Friday, June 13, 2008

2008 48 Hour film project

So, another year, another 48 hour film competition. Once again, working with the best crew I can imagine was a blast, and we have a fun film to boot.



I used 3ds Max, and AE for the effects shots.

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Tuesday, July 31, 2007

Nick of Time

alright, Here is our entry to this years entry to the 48Hour film competition. I'm pleased to say that we were nominated in several categories, including Best Director, Best use of prop, Best sound design, and best VFX and Best GFX. We also made it into the top 10 of the audience choice.

of course, i'm especially giddy about the best VFX and best GFX nominations :)



My plan is to work up full tutorials on how the VFX were done using Particle Flow in Max, and lots and lots of After effects. stay tuned!

congratulations to everyone at Rogue Wave Productions! We made a great team! Now just imagine what we can do next without the insane time restraint.

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Monday, March 19, 2007

I won a copy of Polyboost!

Like the man said, I won a copy of Polyboost- a plugin that enhances 3ds Max's already formidable poly modeling toolset.

A huge thank you for Script spot (THE defacto site for Max scripts) for their weekly re-launch raffle, and to Polyboost for providing such a wonderful prize.

WHOOT!

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Monday, February 19, 2007

Character Modeling

Character modeling is what i love to do best. i've been learning the demo version of Mudbox3D, and am absolutely in love. i'll be buying it with the next character job that i pick up. usually, picking up a new interface is the most difficult thing for me when picking up a new software. it will run me a few days to a week to get up to speed with a new package but mudbox was easy to pick up inside of an hour. now, i'm primarily a 3dsmax kindof guy, mostly because thats what i've been using the most, and the Mudbox interface is the same as Maya, which i've used but only for a handful of projects, and the Maya interface is what usually throws me off, but after a couple of days with Mudbox, i found myself trying to use Maya interface navigation inside of 3DS! 12 years of 3DS (DOS, then MAX), and it took a week for Mudbox to turn me into a Maya user. heh.

Here's a simple test i did when learing Mudbox: took a box in 3ds, extruded fingers, set up edgeloops, then spent about an hour in Mudbox.



speaking of character modeling, my character modeling reel will be complete shortly and will go here when complete.

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