I had the honor of giving a demo at University of South Florida St. Petersburg at the beginning of the year. This is one of the demos I made that weekend. Had a fabulous time with the students.
During the long weekend I spent a couple hours touching it up. I have a FREE version of the demo here: https://ericbouffard.artstation.com/store/JXpy/kitbash-demo
Big thanks to John Stanko for asking me down to give the lectures and demo. Hope you enjoy the image.
We’ve all had it happen. You download a 3d asset or get a file from a friend, and all the texture links are broken. Using the “File Path Editor” can fix all of the textures links at once.
I’m not sure if I’ve mentioned Blender before. It is an open source 3d software package. It offers a fully complete 3d pipeline tool–modeling, rigging, animation, simulation, rendering, compositing and motion tracking, video editing and 2D animation pipeline. Continue reading “Blender 2.8”
This is the latest piece I was working on this week, “The Last Stand”.
I was going for a War of the Worlds feel.
I used Kitbash3d’s free Warzone kit and Vehicles: Tanks kit.
Here is the pure render with Redshift. I used Redshift’s fog to start building depth.
Here’s a timelapse of me working on the piece.
Let’s take a speedtree pine tree and export it to Maya. We will also change it’s shader to a Redshift material and make a low resolution version and variant versions as well.
This was a fun little concept solely to start messing with Marvelous Designer. Granted it’s a very simple use of Marvelous. I was thinking of Raiders of the Lost Ark Pangrazio shot, a little of Hal from 2001, and Timeless show.
I used Maya, Marvelous Designer, Arnold Renderer, and Photoshop. Here’s a quick breakdown of my process.
Here’s a very basic introduction to Marvelous Designer. I’m going to be tinkering with it more so you’ll see more on this great program.
We’ve discussed Terrain.party before, but I wanted to show it here for scouting and then baking out the heighmap to create simple geometry to work with.
Did a little exploration. I was demoing World Machine to my class and thought why not do something with it again. I wanted to test using VDB volumes in Redshift so why not combine the two. I’ll do another post detailing using VDB volumes. This is by far not finished but a fun exploration.
Simple tutorial using Arnold in Maya with displacment and then converting that heightfield to geometry.
Continue reading “Arnold displacement and converting it to geometry”