Showing posts from category: Animation

nterpreter01_0194

Car – C4D Shader Deformer: test

Howdy folks,   This is my interpretation of a tutorial I found in German. I had no idea what he was saying but I think I figured it out. The hump that I had a hard time getting over was in the first stage. Basically, you create a primitive environment and set your clunky boxy car…

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Screen Shot 2017-08-06 at 12.15.48 PM

Pen & Nibs – C4D + After Effects

Howdy folks! Still exploring in Cinema 4D & After Effects. For this one, I made an animation of my girlfriend’s sticker shop logo… well, more of an homage to her logo.

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monk

Monkey Rigging

Howdy folks. I’m trying to get a plausible stop-motion feel out of Maya and Renderman. I think it’s coming along.  

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IPRhh

More Monkey – More Love

Howdy Folks! Keeping on keeping on with the PxrOSL.  

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IPR

Sock Monkey – Renderman 21

Howdy Folks! I’m still working on PxrOSL shaders in Renderman 21 and I’m loving it. Enjoy the monkey.      

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monkey7

Mr. Monkey

Howdy folks. Monkey man’s laboratory is coming right along. A lot of the textural shaders are written in OSL for shits and giggles.  

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IPRa

Pierre – Renderman Texturing Continued

Howdy folks. Pierre’s still looking for his keys.

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pierre2

Renderman 21 – Night boat lighting

Howdy folks! I’ve been working on a nautical set about a crusty old sailor. For this one, I’m mostly worried about lighting to create a mood of isolation. I’m pretty happy with it. Sidenote: the chipped and worn paint are procedural, non-UV dependent textures. I’m having a lot of fun with those.

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pot

Procedural Renderman

Howdy folks! I’ve been working on layered textures in Renderman using non-UV dependent shading networks. I’m pretty pleased with the tests so far. Basically, I’m using geometry-dependent shaders to create one network that pulls custom primitive color variables to drive color, specular, specular bump, etc. The learning curve is steep, but well worth the effort….

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Pierre

Pierre – The lost Huguenot

Howdy folks. I present to you the tale of a sailor long forgotten. Pierre comes from a long line of French puritans that got lost on their way to America. The should have made a left turn in Albuquerque! So it goes.    

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RCA Tube

RCA: Tube du Jour

Howdy folks. Here’s an RCA tube I modelled in Maya. Some subtleties were modeled in ZBrush and the whole thing was rendered with Renderman 21. A pretty fun and quick project.      

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Hip Kid Alien Yearbook photo: ZBrush to Renderman

Alien – ZBrush to Renderman

Howdy folks! I’ve decided to start uploading some of my ZBrush creations. I’m sure tutorials will soon follow.    

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Gravity Falls - Gnomes

Gravity Falls – Gnomes

Howdy all! I love Gravity Falls and decided to take a crack at adopting (stealing) their background style.

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Screen Shot 2017-04-02 at 11.50.52 AM

Thrown flour sack

A flour sack is a nice and simple object to learn the foundations of animation as it requires arches, waves, stretch and bounce! This little guy is being thrown out. I especially like the final three frames of flop when he lands.    

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Floppy Ears in Maya with Expression Editor

  Howdy folks! Sorry for the crap audio quality. Laptop mics are rubbish. This is a quick tutorial of how to programmatically drive floppy ears with expression editor. The idea is to use the head control curve to drive the ear floppiness. To do this I’m feeding the rotate values of the head_CTRL_CRV into the…

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