Everybody relax! Yes, it has been a year since I've posted but there's a great explanation for my absence!
I've been working the whole time! In the last year from October 2009 I've called Liquid Animation my home... (because I've spent more time there than home)
I have the privilege of working on a kids show airing in the US, Europe and Australia sometime in 2012! Its already translated into French... and it s hilarious!
We have completed a Music video, 15 episodes, a 22min movie and are about to start work on another 15 full length episodes for TV! With another potential 45min movie in mid 2012!
I can't say what it is due to NDAs and all
Wow what a big year!
Its also been just over a year since I graduated and it has gone so quickly!
So what have I been up to?
Mainly contract work since April 2009 for 3 different companies: JS Drafting, Roam Interactive & V2i.
Its all been previs work involving buildings and new residential developments!
Its also been an interesting learning curve having to deal with two clients most of the time; the actual client and your boss.
I've also picked up on a few new essential skills.
Where I used to use Mental Ray to render my 3D images, I can now comfortably use Vray as well!
I've learnt all about Vray Proxies so I can have over a million
This Easter weekend marks the beginning of my first paid work in the field of CG.
Granted, it only encompasses 3D architectural Pre-Vis but at least it's a step into the industry itself. Of course I'd much rather be working for Weta or Blur... but hehe... that obviously comes with experience.
Think I might actually use this journal on occasion to let any interested persons know what new stuff I'm mucking with.
Well enjoy the four day weekend if your aussie and don't if your not! Haha.
I wish I could afford beer right now.
Yeah I learnt mr first but now use mainly vray cause its more industry standard for archvis...and renders so much faster even with more in the scene! My texture maps were 2 x 1024 for the cliff, ground and stone wall. These would be smaller tiled textures in a real game engine but I made a custom one for this render. All other props are on two smaller 512 maps.
I think in this scene I used one direct light with area shadows and an omni with ambient light ticked but at 0.1%. And the water is a mental ray water shader and a plane above the whole scene with clouds on for water reflection. I also did an ambient occlusion bake to texture inside max for darker dirtier corners.