Product: RSM fertilizer
Script and Concept by: Yellow Group
Production: Wytwórnia Filmów Kalina
This is a tv commercial of RSM fertilizer.
Because of a season (it was late autumn when we started production) we had to do almost all the shots CG.
Farmer shots were shot with Red Epic on greenscreen. Tracked in Syntheyes.
Field, corn, sprayer and truck shots were all done in Cinema4D and rendered with VrayForC4D.
Corn growth was simulated in Xfrog for C4D.
Drop shots were rendered in Vray/3dsMax and simulated in RealFlow.
Generalist reel for 2012.
00:05: Wolf-bot: Design of robot, all 3D elements (not particles). I supervised the mocap shoot, baked the data to a rig and cleaned it up. All lighting comes from final gather from the background sphere. We used a 3D workflow between Maya and After Effects.
00:17: Palace: I cleaned up / re-created the Basic layout from a Sketchup model then made all details, statues, furniture, greenery etc. Modelling was done in Silo, Maya and zBrush. Growing vine bushes made with Xfrog. Rendered in Mental Ray. I also did the initial comp in After Effects.
00:30: Wirly glowing shape: Made in Silo/Topmod, animated in Softimage and rendered with Thea Render before comping in After Effects.
00:34: Naked Mole Rat type creature: Made in Silo and zBrush. Rendered in Maya with Mental Ray.
00:50: Plane Explosion: Modelled in maya and textured in Photoshop. Explosion was a combination of bits of stock plus Maya fluids. Comping in After Effects.
00:56: Symmetrical object: Made in Maya and After Effects.
01:00: Cyborg POV shot in mirror: Modelled in Maya / Silo / zbrush and textured in zbrush / photoshop. Architectural elements faked from reference of shot location including mirror scratches. I used an HDRI sphere for the lighting. Comping in After Effects.
01:07: Slapstic Man: All Maya, (originally meant as a test of Human IK).
01:20: Cube based motion graphics: Made in maya using rigging / scripting techniques. The rendered output was five of these screens!
01:32: Collision text (paint on road): A combination of maps generated in Photoshop then put through a shader network to make the paint weathering match the ground.
01:33: Waves: Realflow and Maya. I had to make a number of these in three weeks.
01:40: Cloth dancing: Maya ncloth with some After Effects sweetening.
01:48: Old Man: Mostly Zbrush with some Silo. Rendered in Thea Render.
01:50: Terry Gilliam style animation: Backdrop elements made in photoshop and characters animated in After Effects.
01:50: Bird: Playblast, all done in maya in a day.
02:03: Blobby glowy thing: Maya Nparticles and Ncloth, rendered in Mental Ray.
02:09: Green Monster: Modelled in Silo and zbrush. Rigged, animated and rendered in Softimage. Comped in After Effects.
I’m doing more experimentation with Xfrog, this time with the phyllotaxis object. This render has been crawling along. I’m looking at about 20 hours of total render time on two computers. The refracted and reflected light is not as amazing as it could be just due the fact I had to lower the sample count in the physical renderer.
What’s going on in this scene is I have one animated phyllotaxis object cloned and and set to repel other clones with a rigid body tag. I would have loved to have used a soft body tag but this was not going to possible just due to time constraints.
This is day 29 of a personal challenge to make a 5 second animation everyday in 2013.
More entries at markkubas.tv
Most people prefer to start modeling and then add the textures and I think for regular objects that is usually the way to go. But when modeling a tree, it is simply hard to judge the appearance with ugly squares as placeholders for the leaves. So when creating plants I mostly create the textures first, at least some preliminary materials - fine tuning can be done as last step.
We will start with some work on the leaves...
I will use Photoshop during the following steps, but of course all this can be done with every other paint application too, like GIMP for example.
Because trees tend to have maaany leaves, we usually have to go with a simple leaf geometry - in many cases a simple square object is used and often this simple object will be used not only for a single leaf, but even for a cluster of leaves. This of course depends on the model itself, but the work to be done is more or less the same.
The following video will show some approaches on how to create a leaf texture with alpha or transparency channel. If you did some planning before taking the photos, then this should be a simple job: separating the leaf (or cluster of leaves) from the background.
If you don´t have scans or photographs of leaves at your disposal, you can get some here: Download leaf scans
Some of the tools you could make use of:
selection based on color (wizard, wand)
manual lasso selection
painting the selection
IF WE COULD SEE THE MIRACLE OF A SINGLE FLOWER CLEARLY, OUR WHOLE LIFE WOULD CHANGE - Buddha
SOFTWARE USED :- AUTODESK MAYA , PIXOLOGIC ZBRUSH, XFrog PLUGIN, ADOBE PHOTOSHOP, ADOBE AFTER EFFECTS.