1. Update 03.07.2012:
    Here is a in-depth making-of from the ICE workshop held @ Psyop NYC, enjoy: psyop.tv/psyop-softimage-ice-workshop/
    --

    This video demonstrates the process of creating and animating a procedural deep sea like creature.

    Starting as a research and development project on wrinkles, my main focus got attracted by the possibility to create a procedural creature almost completely with ICE. As there never was a real goal,

    Update 03.07.2012:
    Here is a in-depth making-of from the ICE workshop held @ Psyop NYC, enjoy: psyop.tv/psyop-softimage-ice-workshop/
    --

    This video demonstrates the process of creating and animating a procedural deep sea like creature.

    Starting as a research and development project on wrinkles, my main focus got attracted by the possibility to create a procedural creature almost completely with ICE. As there never was a real goal, the end product emerged from total artistic freedom and the vast possibilities within the system.

    The main areas of development included:
    - Custom forces which drive the procedural motion, creating the soft and skin like appearance of the body.
    - Tools for the definition of different behaviors contained in the same system of simulation.
    - Tools for abstraction and interpolation of different geometric contexts for optimized performance and artistic workflow.
    - Mechanisms for the transport of arbitrary attributes throughout the architecture for later use as reference systems or information for the rendering.
    - A system for animated procedural texture synthesis decoupled from the geometric topology for a seamless coverage of the whole body.

    As the whole system depends only on a few input parameters, it's very easy to make topological and behavioral changes very fast. Because the Lagoa simulation itself is done only on the point set derived from the Delaunay triangulated base geometry, the process of developing the right movement can be highly iterative as the simulation times are very low.
    The actual thick mesh is generated through a marching cube algorithm (Polygonizer) but could be replaced by any arbitrarily derived mesh loosely fitting the initial shape of the point set.

    Rendered with Arnold
    Music by Ball of Waxx - Tetramorph: ballofwaxx.bandcamp.com/track/tetramorph

    # vimeo.com/42070208 Uploaded 11.8K Plays / / 15 Comments Watch in Couch Mode

  2. A small sampling of my work completed during the production of Gears of War 3. Thanks to all the talented artists who made awesome models for me to work with!

    A small sampling of my work completed during the production of Gears of War 3. Thanks to all the talented artists who made awesome models for me to work with!

    # vimeo.com/32220149 Uploaded 28.8K Plays / / 35 Comments Watch in Couch Mode

  3. Ridolfo: setup

    from arturo paiva

    00:00
    217

    prod: inkapache
    copyright: boing italia

    Setup advanced

    modelado, Ivan Pardo
    setup Miguel Santin.
    Yo me estoy encargando de la supervisión del proyecto en Modelado y setup

    prod: inkapache
    copyright: boing italia

    Setup advanced

    modelado, Ivan Pardo
    setup Miguel Santin.
    Yo me estoy encargando de la supervisión del proyecto en Modelado y setup

    # vimeo.com/32210806 Uploaded 231 Plays / / 0 Comments Watch in Couch Mode

  4. 00:00
    167

    Lighting and progress breakdown for "The Monk & The Monkey".

    All shots were created with Maya and rendered using Renderman for Maya.
    Point-based colorbleeding and deep shadows were used for every shot. Subsurface scattering shaders were placed in sets to speed up render times. Gobos were used to fake shadow patterns (leaves.) Reflective objects were isolated with trace-sets using proxy geometry reflections.

    Music: "Ghosts 14"

    Lighting and progress breakdown for "The Monk & The Monkey".

    All shots were created with Maya and rendered using Renderman for Maya.
    Point-based colorbleeding and deep shadows were used for every shot. Subsurface scattering shaders were placed in sets to speed up render times. Gobos were used to fake shadow patterns (leaves.) Reflective objects were isolated with trace-sets using proxy geometry reflections.

    Music: "Ghosts 14" by Nine Inch Nails © The Null Corporation.

    © 2010 Brendan Carroll + Francesco Giroldini. Ringling College of Art + Design.

    # vimeo.com/14943224 Uploaded 14.5K Plays / / 11 Comments Watch in Couch Mode

  5. Projekt Reel SPEED RACER HD

    from Renderman

    00:00
    50

    This is my Project Reel for the feature film "SPEED RACER" by andy & larry wachowski.

    This is my Project Reel for the feature film "SPEED RACER" by andy & larry wachowski.

    # vimeo.com/4237094 Uploaded 627 Plays / / 1 Comment Watch in Couch Mode

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    VJs TV presents Mapping Festival 2012
    vimeo.com/55630271

    We would like to present you a short film of this year Mapping Festival in Geneva. It is also an opportunity for us to launch our new website vjstv.com with over 1000 great videos of VJs and Videos Artists with also VJ Channel channel.vjstv.com streaming videos online. If you wish to submit a project check out vjstv.com/submit and fill in the form, we will gladly take a look.

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    by Christopher Tevebaugh

  • +AKITIPE STUDIOS

    Hi ! Folks !!
    It's +AKITIPE STUDIOS, here's our new animation for game company.
    vimeo.com/46155220
    The making of
    vimeo.com/46699934
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    vimeo.com/46308894
    We took 8 months finishing this asian style cinematics !!
    Check it !!
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