23 jun 2014

CANNES LIONS 2014

And finally both pieces of work got both Lion Awards in Press category !.Proud to be involved in the production of this project at http://www.manipula.art.br/
http://adsoftheworld.com/media/print/runners_magazine_clock_paris



  

  REMEMBERING CANNES LIONS 2013 AWARD


Sculpting and painting shots.


RIGGING

LIGHTING&SHADING






29 ene 2014

PROCEDURAL CITY ( a midsummer nightmare's dream )


An artificial jungle with no morals nor ethics, just individual wills .Pure urban capitalism.
That´s a 100% procedural algorithm based modeled and textured work ,shading and displacement algorithms were applied over simple geometries,buildings and spaceships, getting a surprising and unexpected result  ,thanks to 3d max slate material .
  Soulburn pluging  "wirebundle" command was very valuable for wiring purposes .


PROCEDURAL SPACESHIP


PROCEDURAL GRAFFITIES
Procedural Shading also included a sutil seamless graffiti shading likely to pop up just in places where an urban artist is able to accede and work properly .Check this out and find the graffities!.





MATERIALS
Here you have some interesting 100% procedural  nodes that wrap the precedural city.


COMMERCIAL SPACESHIP SKETCHES




20 sept 2012

CONCEPT CITY

DETAIL BLOW-UPS

                                      


Photoshop 2d concept to be 3dcontinued
Find below , some of the process sketches



 Stereoscopic shading aproach




14 sept 2012

22 jun 2012

EXCELLENT ERUDIT

Im pleased to present the ERUDIT IN THE FIELD OF EXCELLENCE .After a long , happy and joyful childhood , the erudit expended  his youth in the most expensive and prestigeous universities with outstanding marks before starting a stunning  and successful career that made of him one of the most excellent gentlemen in the field of erudition.


The character was first concept in zbrush, retopologized , and textured in photoshop from some interesting baking matcaps materials from zbrush with the help of the function "crop and field".IT is lot of fun but you first make sure youve got enough hard disk space XD. Zbrush matcaps are too nice .

Hair was combed  with  HAIRFARM .Otherwise you mayprefer to  struggle  with our beloved  "hair&fur" from max.

Hands were modeled separately from max to zbrush following a parallel proccess as erudit head .otherwise I would have ended up with a diferent result .

Posproduction was made in nuke and photoshop .Nuke was very helpful to create the "boke" lensblur effect and volume ligth of background .Dust particle were added from old max render files made very quikly with pflow .You may do that with many diferent particle based aplications with the same result .

EYES,EYEBROWS&GLASSES DETAIL


MOUTH DETAIL

HAND DETAIL01


HAND DETAIL02


ZBRUSH RENDER OUTPUT: detailing wrinkles


ZBRUSH CHARACTER BASE





Clip underneath shows hand rigging test for the character . The tree sequences belong to the workflow modeling (3dmax), detailing (zbrush) , shading (max, zbrush, photoshop).



I hope you enjoy that.