Feb 13, 2016

Anttila - Whiteweeks commercial

I had the chance to take part in a super interesting project at Talvi. Our brief was to create a fully CG dog model for a Finnish commercial; a french bulldog to be exact. I had the responsibility of modeling and detailing the character in 3D. Take a look below:



The commercial was aired on Finnish television and in social media.

Making something like this is more than anything a team effort. My task was to create the base mesh and make sure that it's as clean as possible. I also did some initial sculpting for the character. Once the model was ready, it was handed off to rigging and animation. After that, the VFX guys did their magic and tracked it to the live action plates and made all the simulations; fur and dynamics. So credit to all the respectable people who worked on it!

Feel free to check out my brand new project page for more renders:

More to follow.

Creature sculpt

Here's something from today:



Sculpted using Blender's dynamic topology feature. The model is based on concept art from Creaturebox. I might do a color pass on this one if time allows.

Sep 14, 2015

Breaking radio silence

It's been a long and quiet four months on the blog frontier.. Fact is that I've been working on CG related stuff during the past spring/summer time more than I ever have. Looming deadlines everywhere and long working shifts can really take its toll. That's why I haven't always had the need to sum up my thoughts in literal form.

So what I've been up to for all this time?

For a start, I did my two and a half month internship in a Helsinki based VFX house called Talvi Digital. They do advertisements, commercials for mobile games and post production for films, all kinds of cool stuff.
I had the honor to participate on many interesting projects working as a 3D modeler.

Right now I'm continuing as a freelancer for the company on some undisclosed projects.


If that was not enough, I was also involved in a student short film project from the end of April till the end of June. Had the responsibility to create up to 20 effect shots all by myself from scratch. The deadline for such a large post production task was extremely tight but somehow we pulled it off. All the work I did was done with Blender 3D: tracking, creating the actual set extensions, compositing etc. I will post an effects breakdown reel once I get it done.

Here's my VFX breakdown of some of the best shots from the short film:


Some more making of material (in Finnish only):


I did a complete overhaul to my online portfolio and the focus is now purely on 3D art/modeling.
Check it out:


Another cool little thing worth mentioning is that I bought a book called The Art and Science of Digital Compositing. It's a great read recommended by many and the book has been on my wish list for a long time. There's lots of valuable knowledge to be gained + some example frames from cool blockbuster films and tv-shows including Return of the King, Revenge of the Sith, Sin City, King Kong and Lost.



Since I've been so busy I've managed to read only half of the book. Hope to finish it sometime soon.

I guess that's about it this time; can't wait to share all the new exciting stuff in the not-so-distant future.

Apr 27, 2015

Vintage Telephone 3D model

Decided to upload the vintage telephone model from my femme fatale project to Sketchfab. For the site's real-time purposes I had to bake a couple texture maps for the global illumination using Cycles. There's even some actual environment reflections in the scene; it's a real treat to use Sketchfab's own editor nowadays. Feel free to check out the model in interactive 3D.

 
I've headed to some very exciting new territories during the last few months. Right now I'm working on something that's going to be so cool once it's finished. More on that later.

Apr 12, 2015

'Femme Fatale' renders

So what's changed since I posted last time about this?
Well, pretty much everything:

The final render
I ended up with this particular composition that I felt told the best story. It allows multiple different interpretations about the situation: is she about to call someone or has she just heard something awful via the phone.

It was fun to create a real vintage telephone from scratch. I used some references of early telephones from the 1920s but my version is not any specific model. It's a combination of features that I think looked the best.

An early wireframe. Notice the minor differences.
After finding the right direction, I decided that I need an armchair for the character to sit on. So I modeled one myself. It's a relatively simple piece but making the imperfections and the ropes on the seams was something that took a while to create.

I also had to tweak the things that the character is wearing. The pieces of jewelry are now much more distinguishable which makes her have a much more elegant vibe. Even the dress of the character is entirely different than in the previous posts. Long story short I made a more detailed version and sculpted the wrinkles by hand.

There's even a 3D modeled cigarette that the character's holding and some faint smoke effects in the scene. One particular reason for that was that I wanted to make use of the new smoke rendering capabilities in Cycles. I made the effect by using the wind and turbulence force fields inside Blender.

Here's a look behind the scenes:

Tweaked GLSL viewport view
One thing that was particularly challenging was finding the right pose for the character. Many of the poses felt very stiff and it is easy to end up making the character look entirely lifeless. I had to for example tweak the arms of the character with shape keys to fix some minor issues that was caused by the rig. It's a pretty decent pose in my opinion but not a perfect one by any means...

I put together a small collage of various different test renders that I grabbed last month. It shows how I refined the new direction one small adjustment at a time.

Look development

Mar 30, 2015

Low Poly Environment

Made a quick low poly modeling and texturing exercise using Blender last week. The environment was based on a rough conceptual drawing found via Pinterest. It's actually a work in progress still, trying to finish it in the coming weeks.


I modeled the assets quickly using as much duplication as much as possible. Then I painted all the textures by hand. The bricks were made using a tileable texture while everything else had unique UVs. The scene was rendered with simple diffuse materials lit by a HDRI map. I should make more of these video game type pieces in the future. It was fun.

Closeup
shaded
wireframe

Mar 15, 2015

New CG Books

Got two new CG books from Amazon this week. The other is about 3D package Modo and the other about After Effects CS6. Good stuff!


Ok, so the first one is called Building 3D Models with Modo 701. It's not a thorough guide into everything about Modo and not even about the most recent version but a good starter nonetheless. It covers things such as navigating the interface + basic modeling, shading and lighting tools. Little over 214 pages it was the best one I found for the price. 
I have also been watching Modo tutorials at Digital Tutors recently. The workflow is obviously same as in every other modeling app but it takes time to convert hotkeys/menus and old habits from one to the other. However, I do think I'm starting to get a hang of it.


The second book is a couple of years old book called Adobe After Effects CS6 Classroom in a book. It's an official Adobe release and seems pretty informative. I've been thinking for such a long time to get a grasp on After Effects. It seems that AE knowledge is pretty valuable these days and it could be helpful in my own projects too. The book's just over 375 pages so there's a lot to find out about.


Now I just need to find the time to read both of these actually!