Sunday, December 27, 2009
GARGOLYE-3rd attempt
gargoyle-3rd Attempt
Came from original concept 2d painting from Jade Starrz, if i dont make mistake. I re-draw it back to learn the proportion. ,
I try to make the 3d visualization, motivated becoz i keep love this creature..
i try to put time for this creature to seem and tweak the vertex form the ice box..
hope you guys enjoy it..
thank you for comment
Monday, October 26, 2009
Thursday, October 22, 2009
Saturday, October 03, 2009
head WIP 03
after tweak the base model, and look a reference seem still hard
my partner comment, need to be using bigger nose, and chubby..
but after i compare i still satisfied with my 1st wip, it just need to be sculpt in z brush
need a lot of research and input
Wednesday, September 30, 2009
pak dhe budhe WIP02
Saturday, September 26, 2009
here i post the description:
LOOKING FOR
Shader Writer TD
Imagemovers Digital
San Rafael, California - United States
Project: R&D
Software Utilized: Renderman, MAYA, Python, MELScript
Salary: $0 - $0
Start Date: Immediately
Required Spoken Language(s): English
Required Work Auth.: United States
View all jobs at this company View all jobs at this company
Share
Refer A Friend REFER FRIEND
JOB DESCRIPTION AND RESPONSIBILITIES:
ImageMovers Digital is a production studio based in Marin County, CA, devoted to the performance-capture films directed and produced by Robert Zemeckis, in collaboration with Disney. We are seeking talented motion capture artists to help us build this unique environment.
Please note that due to the volume of resumes we receive, we cannot personally respond to all inquiries…we will be in touch if your skills fit our needs.
Thanks for your interest and we look forward to hearing from you!
SHADER WRITER TD ~
Job Description:
This position designs & writes RenderMan (and other renderer) shaders and DSOs that provide the surface and illumination properties of characters and objects in a scene.
Responsibilies:
- Responsible for designing and writing Surface, Light and Volume shaders from original algorithmic work or by modifying existing shaders and shader functions.
- Works closely with Surfacing, Lighting and FX departments to ensure all necessary parameters and functionality are included in production shaders and DSOs.
- Ensures that shaders and DSOs comform to the studio's shader standards and conventions.
REQUIREMENTS:
- Prior experience on large, complex feature films required. 5 years+ preferred.
- Proven ability to write production-quality RenderMan shaders.
- Familiarity with Maya, Mental Ray, MEL, Python and large-scale, high-volume pipelines a plus.
- High skill level with advanced lighting techniques such as Global Illumination and Subsurface Scattering.
- Experience with object oriented programming a plus.
- High math skill level to read, understand and implement algorithms presented in Siggraph, IEEE and similar papers.
- Ability to balance quick turnaround with achieving a high degree of aesthetic quality.
- Posses familiarity with asset management systems and procedures.
- Proven team player with excellent communication skills.
- Proven ability to interact and collaborate with visual artists to achieve specific, directable, effects, looks and phenomena.
Friday, September 18, 2009
Wednesday, September 16, 2009
Monday, September 14, 2009
10 Top Tips To Become a Better Artist
Robert Chang wrote:
My top 10 tips would be:
1) Buckle down and really learn the foundations (composition, perspective, anatomy/figure, color theory, values/lighting...etc).
You cannot really call yourself a competent artist until you have done so. Ideally you should not only learn them, but master them, and when you do, you're not merely competent, but confident and authoritative as well.
2) Break out of tunnel vision.
If you are obsessed with anime/manga, or superhero comics, or any kind of specific style and have not been exposed to or have explored fully other art movements, styles, cultures, and time periods, then you need to become more well-rounded. Tunnel-vision is creatively crippling and it breeds imitation and homogenized artists who can't think outside the established box. Cross pollinating and hybridizing various art styles and influences is the healthiest and most creatively interesting.
3) Don't be a mindless artist.
Think about why you are creating. Is your only interest to make "cool shit" and "hot babes"? Do you even have something to say as a human being living in a complex society? Is everything about your creative works completely disposable and meaningless? I'm not saying we have to be "deep" all the time, but if you are producing works that have absolutely no meaning even to yourself and only serving the basest level of gratification, never involving the higher motivations like intellect or emotions, then maybe it's time to dig a little deeper. You have a soul--use it.
4) Don't slavishly copy reality--we invented the camera for that.
Being an artist is about interpreting the world around us, expressing ideas and emotions, telling visual stories...etc. If your commercial job as an artist is to reproduce reality, then well, a job is a job. But if you have aspirations beyond a day job, then really think about how you want to approach your personal works. As artists we have the power to stylize, exaggerate, simplify, selectively detail, idealize, use abstract and surreal approaches--it would be a shame to not utilized those powers.
5) Surface polish is the last on the list of things a growing artist should care about.
How clean and tight your render the surface, how expressive and organic your brushwork is, whether to use clean lines or sketchy lines...etc--they are all simply options you can pick and choose as you wish, and often different subject matters will use different surface treatments. More than anything, it's the underlying structure and foundation knowledge that needs to be strong--the surface polish is really an ongoing experiment, and it's always changing and evolving. A good artist should be able to utilize all kinds of surface polish approaches effectively, not just locked into one and knowing nothing else. If your underlying foundation is strong, then almost any surface treatment will work with it, but if your underlying foundation is weak, no surface treatment will save it. You know the saying "You can't polish turd..."?
6) Do not simply practice hard--you must also practice smart.
Don't run around in circles thinking merely filling up sketchbooks aimlessly is all it takes. Plan your growth with milestones. Set clear goals. Be resourceful and know how and where to acquire knowledge. Target your weaknesses and don't dwell on things you can already do in your sleep--train on the things you can't yet do and learn to do them well. Push yourself and explore your limits, then break those limits. Learn and grow with a clear focus--know exactly why you are doing what you're doing at any given moment, and know exactly how it will help you learn and grow. Don't just draw and paint mindlessly--think about what you're doing and analyze, observe, deconstruct, and recognize the structures and patterns--be it the scientific physical laws of our world (light, shadows, colors, stress and compression points of fabric...etc), or creative approaches that yield the most effective results (utilizing contrast in color, values, and shapes, varying edge qualities..etc).
7) Have realistic expectations; Rome was not built in a day.
It takes years of working hard and working smart to get good. Filling up a sketchbook or two means nothing in the grand scheme of things. Artists don't just draw a few dozen heads and then get it right--they draw hundreds and thousands over the years, decades, and they don't do it mindlessly--they are studying the underlying structure of the human head and the affected surface by different facial expressions. And that's just the head.
8) Learn to take criticism.
To be an artist and living among other people means you will get comments about your work, and if you cannot take criticism you will be miserable. Instead of being miserable, you should see criticism as valuable arsenal for your growth. When nobody bothers commenting is when you should be worried, because your work is not able to elicit any response from another human being, which means you are neither getting helpful criticism to help you grow, nor getting feedback on what people like about it. When you get both negative and positive comments, be grateful, be gracious, and keep an open mind. A bruised ego is an ego that's being conditioned to be stronger and more open-minded. If you cannot see beyond your bruised ego, you will become crippled by it. Also keep in mind that sometimes you don't get feedback because you are simply still too early in your growth, where everything you do is wrong, so it's very hard to give feedback on specific points other than "keep learning your foundations." When that happens, buckle down and strengthen your foundations for a while and you'll automatically see improvements.
9) Be a well-rounded person.
If you know how to draw and paint well but have no life experience, your work will suffer. Learn about the world we live in. History, politics, religion, economics, science, literature, music, photography, film...etc. You'd be surprised how the world is interconnected and so many things have direct or indirect relationships with each other beyond your initial understanding. The more insight you have about the world we live in, the better artist you will be. Have healthy relationships with other people--family, friends, lovers. They often form the core of your emotional expression as a human being and as an artist. An intellectually and emotionally sterile or vacant person will have very little to offer as an artist.
10) You may or may not be suited to become a good artist.
There are all kinds of personality types, and not all are suited to become a good artist. If you are impatient, cannot sit still, lose focus quickly, easily frustrated, lack motivation, lack ambition, cannot take negative criticism, wants only instant gratification and not willing to pay your dues...etc, then you probably won't fare well as an artist. This goes the same for many other human endeavors--not only the creative ones.
morning hazzy and pulang pergi (PP) Back & Fort
Back again to room to call the owner of the car..
Start going to office..(ups i left my my mobile in my room)
Back again drive to home and to my room pick it up..
its hazy, lauzy, stupid morning...
hope my TVC preview going well today..
Tuesday, September 08, 2009
Friday, June 19, 2009
Monday, June 08, 2009
720 px - againts 2000 px
"please ..pause there!! (meanwhile i played dvd preview, my clent said..)
"i want that part to be on print canvas in standing banner, 2 x 1 meter"
(i squint and ask my self wtf..., )
"and i want it to moorrow u print it 4 items.."
then i explain that it have to be render in 300 dpi, and in real scale size, in this dvd only 720x576
and 72 dpi
after arguing the timing launching...
then i render the image for 2k : 2000x2000, then i lil bit strech it
this the result:
its become my favorite lesson in presentation.
never pause it to long in playing dvd.... hahahaha LOL
Saturday, June 06, 2009
Thursday, June 04, 2009
batcat monster
Wednesday, June 03, 2009
Abusing Render Farm
we're doing RTB 1 Branding, its like 28 item on short animation
I'm trying out something new, Vray... Yes!! the realistic glass render.
seem workstation cant handle big amount duration of realistic glass render, so i abuse render farm
there's 5 machine, even server i used it to
worker 1,2,3 and 4 and ever the server itself (File mag)
they working each of them opening 3ds max
as u can see, in highlighted red box, so, good luck Mr.Render Farm, this time im the one pushing u to the max
Tuesday, June 02, 2009
Explore Zbrush pipeline
then i try to model it in 3d max, with box modeling
but seem now working well :
so i continue with the zbrush, abit satisfied, 1st attempt not to good, then i save and try again, couple time, get problem;
and it feel get used to it...and I'm addicted to it..
but still need time to tweaking it more and more;
this one taking almost 4hour of my after working hour
hope you like it, like the way i do.
22 hour rendering
Friday morning, everyone keep asking for graphic support,
i just wrote it down the list of order, suddenly i realize I'm working on 6 project not include the managing paper works
so i decided to work on the RTB2 propmo for june 1st : its simple actually, i just render the image only, coz last tym i seting up the 3d scene already so i have to do is to render the image only
after i setup the 3d scene for rendering, OMG, its 22 hour 52 min 22 sec, it so not make sense
stupid way, so i have to setting again :
but after i take out, skylight, motion blur, light racer lighting, i just put anti alias, and filter Area render scanline high, everthing come to normal.
in two hour, im sending the closing graphic to editor.
one finished, 5 more to go sigh!!