Molho

Molho, Brazilian motion design and creative studio.

Prologue: MTV Video Music Awards 2009

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MTV has found a good thing, and they’re sticking to it. For the third year in a row, they’ve tapped LA-based Prologue to create the graphics package for their colossal Video Music Awards show.

Directed by Ilya Abulhanov, the condensed sans-serif type and annotated landscapes of the VMA 2009 package build upon the look Ilya established for the OFFF 2009 titles. In the VMA 2009 package, though, the landscape is alive, modifying itself in subtle but surreal ways.

Gigantic telescoping streetlights and strings of gondolas adorn the familiar skyline of New York City, creating a panoply of mechanical transformations that seem to be a literalization of Rem Koolhaus’ vision of a “delirious New York.” Ilya’s split-screen moments create dizzying multiplications of the city, piling density upon density.

I’m reminded a little of Rob Chiu and Chris Hewitt’s titles for Offf New York. Ben “HECQ” Lukas Boysen did a masterful job sound designing both projects, creating a wild mix of tension and wonder that is driven as much by pockets of poignant silence as it is by the tightly controlled cacophony of the city.

Check it out here.

Posted on Motionographer

TAKASHI MURAKAMI WORD JUMBLE.

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The next time you see your art snob friends ask them to say ” ‘A Picture of the Blessed Lion Who Stares at Death” will be at “Picture of Fate: I Am But a Fisherman Who Angles in the Darkness of His Mind’ show”, five times fast. The word jumbled title is the one-piece art exhibit by famed Louis Vuitton supported artist, Takashi Murakami. His stuff is so good, words can’t describe this singular work. Check out the art behemoth before it leaves the island on the 24th of this month at the Gagosian Gallery.

Matte Painting – Cleopatra Queen of Egypt

This image which is a mix of 3D geometry, photos manipulation and digital painting mostly done in Photoshop

3ds Max 2010 Arch Viz – Adv to Expert

Brimming with tutorials, practical production techniques, this book is arguably the finest collection of 3D talent ever assembled

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.

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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.

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