More and more, pitches are starting to need more advanced elements than just style frames or moodboards. For this particular project, I was tasked with making loops of a hairy S that resembled a particularly fuzzy character from a particularly well-known film series. This was a lot of fun to whip out it only 2 days, a great example of how quick and easy it can be to work with C4D and make pretty decent results. Having said that, the one […]
As far as experimenting goes, the process and results behind Pudge was a lot of fun. From modeling, to simulating, lighting and rendering – it was all a treat. The project came about with me wanting to try out Otoy’s Octane Render for Cinema4D. I wanted to experiment with something other than geometric shapes, so I decided to go for something more organic and with a bit more weight behind it. While browsing around online I found everything and nothing to […]
Sometimes projects fall on your lap serendipitously. A few weeks ago I started experimenting with TurbulenceFD, and a week later I was asked if I could do smoke and fire simulations for a project. This project was for Dutch newspaper de Volkskrant and was directed by Corriette Schoenaerts and art directed by Thijs Biersteker. It’s the opening video for the Creative Press Challenge, and it was a treat to work on. I focused on the smoke/fluid simulations, as well as the Facebook […]
Categories: Animation & Video, Tests & Explorations • Tags: after effects, bulbs, c4d, Cinema4D, compositing, dragon, facebook likes, fire, fluid dynamics, glass, particles, plumes, sieves, simulations, smoke, tubes, turbulencefd, vfx
Another Kinect scan, fractured and traveling space while being locked in time. In this case, it’s a scan of Sarah Goodreau where she’s made to look like a wax sculpture using SubSurface scattering. Breakdown I always forget that Vimeo’s encoding can get crunchy and/or messy when you’re dealing with thousands or millions of particles, so here’s some stills.
Got bored waiting for a render from After Effects, so made a quick render using particles with a Tracer Object + Sweep Nurbs to make these bubbly/tentacle/shrimp-balloon looking things. Then just add water.