baked and dynamic.
* Provide feedback and designs for further development of in-house FX tools.

Required Skills

* Fluent in 3ds Max and Photoshop.
* Must have technical understanding of games or computer applications.
* Basic understanding of physics and math.
* 2+ years of experience with Games or CG.

Extra Credit

* Movie or Games special effects experience.
* A strong passion for games.
* Modeling and texture skills are a plus.
* Experience with shader creation a plus.

If the above description fits your profile, please submit your application, résumé and colour portfolio to jobs@ioi.dk , marking it “Special FX Artist”.

IO Interactive is located in central Copenhagen, Denmark. Relocation to this area is a requirement. If you live in Sweden commuting is possible, the train from Malmö to Copenhagen only takes 36 minutes.

32bit turns out 8bit on depth pass not other passes?

I am using mental ray in Maya 2009, I am using render layers, with associate passes, and using various render passes, such as diffuse, depth, specular, shadow, etc. I have them all set to 32 bit float, and on the render settings quality tab under framebuffer I have it set to RGBA 32 bit float. My masterbeuty comes out in 32bit, and so does for example diffuse too, but the depth pass comes out only 8 bit, even though it is locked at 32 bit (which cannot be changed).

Also, I wonder if someone might tell me what the "buffer minimum/maximum" on depth remapped really do. I use 200 on max and 0 on min which gives me an OK result I guess, but I just would like to know what they do/mean.

Problems with Normal Mapping

Hi,
I posted this message over on The Area, but in the past you guys have been way more helpful. 🙂 Anyway here’s the issue, I’m having problems with Normal Mapping. I export the high res mesh from Mudbox and a low res one as well, when I apply the normal maps to the mesh in MayaIi’m having some weird issues where there are like squares showing up in the image. I’m pretty sure this is something to do with the UV’s but it looks like they match perfectly and if it is a problem with them, I’m not sure how to fix it.
One of the images below is the original high poly model and the other is the result I get from normal mapping.

Thanks a lot for any help,
Greg

Edit: btw, I exported the normal map as 2048×2048 and high quality settings, but the quality doesn’t seam to be too great. any suggestions?

Edit: sorry one more problem. I may be missing something totally basic here, but when I try rendering out the model (the normal mapped one) its just blank. The high poly one renders fine, but the low poly isn’t showing up in the renders.

Thanks again

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STONER MOMENTS AT THE LASER BAY.

3stocker_mestre

It’s one thing to stare at a sheet of paper or an image on a screen and let the optical illusion wig you out and give you your stoner moments, but it’s another thing to walk into a room looking like you just entered the ENCOM laser bay of Tron. Esther Stocker, the artist/illusionist from Italy, has created some of these amazing installations armed with only black gaffer tape and emulsion paint to emulate spaces with perceived depth. Thus, giving us visual mind-effs we’ll never get sick of.

5stocker_taxis2

7stocker_bozen

11stocker_what

10stocker_ccnoa

9stocker_mumok

ZooKeeper for 3DS Max

3d Studio Max plugin used for organizing, managing, and visualizing large and complex scenes. Written completely in .NET Zookeeper provides a fresh, novel, and intuitive interface into your scenes.
Watch the Demo video here.
Be a beta-tester here.

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Jon Hopkins — Insides (Live at The ICA, London)

Bison has made a really nice music video of a live performance of Jon Hopkins, using only in-camera effects and analog equipment to create the lovely glitch GFX.
Watch the in HD on YouTube and read the info box for a detailed on how it was made.

autodesk smoke

hi ,

i want to know , is it necessary for a compositor to know about smoke software ?

CHOP CUP

CHOP CUP from WeAreOm Enjoy the madness…

It’s business time; Blackfish for HEC

Zurich29 - HEC
Not so long back, commercials for seats of higher learning were composed of shots of the less scruffy bits of a campus, where clean-cut bright young things sat cross-legged on the grass sipping lattes and trading opinions on Nietzche and nebulas. Or maybe there’d be a chemistry lab shot of eager lab coated nerds heating up bubbling potions in test tubes. Either way, higher education commercials have never offered mographers the chance to flex their Wacom honed muscles, until now…

Blackfish, charged by Ogilvy & Mather have created a storming romp through a bizzarist’s take on life after graduation from HEC (Apparently Europe’s no.1 business school). From first person perspective we watch as our hero burns a trail through the job market, vanquishing all that stands in his way, all within a blown-up musical-esque stagescape.

I love this spot because it essentially pokes a lot of fun at the very thing it’s advertising without denigrating it in any way. We arrive at the end of the spot having sold malls to martians, proving that for HEC graduates the sky is no limit! The film also assumes that aspiring business students must have a cracking sense of humour, which is something I was thus far un-aware of…

Client | HEC

Agency | Ogilvy & Mather

Creatives | Ève Roussou & Benjamin Brégeault

Director | Camille Bovier Lapierre

Production | Elegangz & Blackfish

Producers | Aurore Maincent Feer (Elegangz) & Pierre Sémon (Blackfish)

AD | Zurich29

3D | KnightWorks
Romain Politi
Umaru Embalo
Guillaume Gaussuron
Nadia Zouaoui
Geoffrey Pons
Brice

Charcater Design
Aurélien Marrel

Sound | Studio Apollo (Montreal)

Production duration : 10 weeks

Posted on Motionographer