
Troll Hunter VFX - CG Models Showcase
1 year ago
Troll Hunter VFX - CG Models Showcase. Turntables of the digital models made by SuperRune for the film.
Please switch to fullscreen for the 1080p version.
Trolljegeren is (c) Filmkameratene 2010
Please switch to fullscreen for the 1080p version.
Trolljegeren is (c) Filmkameratene 2010
MOV
00:00:54
| Date | Plays | Likes | Comments |
|---|---|---|---|
| Totals | 7,323 | 67 | 8 |
| Feb 23rd | 4 | 0 | 0 |
| Feb 22nd | 9 | 0 | 0 |
| Feb 21st | 7 | 0 | 0 |
| Feb 20th | 6 | 0 | 0 |
| Feb 19th | 16 | 0 | 0 |
| Feb 18th | 18 | 0 | 0 |
| Feb 17th | 12 | 0 | 0 |
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hair farm hair!
Great looking troll. I hope we get the movie here to see your work on a big screen :)
What's your workflow for displacement maps?
You work on a base mesh for animation in Max right?
Could you explain it a little bit?
Thanks a lot!
Yep, the base mesh you see on the "from Rig to Render" video is used all through the process, and is the one that gets subdivided and displaced. I use 3ds Max for rendering, and rendertime displacements has always been very slow in 3ds Max, no matter what renderer I've tried (Mental Ray is notoriously slow). But both the scanline renderer and Brazil is very fast at processing huge amounts of polys before rendering, which makes them great for displacements done through the modifier stack.
So instead of using rendertime displacements, I subdivide the characters using Turbosmooth modifiers (set at 1 inside the UI, and 5 at rendertime). After that I apply a displace modifier, that uses my displacement texture from Mudbox. At level 5, the troll ends up with around 9 million polys. Brazil and the scanline renderer use less than ten seconds processing those many polys, which is great!
I hope that explains it :)
Somebody could give the name of the music please, it make me crazy :)