My entry for the Cg Whiz Competition from Escape Studios.
All work is entirely my own except texturing for the village scene in the final shot. A combination of Maya and Lightwave were used for the animation and modelling with texturing done in Photoshop, all edited together with Premier. Liquid and motion simulation were co-created in Real Flow and Reel Motion to support the hand keyed animation. Glass and car make use of custom created multi-layered shaders with a minimum of texturing, the other models make use of more standard shaders supported with texture and bump maps hand created by manipulating photographic source and digital painting. There is no audio track.
For more about me and my portfolio visit my website at: www.timothydisney.co.uk
Thank you for watching. :-)
can you plzz tell me how to shade particles ?
joe5178 2 years ago
Hi there, sorry for the slow reply.
I'm not sure what it is that you are trying to achieve and I guess the specific answer will change depending on what software you use but this can be as simple as applying a material to the RGB or Shader channel of your particles, which you can then colour / texture as you wish.
The liquid sim in my video was calculated and animated individually before the animation data and mesh were imported into the final scene and shaded separately.
ninjapygme 2 years ago
The best thing I could suggest without more specifics would be to check some of the excellent tutorials on the internet from places such as Gnomon and CGSociety.
ninjapygme 2 years ago
Great, but work on the lighting. The last shot wasn't very realistic.
anim8ordude 2 years ago
Thanks for the comment.
The last shot is from for a theoretical game concept and the style required it to be bright like that rather than photo-realistic, although like I said in my description I didn't do the texturing for that. Final stills of the environment in unreal can be seen on my website.
I will continue to work on lighting. ;-)
ninjapygme 2 years ago