CG Generalist Reel - March 2011

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Uploaded by on Mar 10, 2011

The following is a list of items, details and attributions found in the this reel for March 2011:

1. ROSHAMBO (FEBRUARY 2011)
Personal Work. Sean Burgoon's base Goon Rig was used for animation. Other set models, layout, shading and lighting were done in Maya and rendered using Mental Ray.

2. OFFICE CHAIR (JANUARY 2011)
Personal Work. A simple chair modeled, shaded and rigged in Maya for ease of animating as a set prop. Total triangles: 1672.

3. BIG TREE GUY (JANUARY 2009)
Personal Work. Modeled in Maya and Mudbox. Color and Specularity textures created in Photoshop. Normal Map texture baked in Mudbox. Final lighting and render using Mental Ray. Total triangles: 7028.

4. SAMURAI SQUIRREL (DECEMBER 2008)
Personal Work. Modeled in Maya and Mudbox. Color and Specularity textures created in Photoshop. Normal Map texture baked in Mudbox. Final lighting and render using Mental Ray. Total triangles: 7062.

5. LG ENV2 CELL PHONE (JANUARY 2011)
Personal Work. Modeled in Maya. Color, Incandescence and Specularity textures created in Photoshop. Final lighting and render using Mental Ray. Total Triangles: 6298.

6. ABOUT ME (JANUARY 2011)
Personal Work. Mixed media included 16mm Film recorded using Bolex Camera. Images - except for doctored Lego Star Wars, Theatre Seats, and Apple laptop, were photographed and created by me. Composited and animated in After Effects. Original music (not included in demo reel) edited and composed to "Experimental Film" by They Might Be Giants.

7. FUN FEATHER (SEPTEMBER 2010)
Personal Work. A simple feather with a touch of personality. Animated by hand using pencil and paper.

8. BUST SOME HEADS (FEBRUARY 2011)
Personal Work. Sean Burgoon's base Goon Rig was used for animation. Other set models, layout, shading and lighting were done in Maya and rendered using Mental Ray. Sound byte taken from dialog of the character Ray in "Ghostbusters"...

...I love Ghostbusters...

DEMO REEL MUSIC: "SLEEPING POWDER" by RAYMOND MCCARTHY BERGERON

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Uploader Comments (spunkyddog)

  • nice you have a great talent

  • @vfxsrilanka Thanks! :o)

  • Thanks! The textures are done in 1024 x 1024 and 2048 x 2048 pixel spaces. I created a color map and a specular map (basically white pixels are where stuff shines, black pixels are where it does not and grey pixels are kinda shiny), and then I throw on a normal map which is like a bump map that allows for greater details. To make a normal map, usually you go into a program like ZBrush or Mudbox (I used Mudbox) and sculpt detail in your pre-made mesh. Google "tutorials normal maps mudbox" :o)

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All Comments (4)

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  • Great models and stuff, I have a question how do you do the texturing in so much detail please comment or make a tutorial or something.

    Thanks

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