Saturday, December 20, 2008

Make Up Room

Finally I've gotten to the Zbrush stage.... long time waiting. I started with Rock first and this is what i have so far. Since im in a time pinch i may leave it as what it is now and move on and come back later.Tell me what you think

Saturday, December 6, 2008

Jesse Flores and Jessenia Nauta

This is the starting title sequence concept and very basic storyboard of how it will look. These concept designs are from Jesse Flores an awesome concept artist in SVA. The title part of the project is being headed by Jessenia Nauta who is a very talented compositor in SVA. She is in charge of getting the people and putting together the title sequence shot. She will composite and do 3D elements for this piece Jesse Flores will do the matte paintings. Can not wait to see this going forward, I am very excited myself to see how this goes forward.





Saturday, November 15, 2008

diorama of rock and james fighting against a skinner :)

I put this together for open house using the charecters in our thesis. to show them in action. In general just wanted a turntable of them all in pose :)


Turn table with James, Rock, and the skinner. from Rogelio Olguin on Vimeo.

Thursday, November 13, 2008

render tests and styling :D

doing tests on the office for rendering. This is almost full composite, the only thing it would need is the "godrays", but that is easy. Their are some minor issues. When optimizing the scene to render faster I used jitter with low antialiasing and that caused highlights to flicker in some areas. I also had a very quick occ pass which was too grainy and makes it seem like grain is floating. In general it was a good test. What I learned is things need to be moving in a render to see issues that might come up. Things that seem like good optimzation tricks can cause one image to look good but not a sequence of images. Over optimzation in those areas did not work. Ill have the file looked at by some people to see if the optimzations can be dealt with in other areas that do not affect the quality of the image. If not ill have to deal with 3-4min renders instead of the 2min ones I had. testing testing testing :)

oh yeah the video below does not show the issues so some of u might be like hmm.... it looks good why bother. becuase I want to make it badass.


Abyssus office render test from Rogelio Olguin on Vimeo.

Monday, November 10, 2008

Rolling Through....

So the rig is fully operational and proven to work....
Courtesy of David Han. He has animated a run cycle


Untitled from Chris Hani on Vimeo.

Rolling Through...

So the rig is fully operational and proven to work....
courtesy of David Han. He has animated a run cycle

render update :)

been testing more and more. The render time for 1280x720 on this frame use to be 5mins and 20 sec I was able to reduce it to 2min and 30 sec. optimized a lot of stuff. I also finally put occ to the render :) the occ render was another 2 mins. and than composited in photoshop.
straight maya render yep looks kind of dry and muddy...
comped image occ, glare, and color correction.

Wednesday, November 5, 2008

almost done with the first set :) desktop image...

This is a straight render from maya besides some very minor post. no occ, no final gather, and nothing of the like, just normal lights spots lights and point lights with raytrace and depthmap shadows. Did this for my desktop :)





Sunday, October 19, 2008

Abyssus Character Rig

Main Character Rig
So i put together a video of the rig.Its pretty long becuase i didnt have time to cut it down and speed up some parts, also not everything is being shown.Although this will give an idea of how it works.


James Rig from Chris Hani on Vimeo.

NEW PICS:(Base Model)

Saturday, October 4, 2008

Rock Chest Plate test render

did a test render of the chest of rock. I tested out some composting things while doing this the depth map which is on other videos I made. but on this it I have a thing that I have been wanting to deal with for a bit is called chromatic aberration. which is actually a film error in most cases but one I have been wanting to recreate. It is pretty much seeing the colors shifted a little. which happens becuase of a lens. so the image was split into three colors rgb than slightly shifted. and that is it. it does slightly blur the image a tad but this slight blur also helps realism a bit. hard edges are sometimes way to hard in cg.



Abyssus Chest from Rogelio Olguin on Vimeo.

HighRes
http://onlinewarriors.beyondunreal.com/ThesisBlog/rockturntable.mov

Tuesday, September 30, 2008

Saturday, September 27, 2008

Tuesday, September 23, 2008

Jonathan Lin Concepts for APC

Concepting the apc, we have narrowed it down to the final image but now we need to concentrate how the wings will work machine wise.



Normal Map test gone well ! ! !

Normal map testing done in xnormal making sure objects work well from high to low. by Christian Haniszewski
first rough test of normal maps done in xnormal still messy top is better normals. also tested how normals were taken in maya with a base metal shader.





Set office and concept design

Set Design by Rogelio modeled in maya.

Concept Design by Chris Color study of outside

Church concept by Rogelio

Concept Design Rogelio and Chris




Character concepts for James and Rock we both seatled for 7 and 8 concept which Christian concepted.