LOBO: CA | Autumn/Winter Collection 2010 – Making-Of

Update — we posted LOBO’s latest work for C&A a couple of days ago. Now we have a making-of to check out. Thanks much to the good folks at TEG!

LOWORKS

Loving the updates up at Loworks, great graphic and interactive design.

BUDGETING

Hi im documenting the filming of a short film. i intend to show people how short films are made for a project in college. the problem is i have never made a documentry before and im unsure about budgeting, can you guys give me some help with a budget for a low cost documentry for things such as editing equipment and software video cameras ETC.

Thanks 🙂

High / low color value

Hi everyone,

I would like to automate a grade node for my Zdepth from maya, how can I find the most highest value (and the lower) in a picture?

thx all

Houdini Generalists required in Glasgow

Axis Animation is looking for talented Houdini Generalists and VFX artists to work on both next generation game cinematics and commercial projects.

Description:
The Role requires a broad knowledge and experience of the entire 3D Pipeline, with a focus on producing sophisticated visual effects and/or CG look development. Tasks may include lighting, shading, rendering, dynamics, and particle based VFX. While We appreciate that potential candidates may have varying levels of experience within these specific areas, we are primarily looking for people who have a proven track record in turning out great looking work using Houdini and Mantra and who can demonstrate a strong sense of cinematic aesthetics
Generalists will be expected to have a high degree of familiarity with using Houdini and Mantra within a production environment and be able to master all relevant internal Houdini based production tools and to be able to develop new digital assets as required by production
Candidates will work onsite in our Glasgow based studio. Immediate vacancies are for short-term contracts, with the possibility of on-going work in the future. However longer-term contracts may be offered for the right candidate.

Responsibilities include:
·Shading/texturing work as and when required
·Responsible for final Houdini 3D scene assembly and output, including Digital Asset creation, setting up lighting and rendering final outputs using mantra on our render farm
·Set up Houdini based effects using dynamics and particle tools and to develop these through to final output
·Additionally candidates may be asked to work on final composited shots within digital fusion dependant on experience
·Engaging at every stage of production including pre-visualization of complicated sequences and research and development
·Optimize and troubleshoot lighting and rendering problems in a fast paced environment.
·Working closely with CG Supervisors/Leads to determine best approach to solve 3D challenges and develop final look.

Qualifications required :

·Demonstrated knowledge and experience of Houdini within a production environment
·Strong understanding of multi pass 3D rendering and compositing
·Strong understanding of lighting/shading/texturing principles and techniques.
·Knowledge of rendering techniques and optimization processes to minimise render times.
·Ability to work within a style established by the Client / Creative lead.
·Experience with Fusion or similar compositing package (eg Shake, Nuke)
·Programming or scripting skills (Hscript or python) would be beneficial, but not essential.
·Ability to problem solve and predict potential problems with assigned tasks
·Strong communication skills are critical. Artist must be able to work within a team, taking direction and exercising attention to detail in a fast-paced production environment
·Solid work ethic and a positive attitude in the face of challenging situations.
·Strong time management skills and organization
·Minimum of 3 years production experience in film/TV/games and a degree qualification required
·If candidates do not possess a degree, 5 years production experience required
·Degree and work experience requirements may be waived if candidates can show exceptional skills

Please apply via jill.wallace@axisanimation.com
Be sure to include “Houdini Generalist Application ” in the subject line*

Pivot

Pivot è un bel cortometraggio in 3d che quasi ricorda i primi videogame che ancora non potevano godere dei fantastici motori di rendering che utilizziamo oggi. Una bella storia, un uomo scatta una foto a quello che dinventerà l’uomo che vuole ucciderlo… e inizia a correre. […]

fusion paint node

hi every one,

hear i am using a copy rectangle node from paint tool, copied the area and pulled out separate, now the thing is if we want to add the CC node & BC node its effecting for the entire image, if we want to effect only for the copied region. thz in advance

find the attach below

Cyborg of futures past (returns)..

I did a little project last year. Though it wasn’t posted here i thought i’d start now. This is how the clip ended up back then..

http://www.episode2ish.net/Cyborg/walk5.wmv

I finally got back round to this guy as I’ve been looking through old files to see what needed to be done for my new hd showreel. Not only am i re-working it for hd but i also taking the opportunity to update it.

The lighting of the scene wasn’t very ominous, you also get to see the bad guy straight away. So i took the scene to pieces and made it into layers (to give me more choices in compositing).

Along with the lighting the camera move in the last version never really made sense. So now i added a little more life to the shot..

I always wanted the power source in the center of his chest to be more like a plasma ball, so i made this too.

I’ve recently been messing around with a new way of doing muzzle flame so i thought i’d throw that in as well.

A few more sounds to make it more personal and it’ll be posting the results as soon as they’re finished rendering.. I have attached a still of the new version.

I am updating the rigging as well so the gun will be aiming properly by the next time you see him..

Attached Thumbnails

Click image for larger version

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My Reel…

3D Reel :- http://www.youtube.com/watch?v=VTNae…eature=related
Compositing Reel :- http://www.youtube.com/watch?v=eS89BhSTpO0

Please have a look at it my reel and give me your comments…

Thanks a lot in advance
Rahul

viewing internals of 3d lut…

Is it possible to open a LUT file with .cube extension? to know its internal workings… The file has been created inside of Nuke itself, and I need to open this file and see what color alterations have been done in this, and what nodes have been used… and then replicate the same fr fusion…
is this possible?
Also how does one make a lut file in nuke? I found the generate Lut node, and how to save the output file, but how do u modify the color to use as lut?:confused:

-Thanks
Amritaa