This year D&AD asked The Mill+ to make not just the opening titles for their 2015 Awards but also all of the assets for the print campaign. This included everything from tickets to online deliverables like banners and stills. It was great collaborating with the Mill+’s design team, getting their insight and critiques as well as seeing them develop a typeface from the ground up (good job Alex!). Mill+ directors Carl Addy and Nils Kloth conceived the idea that the […]
The C4D community is known for being awesome, funny, supportive, sharing and collaborative. A perfect embodiment of this mentality is Cube Pong. In a nutshell, designers/animators sign up for a 30-minute timeslot in a 24 hour timeframe, and on the day of Cube Pong you get a scene file which everyone has been working on and you add on to it. Then at the end, the work is rendered and posted. Yes, this means that you get only 30 minutes […]
This week Super-Intern David Schagerström and I worked on submission for the GSG 5 Second Project, and man was it fun. With the brief being ‘Nothing But Cubes’, we decided to not focus on just cubes, but to make the cube the vehicle for our scene (besides having low-poly geometry with low phong angles to show the quads, nice little subtext). This was also a great project for David to learn some more C4D in-depth with a fast turnaround – I […]
Behold, the Red Kingdom! This is the beginning of a project that revolves around a short limerick about two feuding kingdoms. This post only shows the work in progress of the Red Kingdom. The opposing ‘crown’, the Blue Kingdom, will be revealed at a later date once it’s more presentable. For now, here is the house of Red. The way this project started was because I really got into HBO’s Game of Thrones. Something that really stood out was the […]
This isn’t a finished render, but it’s no longer a work in progress. It’s basically abandoned and this is as far as it’s going. This is a technique that I’m not really used to: low poly modeling for optimized performance in an external app. That’s right, it’s an environment that’s to be loaded in a 3D engine, so keeping a low poly count is crucial. In this case, most of the scene consists of 6 buildings consisting of 6 poly’s […]
Since yesterday’s pie was so tasty, thought I’d work on something even more delicious today! All of it modeled and textured in C4D using basic tools – then the sprinkles are a simple Cloner attached to a select part of the ice cream and bam instant soft serve. 6 hours to model, light, texture, and tweak.
Here’s a test render of a tree that I’m working on. It’s a cherry blossom tree, and it’s completely procedural and can be animated and customized on infinite levels. Well, almost. It’s still buggy. The base trunk mesh and basic branches were generated using DPIT, and then extra branches made with Mograph. The actual cherry blossoms were made using Mograph – more on that at the bottom. And to top it off, some Hair for the grass, generated over a […]
Finally, the UEFA Trophy Tour campaign is up and running on Facebook, which means my latest work is live and can be posted here! A brief explanation: the UEFA Trophy is traveling over the next few months from Switzerland to different parts of Asia. Heineken and UEFA teamed up for this Facebook campaign/app in which the more Likes the app has, the further the Trophy travels on its route. There’s prizes along the way and all that jazz. The animation […]
It being Halloween-times, I thought it would be appropriate to try out some Volumetric Lighting. What you see is a volumetric backlight with some noise. Throw in a soft rim-light for the hero marshmallow, a randomized cloner object for the marshmallows coming out of the O, and you’ve got yourself the latest halloween thriller: The Harsh Mellow.