NeonSpider


Space Channel Idents by Tendril

I was invited by Tendril to help the visual development for this Space Channel ID (Neon Spider).

Tendril’s rendering pipeline is built around Vray, and they are awesome with it. I also work with Vray, but I’ve been a ‘Coronaut’ almost exclusively for the past few years and haven’t looked back since. When Tendril brought me on board to collaborate on the Spider ID, I proposed the idea of using Corona, and directors Chris Bahry and Alexandre Torres at Tendril were totally into it. From there, we started look dev to test the viability of Corona on an animated production.

Corona’s interactive mode was a huge creativity and workflow booster during this stage. I have a simple i72600, and with the workflow it was smooth. I was able to share progressive quality tests and get through a lot of iterations very quickly. The exciting results of this early testing gave Tendril and me confidence to move forward and render the final piece in Corona.

Corona’s Dev and Support team were very helpful in both getting us up and running, as well as helping us fine tune settings to get the most out of the engine.

The piece was not without its challenges. Beyond the huge complexities of the animation and rigging, the aim was to create a photorealistic look for the spider in a macro world with tons of translucency and an extremely shallow DOF. It also had to have a very particular ‘delicate’ and light-filled atmosphere. The references and art direction from Tendril dictated an almost ‘glass-like‘ look for the spider with a lot of colour and complex diffraction that we wanted to replicate in render.

If cars are all about reflections, then the organic world at the macro-scale is all about translucency and refraction. To get the effect on the spider’s legs, I set up a multi-layered shader and added an iridescent effect that shifted colour and light based on the camera viewing angle. The real trick was to use this iridescent layer in refraction rather than reflection, which creates a faked diffraction effect in the render. There are translucent effects like this throughout the entire scene.

spider_lookdev_02  

Another big challenge was getting the DOF to work with such extreme shallow-focus combined with a lot of thin lines of web running parallel to the camera. Chris and I spent a lot of time testing this and in the end opted for a hybrid solution. We broke the scene up into layers, with the hero spider layer having an in-camera DOF, and the foreground and BG layers comped and DOFed in Nuke. We also used a custom Bokeh map to break things up and achieve a cool bit of in-camera lens aberration.

 
Custom Bokeh MapCustom Bokeh Map made to add some Aberrations to the dof.
Another big challenge was getting the DOF to work with such extreme shallow-focus combined with a lot of thin lines of web running parallel to the camera. Chris and I spent a lot of time testing this and in the end opted for a hybrid solution. We broke the scene up into layers, with the hero spider layer having an in-camera DOF, and the foreground and BG layers comped and DOFed in Nuke. We also used a custom Bokeh map to break things up and achieve a cool bit of in-camera lens aberration.
Here´s my Animatic (Blue Spider at the corner ) and Tendril´s final Animatic : NeonSpider - Offline and Animatic from msouza on Vimeo. And here´s the full Id : Neon Spider - ID for SpaceHD Channel from msouza on Vimeo.
For a more detailed look behind the project and other ID’s, check out the page on Tendril’s website here: http://tendril.ca/#!/Project/space
 
NeonSpider
3D, Animation, Modeling, Shading

Tagger Maxscript Tool – 3DSMax


 Tagger a Better Renamer Tool 
MaxScript Tool - Tagger_v07 from msouza on Vimeo.

This tool is an alternative for the native 3dsmax Renamer. I´ve made it to add some features that fits better to my daily workflow while organizing my 3d Projects. It´s a no Brainer. simple to use. Sure it has a litte few bugs, but i am confident it´s ready for the public use/distribution.

|How to use : Just drag it (the .ms file) to 3dsmax screen to run.
INFO 1 :The IDTags concept/workflow will be explained latter and it´s part of a bigger workflow idea. All the scripts that use it will be available for free, soon.
 
Tagger Maxscript Tool – 3DSMax
3D, Coding, LAB, RnD Graphics

SlateMaterial MultiSub Material Creator !


 Slate Material - Tool - First MultiMap creator 
New Script - FirstMultiMap from msouza on Vimeo. This is the second script tool i´ve made this week! Now its my first one messing with Slate Material. This one, make the process of first setup of a MultiSub Matrial a lot easier. When you create multi-sub using Max tools, it just creates a lot of unuseful standard materials and a lot of nodes. Sometimes you just want a few, sometimes a lot of them... So, i decided to create this tool for my personal use. But i am sure it could be useful for you too... ! |How to use it : - Run it . You´re gonna see that´s 4 Material Types options and the script will automatically greyOut the ones you don´t have installed and automatically "check/choose", the current material type set on 3dsMax... But you can change as you want. - Select some "virgin" objects on the scene. They doesn´t need to be virgin, but keep in mind this script will replace ANY material already applied to selected objects after you press APPLY... - Press APPLY. - Your slate-material window will pop on screen and your nodes and materials are served. I set one checker map on each difuse using object color, just to check the UVW if you want. (Maybe i will put a checkbox option for this in the future... - Don´t worry, the script will not mess with your actual Slate Tabs, it lives on it´s own tab, the FIRSTMAT tab.
INFO 1 : When you press APPLY, every object receive a new SolidColor and a MaterialID Modifier. If they have any other modifier applied they will remain there. But if any of then already have a MaterialID modifier this modifier will be edited to another MatID number. All the selected objects will loose any past material. This script was planned to be used on NEW objects to start a new shading work. Don´t apply to objects that already has Materials, if you don´t want to erase them.
INFO2 : The script creates it´s own Slate Tab. The FIRSTMAT TAB, that tab will be cleared out, everytime you press APPLY. You can save it just renaming it before pressing another APPLY, if you want.;)
The version 1.99 DOESNT WORK with Corona 7.2 and bellow. Use the version 1.98 if you use Corona up to 7.2.

First MultiMap - Slate Material tool
First MultiMap - Slate Material tool
FirstMultiMap198.ms
Version: v.1.98
10.3 KiB
639 Downloads
Details...
First MultiMap - Slate Material tool V 1.99 - CORONA after 7.2
10.4 KiB
702 Downloads
Details...
SlateMaterial MultiSub Material Creator !
3D, Coding, LAB, RnD Graphics

LiveDistance Maxscript Tool – 3DSMax


 Live Distance Tool 
LiveDistance tool for 3DSMax - Version 2.0 LiveDistance tool for 3DSMax - Version 2.0
I was working on a scene where the spatial position of the objects was important. So i had developed this simple tool to help me with this task. It's a "Live Distance tool". It shows the distance, on the screen, from any selected object to a reference object. It's useful for just check, on screen, things like 3d camera target distance, or the distance from an object to the camera. So it's easier to set the focus plane even on a non-targeted camera, for instance. |How to use : - Run it and click "SET REFERENCE" Button, and pick you reference object/element on the scene. - If you just want to set the selected element as your reference, just press "S". (Pick selected) - Now you can click any object on the scene and move it, and it will show the liveDistance, using WorldUnits on a Label near the object. - You can select more than one object to show the distance, and you can Turn on and Off the Labels too. - If the Labels overlap your object or it's confusing, you can adjust the Offset using the provided controls.
INFO 1 : When you open the Script after using it for the first time, it still remember your last reference object.
INFO2 : When you close the Script, it automaticaly disable the Labels, to save processing.

LiveDistance Tool
LiveDistance Tool
LiveDistance200.ms
Version: v2.0
3.3 KiB
780 Downloads
Details...
LiveDistance Maxscript Tool – 3DSMax
3D, Coding, LAB, RnD Graphics

My Timelapse DSLR DIY Digital wireless Controller


 Electronic/Design/Coding Case Study 
These are some gallery pics of my  TimeLapse/DSLR Controller Project. Today, the code has more than 1000 lines of C# Code, and many new functions being added as you read this. So it´s something like a "never ending" project ;)
This video bellow, shows the start of everything, the very basic circuit for Wireless Camera Control. ;)
The next 2 Videos, shows the first prototypes in action...
My Timelapse DSLR DIY Digital wireless Controller
Coding, Electronics, Film, LAB

DIY Wood Arcade Controller


 Vintage, electronics and Wood. 
DIY Wood Arcade Controller
Electronics, LAB

Droplet System with PFlow


 Shower System RnD - Rolling Droplets 
Another Study of particles automation. This effect isn´t new and there´s a lot of similar RnD studies around. I´d just want to give it a try and develop mine. It´s simple-and-not-realistic automatic simulation of droplets rolling over any given model. I tried to simulate the dripping effect too, but it´s not perfect. It works well for some situations. :)
You can download this .MAX (2013) file if you want to test and use it here (feel free to use it and modify it. If you don´t modify it, please give credits for my work, Thanks! -> https://dl.dropboxusercontent.com/u/12986234/Simple_rain_System_clean.zip
 
Droplet System with PFlow
3D, Animation, Fx, LAB, RnD Graphics

Globofilmes intro movies – Kids Version


This was the "signature animation" to feature as an intro on all "kids movies" of GloboFilmes. The idea was to make something that resembles the Clay Animation technique.  The output was in regular and 3D Stereo.  
Clients : GloboFilmes and BeeldMotion Work : Modeling, animation, shading, light, render, composition.
 
  And here´s the black&white Anaglyph 3D version i´ve made to check if it´s working...
Globofilmes intro movies – Kids Version
3D, Animation, Modeling, Shading

Neosaldina Animation – Mini VW Bus (Kombi)


Animation made for Neosaldina Tv Ad.  This was my first time using Corona Renderer on a Real World production. Since this work, Corona become my main renderer for most of my job. No regrets at all. It worked flawlessly. My role on this, was to make the Vfx Supervising (On set), Cg Supervising, Modeling, Shading and animating the VW Bus. I will post here some images from the process.
 

Neosaldina Mini-VWBus - Final Animation from msouza on Vimeo.

Neosaldina - WV Kombi Progress

4 stages of Shading process to comparison... From Left/Right/Top/Botton. My light reference using a miniature, the working in progress CGI composed on the real footage, the real Car, and the full CG render.

 
neosa_shading_progress_WM

Shading Test. Entirelly in 3D. With depth of field, on rendertime.

Here´s a short animation test, to check the shaders "in movement"... No flickering, no artefacts, and it was FAST to render. Just 10 minutes per frame. :)    
The director wasn´t sure about the best trajectory for the VW Bus, so, i did 4 different animations to show him. The choosen one was the option 2. :)
   
The above animation was an alternative version. Never aired. ;)
 
 Finally, here is the full TvAd ... 
 ...and the Making-Of (in portuguese).  
Neosaldina Animation – Mini VW Bus (Kombi)
3D, Animation, Modeling, Shading, Supervising/Direction

RetroComputer Prototype


Iam from the age of the 8 Bit computers. And, as you can see, on the Lab section of this website, i am a fanatic for electronic inventions, and a geek . I always dreamed about to have an 8 bit computer computer again. My first computer was a Apple TK-2000 (Only existed in Brazil), from Microdigital and i am always a big fan of those "All-in-one" computers. Keyboard and CPU in just one piece. But the computers aren´t cool anymore after the IBM PCs...
 Building my own computer    

So, i started wondering about to build a little computer following this old form factor design, but with a "modern computer" inside a unique piece like a console + Keyboard... Then something happened... The release of RapsberryPI , a very small computer and very cheap ! ($35). That made that light lit in my head again... ;)

Let's build that ugly Box ! 
So, i bought a Raspberry Pi and started to build my working prototype. I bought some components, like USB hub, RJ45 female connector, etc. Planned the position of the pieces over a piece of wood. At this time, i decided that´s better to put the RaspberryPi on the left-top corner, because of the HDMI and SDCard connections. Then i disassembled the usb hub, the power adapter, etc. The next step was to fix everything insite, and find a way to power the raspberry without using the micro-usb (the default way to power a RasPI... I did a little research on google and found a way. I just can put the 5v power directly on the pins of GPIO using pins 2 and 6 (if i remember correctly) to drive the Pi, and it worked as expected. So, 1 problem less. After that i did the measures and cut all the wood pieces (Back, front and right side) to give acess to all PI connections. Take a look at this image  with the process :
Building process

The Building process of my RetroComputer based on Pi. 1-2-3-4 Building then 5-6-7-8 Testing !

 
 It´s Working, but it need to be sleek ! 

Now, that´s my prototype is fully working, i finally proof my concept design and components layout. I took this ugly prototype and measure everything again to translate it to the 3D Software. I made an 1:1 scale prototype inside 3dsmax and designed the final look of my retrocomputer based on the real one.

That little guy now is my retrocomputer, emulating a lot of old systems like Apple II, Sinclair, AtariST, Atari800, MSX, and some consoles like AtariVCS (2600), Nintendo 8Bit, SNes, MegaDrive, Mame, ScummVM, DOS BOX (AbandonWare Games). Changing the SDCard my RetroBoxPI boots as a complete Media Center System running XBMC. And i have the option to boot it like an ordinary computer, just boot the linux (debian) SDCard... So that's how I would like the final product to look like...
RetroBox Virtual Prototype CloseUp
RetroBox Virtual Prototype
 Drag the line left and Right 
RetroBox_SdCards2b_wireRetroboxCorona_02
RetroComputer Prototype
3D, Electronics, LAB, Modeling, Shading

Ford Fusion – Shading/Animation Study


Virtual Set and Car 

Personal Study of Animation, shading and lightning. The render was made using Corona Render and 3DSMax. The 3D Model of the car isn´t mine. I´ve modeled the entire background BASED on Nissan Altima Tv AD (By Framestore). The target was to really CLONE that visuals to push and test the limits of this new renderer called Corona, and improve my skills using it too.

At the day i´ve started to study the Corona Renderer, i was checking some videos and trying to take something to test on Corona immediately... So i was watching one of the fantastics Arnold Renderer´s demoreels and found what i am looking for. Is good to make a test using a "real world work", because Virtual Cars are something very comercial and 3D is an excellent tool to create beliaveble and fantastic car scenes/Ads. So, i would like to give it a try ! :)
Work of Someone else using Arnold Renderer. My reference to replicate.

This was my direct reference on this exercise. (THIS image above IS NOT MY WORK, JUST the reference frame from Nissan Altima Tv Ad.)

 
 Trying to clone a high-standard work for a good purpose 
Fusion Corona

Ford Fusion and Enviroment - Virtual Car rendering. This is a cleaner frame cause i leave the cpu processing it for more time for the still.

   
The Car has a multi-layered shader. One glossy base shader to give volume to the lights over the geometry, and another layer with tighter reflections. The floor gets the same treatment. 2 shaders overlayed (blend shader) the more reflective shader has a bumpmap and glossiness map to make it look more detailed as the reference. The entire scene is mainly lit with just ONE big light over the entire scene. This area light is covered with a translucent White "Glass" simulating a real life situation on a real set. The light worked EXACTLY as i expected. :) There´s 2 more small area lights on both sides just to give more volume to the walls.

So, i´ve found my target, accepted my mission, and started to work at a Saturday afternoon. The nice thing about Corona Renderer, is it´s fidelity to what you expect for every aspect of shaders and light. The light spreading and shader feedback is amazing. It´s extremelly simple at that Stage (Alpha V4), but it´s already an amazing tool with excellent results out of the box. Everything you think and put on your shader seems to come out "better than expected" on the render.

 

 

The render time (Above animation) was about 15 minutes per frame, which i can consider extremely fast given the results. And taking into account that i´ve rendered it with MotionBlur and Depth of Field activated too. There´s a little noise (mostly on the first darker parts). I worked to get the render smoother on post production, added the glows, little colour correction and Flares on the headlights.

The purpose of this isn´t to be creative . The enviroment creation isn´t mine (I just model and shaded my own copy), i´ve just want to put corona to the proof, taking a high quality commercial work made with a high-standard and mature Renderer like Arnold. By the way. The study was done in one weekend. But most of that time was spent rendering the animation (only on my machine).
 
Ford Fusion – Shading/Animation Study
3D, Animation, Modeling, Shading

Old Typewriter


 The Mood of an old Typewriter 

This is a Mood and Shading study trying to add Visual Weight to a very simple 3D Scene. The goal was to achieve good results using simple models and dramatic textures, Dof, and render. The target, of course is the realism, but without losing the scene/mood aesthetics.

Here´s a snapshot of the Scene from another perspective. As you can see the light setup is VERY basic, and so it´s the model. ;)

Typewriter from another Viewpoint

Typewriter from another Viewpoint

Corona Keys

Final Image

Yeah ! :)

3DTotal Golden Eye Excellence Award

 
Side Note : I am using a render called Corona for this image. It´s a unreleased (Alpha Version 4), of a new CPU based Path-tracing renderer. (un)biased. It´s fast and can produce realistic results. And its extremely addictive to use ! :) A  nice touch was achieved using the excellent CobWebs Maxscript from John Martini !
 Drag the line left and Right 
typewriter_wireCorona Keys
 
Old Typewriter
3D, Awards, Modeling, Shading

Rapadura Cast – Mic Animation


 Short Deadline 
Watch it ! My friends from the site "Cinema com Rapadura" (One of the best sites with news about movies in Brazil) , had a nice PodCast, called RAPADURACAST. Since they are releasing a new section with video called "Traillers Comentados", they need a little logo animation to the intro. But they don't have a deadline and asked me to make anything to fill the space of this intro. This was on a Friday. And i've just created this little intro to them. Modeled, Rigged (Very simple and buggy), light/shaded/composited until saturday. I don't like to work on a hurry, but on this case it was not work, it was just for fun. :) There's bugs and problems with the animation, i know, but i tried the best for the given deadline.
Rapadura Cast – Mic Animation
3D, Animation

R&D – Making a SPhere Appears


 Research & Development
Simple Rnd test using a Sphere, and PFlow to build up geometry. 3DSMax and MentalRay Render.

In this test, i've used the Face Creator modifier from the ToolBox package.

R&D – Making a SPhere Appears
LAB, RnD Graphics

AutoFocus Tied to an Object on 3DSMax


This video was made to test a way to lock your scene focus to an "focal point", or object. I don't find this important, or so usefull, but it's interesting easy effect to achieve with very simple use of 3DSMax expressions/Script. :) VERY Simple. Hope you like it. The video was subtitled in Brazilian Portuguese, but there's no need to read the subs, put it in fullscreen and watch. Watch here!
AutoFocus Tied to an Object on 3DSMax
Coding, LAB

The RetroMachine Teaser #2


This is the second teaser of my MiniArcade Machine called RETROMACHINE. It's a orginal design of a mini-multi-arcade-machine. This ad is fully 80's style. Watch the teaser here!
The RetroMachine Teaser #2
Electronics, Film, LAB

Pernambucanas – Mundo Irado Animation


  Pernambucanas Ad  
My role in this Project has started on the pre-production, working with the Director/Agency to help on the development of the characters actions on our "virtual game world", and converting it on an Storyboard/Animatic. I acted with the 3D direction,Post Production and Look and Development phase, generating elements in the composition to apply the "VIDEOGAME" concept to the entire piece.

  Being responsible for the final composition and assembly of the 2D animated part, color treatment, and side effects added to the assembly step, such as smoke, shadows of the characters, floating t-shirt icons,particleFx, and 2D animations of Letering signs within the film.  There's a "VideoGame" pixelated treatment over the entire image,that makes it cooler than we can see at Vimeo. PLEASE Play it in FULLSCREEN to see that effect.
 Progression Video 

 
 (above)  A side-By-side video with some production steps.
 Look'n'Development 
My Look n Dev stage for the "Game look" for Pernambucanas Tv Ad.

    The client's reference for this animation was the old 16Bit plataform games. (Sonic universe was the main visual reference for characters). Following this briefing i've started to create some sprites to use in the game, and pre-rendered it to be placed over the 3D animation on the composition (2D) stage. One of my biggest my personal reference, of animation style,was the excellent game called "Scott Pilgrim Vs. The World The Game". The effects are very dynamic and simple at the same time.

Here's some sprites i've made for this production. Basicaly particleFx using metaballs solution and Cartoon Shading...

 Will it Blend ? 

 My main question before to start this job was about the whole thing look. I can't be as "destructed" as a 8-16Bit (low resolution) game, but it CAN'T look like a "Flash Animation", with very high Anti-alias, and i don't want it to look just like a simple 3D Animation. It will not fit the client needs if we just follow the easier path. So i've produced some earlier tests to find this look, and to aprove it with the Director. Here's a fast proof of concept for the entire concept. Very initial stage :


Full Credits : Agência: JWT Anunciante: Pernambucanas Campanha: Dia das Crianças 2011 Título: Mundo Irado Pernambucanas Criação: Adriana Bello, Roberto Cardoso Jr., Giovanna Fazio e Rafael Alves Direção de criação: Roberto Fernandez, Adriana Bello e Roberto Cardoso Jr. Atendimento: Patricia Campello, João Brito, Luiz Esteves Arte buyer: Patricia Motta Mídia: Carolina Bertão e Elza Brito Fotografia: André Andrade, Marco Aurélio e João Ávila Produção gráfica: Flávio Schaefer e Caio Damasio Aprovação: Rogério Marques, Paula Freire e Cláudia Dado Produtora: O2 Filmes Data de veiculação: 26/9/2011
O2Team : Post Production Manager : Tamis Lustre Director : Renato Rossi Team manager: Ricardo Laganaro 3D Director : Marcelo Souza Animators : Radames Araujo, Patrick Botton Post/Composition/2DFx : Marcelo Souza Modelers : Radames Araujo, Rafael Lawrenz, Fernando Faustino e Eduardo Lima. Textures/Shading : Rodrigo Elias, Fernando Faustino 2D Animatic : Ebson

Pernambucanas – Mundo Irado Animation
3D, Animation, Supervising/Direction

KumoTools RND – Meet Caos!


Coding! I like to code, but I'm not talking that i am a good coder. I like to use little scripts to improve my workflow, and I like to learn about coding to help me on some tedious tasks.I advise to everyone to start learning a bit of coding in any 3D Package, cause it opens your mind and break some workflow limitations. It can helps a lot and keep your mind focused on more important things... This is my very first decent script (MaxScript for 3DSMAX). Simple and usefull. I will improve it with more functionalities over the time.

Breaking the CGI Look
Everything made by computers tends to serves the precision and the perfection. This is good, but not always good. If you want to replicate reality will need to go deeper... Our reality is something very complex to replicate and the precision of our 3D tools can't help us with this. You need to input some level of CAOS to this scenario to reach realistics results. Caos, is on every aspect of real world. So, we need to work on the level of our visual perception. We need to talk directly to our eyes and braind to bring that subtle realism... And adding CAOS is surely a KEY factor on the path to bring realism to our images. This scripts helps on this point, making easier to disturb the computer's perfection. Bellow, a simple example of how adding a little bit of caos, on a simple model, resulting in dramatic changes for realism. Using KumoTools RND, i've added a little rotation (2 degrees on X and Y) on this set on those 100 reflective planes, and then i've randomized the MaterialID of then, making a random "Dirt Layer" in the shader. Take a look on the shader and the before/after comparison bellow :  
Material, Max, 3d, shader
The MultiMap Shader with Dirt Maps applied.
 
Caos, Maxscript, max, 3d
With and without Caos Added
 
Demo Videos And Dowloads

 

This example above was made using the script witha "animate" on.

Thanx for the help with MaxScript to my friends: Fabio "Mussarela"Ricardo FerroRenato Polimeno

KumoTools RND 0.95
KumoTools RND 0.95
KumotoolRND_v095.zip
Version: 0.95
1.6 KiB
339 Downloads
Details...

KumoTools RND 1.21
KumoTools RND 1.21
KumotoolRND_v121.zip
Version: 1.21
1.8 KiB
1349 Downloads
Details...

KumoTools RND – Meet Caos!
Coding, LAB

Procedural BOLTs (2002)


Procedural Challenge  


Side Note : This image/project became part of Autodesk's Samples and was used as promotional material for 3DSMAX 5 release and demos. The imagem was distributed as a "sample image" bundled with 3DSMax5 package (with my permission of course).
Bolts, max, max5, 3dsmax, autodesk, msouza, kumodot,parafuso, 3d, render, scanline

Final Render.No maps used, everything procedural. / Click to see a full size render.

While working with 3D is a never-ending life of study, we have to keep updated on a daily basis. Many Years ago, back in 2002, i was struggling to improve my Shading skills. So, i got on a  little personal challenge... To make a Photorealistic Rendering but not using ANY external material/Map. Nor HDR, nor dirt or bumps maps, nothing... My goal was to build everything from the scratch using only 3dsmax's native shaders and native render at that time. I was not able to use area lights/shadows, no Mentalray or any external render engines. Only the scanline rendering.
Fake or Foto
How i'd started...? First step was to have a real photo reference. And then i followed to the planning how could i reach most of the subtle aspects of reality and translate then on my 3D Scene... On a Macro view you can see much more details than at an average distance... A ordinary white and matte surface, can show little dirt specks and subtle textures when closer to the camera. Reproducing that is a key to say to the observer's brain that's a Macro Photograph. This along with the shallow   focus helps to convincing the eyes.

 

Bolts, reference, photo, macro
Bolts, reference, photo, macro
To simulate an HDR reflection, i've modeled a very simple Room around the Bolts with fake windows and lights using Self Iluminated Pannels. Is VERY important to the reflection to have an enviroment to Reflect.
Shader Complexity

Of course the final shader became very complex to the eyes. But it hasn't started this way. I am not so crazy like that. The path is to get the shaders, fragmented in stages, diffuse, glossiness, bumps, metalic look, etc. And start it as simple as possible, them put layer after layer of "Mixer nodes" trying to break the default look of every procedural shader, masking and mixing it with other inside another and another and so on until i've became satisfied with it's look. It's all about a mix inside another mix, ad eternum...

Here's a Glimpse of the Shader tree, in 3dMax5 (Where i've made the original project), and using Slate (3dsMax 2011) :
Material, nodes, Shader tree

This is the SHADER TREE if only ONE material, in 3dsMAX5 (2002) at left and 3dsMax 2011 (Right)

Side Note: To light up the scene, and simulate occlusion/area shadow, i had to use 57 lights. Spots and omni sources. This is the principle of the FAKEOSITY technique. It may look an insane thing to do, but it's the only method to "fake" a radiosity effect on the render using just 3dsmax's scanline renderer in 2001-2002. A very simple room was modeled/shaded around the models to act like enviroment reflection "map".
Interactive Slider
Procedural BOLTs (2002)
3D, Shading

CGI Coca Cola Bottles


Improving something that's already good
While working at SeagullsFly (in 2008), i was requested to rebuild their base shading/light setup that serves as master project to generate all the Coca-Cola bottle stills. From time to time they have a bunch of bottles to replicate in 3D to be used on printed Ad campaigns. But they need to do some improvements on the old light setup. Coca-Cola company and Agency's art directors are used to do those ads using real studio photos, so, they were very skeptical and exigent related to the presentation of their products. More than improving something that was already nice, my work was to minimize the post-production of the imagem, trying to get a more "ready to use" resultant image from 3D render, reducing the after-work on the photoshop stage.
Fake or Foto
Here's a side-by-side comparison of a Real Bottle and the 3D bottle using the new Setup. Of couse every bottle acts different under this light setup and need customizations and adjustments, like on a real Photo Studio... The CGI Bottle stills looking like an illustration, but the versatility of CGI on this case make it more appealing than real photos, even missing some very subtles (and nice) aspects of a real image...
Side By Side with real picture

The Label is the only part added on Photoshop. This makes easier to make versions of the bottle with different labels.

Video Progression
Interactive Slider
CGI Coca Cola Bottles
3D, Shading

Elite Squad – BOPE Logo Revisited


Bope, logo, Tatics, Cod, Call of Duty,Tropa de elite

BOPE LOGO Revisited

  After the Elite Squad movie, i became a huge fan of "BOPE". Their are like "Our S.W.A.T". A specilized police of our army. They use a polemic and infamous emblem with a knife a skull and 2 pistols. This emblem produce one of the most knowed taglines of the movie. "FACA NA CAVEIRA" (Knife in the Skull). The emblem has a very simple design, so i've decided to my own revisiting, doing my personal version of this logo. My version was made to be used with my friends as our CLAN TAG, on Call of Duty 4 (PS3 Network). Click on the image at the side to see it bigger...
Knife on The Skull
That image was almost entirely made on Photoshop. The only 3D part are the "Iron Wings". My wish is to rebuild the ENTIRE logo in 3D and make an animation with it. ;) Just for Fun. This will take some time to be done... For now, i've animated that PSD in after effects to be on my site/Reel. An interesting thing is that i've made the entire sound design for this piece too. :) Check it out here (bellow) :

Elite Squad – BOPE Logo Revisited
2D, illustration, Motion

Animation Study – Sticky Gum


You can ALWAYS improve it
Watch it ! I am doing my personal version of Animation Mentor Classes, basing my studies on AM references. AM is a dream for everyone who likes animation, but it's a bit expensive and time consuming for my case. (fulltime job/2 kids) So i am studing on my own pace at home... As you will notice, there's 2 animations on this video. The first one, and the revision of it. (Or another version) The main differences on the second version are :
  • Improved Reaction;
  • Antecipations;
  • More/better Arcs;
  • Different Acting;
  • Exactly same time but different reaction;
SoundTrack : My Patch - Jim Noir
Animation Study – Sticky Gum
3D, Animation

Fake 8mm ShortFilm


8mm from iphone4
Watch Now! A video test,merging footage from the 8mm App for iOS devices, and a little bit of after effects work to edit, make dirt cuts, and apply some dirty titles. Grindhouse style FTW ! AudioTrack/Trilha : Thing for Me - Metronomy (Breakbot Remix)
Fake 8mm ShortFilm
Film, LAB

ClothWorld Fish for Confort Ad


A "confortable" Fish made of Cloth
  This Fish made of "cloth" and stitched with splines,were made for a printed Ad campaign, while i was working for SeagullsFly Studio. The Art Director,Ricardo Nogueira, gave me an initial simple reference (at left) to follow and let me free to create over it's basic concept. The deadline was very tight, like 1 or 2 days to create, make and render it in very high resolution. Lots of Pizzas and Cokes after i've finished the Fish. :) There was another Cloth Creature being made by my fellas at SeagullsFly at the same time. Check it out TOO! The ClothWorld Macaw, by Pedro Conti !
 
I know that the eyes don't fit well with the image, but, i wasn't allowed to change it's look. It had to follow the concept of the eyes of all the characters on the previous Ads.
Do the Trick, move the line!
All the Wrinkles are Hand sculpted using edit poly sculpting/deform tool inside 3dsmax. All the sewing lines are renderable splines manualy placed.
And here's my Final Render :
Ogilvy BrazilArt
Director: Ricardo Nogueira

 
ClothWorld Fish for Confort Ad
3D, Modeling, Shading

CoffeeBreak ShortFilm


A cup of coffee in the middle of the night.
Click here! Another 7D Filming/Editing study. No previous planning, alone, 7D + 50mm 1.8 + Cheap Tripod. 1920x1080/24fps The study, was to shot a very simple "action", like "take a coffee, and a cookie". Looks simple right ? That simple action results on "only" 45 shots to edit ! :) I've made some mistakes in continuity and pace of some related actions. But learned with those mistakes. :) Little customized Cc on MagicBullet Looks. SuperFlat Picture Profile on camera. Track : Hang on Little Tomato by Pink Martini
CoffeeBreak ShortFilm
Film, LAB

The RetroMachine Teaser


This is the teaser of the Making of my MiniArcade Machine called RETROMACHINE. It's a orginal design of a mini-multi-arcade-machine, with customized Optical Coin System and more ! :)  If you like ARCADE GAMES, and oldSchool games, Take a look at the MY RETROMACHINE WEBSITE. Watch the teaser here!
The RetroMachine Teaser
Electronics, Film, LAB

Fine Living Beach


Click here!
Fine Living Beach
Motion

Fine Living Winter


2003 - Directed by Nando Costa,made at Nakd Studions, it's one of a series of Channel Ids for FineLiving Channel. Click here!
Fine Living Winter
Motion

Fine Living Flowers


2003 - Directed by Nando Costa,made at Nakd Studions, it's one of a series of Channel Ids for FineLiving Channel. Click here!
Fine Living Flowers
Motion

Fine Living #2


2003 - Directed by Nando Costa,made at Nakd Studions, it's one of a series of Channel Ids for FineLiving Channel. Click here!
Fine Living #2
Motion

Fine Living #1


2003 - Creative Director/Design/illustrations : Nando Costa , one of a series of Channel Ids for FineLiving Channel. Click here!
Fine Living #1
Motion

HBO Ole Originals


Made at Gp2Studios, this animation was made for HBO, to plays before every original HBO Latin America Production. I was responsable to develop and animate the "light path", the animation and render of the Tree, and the camera animation. Click here!
HBO Ole Originals
3D, Animation, Fx, Motion

Antartica SubZero Truck


Antartica SubZero 3DStill - Had to be Cool and Cold
This is a 3D Still made in High Resolution for the Antartica SubZero Website (It's a beer brand). My work was to assembly some parts of the scenario, adjust those models a bit, add 3d models of snow, and then make it looks cool and cold. :)

Bellow you can check the Raw 3D Render and the PaintOver work :

 

Ice Truck Raw 3D Render
 
Ice Truck Composite/Paint
 
Detailed view - Try Before/After feature
Antartica SubZero Truck
3D, PaintOver, Shading

Marvelous VolksWagen Factory


VW MakingOf
CG Society Interview
CG Society Interview
This fictional enviroment was developed by the SeagullsFly's concept art team for VolksWagen Ad Series named "The Marvelous VolksWagen Factory". Working as CG Generalist at SeagullsFly (2008) I helped them with the translation from the 2D concept of the factory, and its surroundings, to the 3D enviroment to match the director's vision. Adding some little changes on the original design to make it work and looks like a car factory; We've made a total of 3 Tv Ads:
  • "Factory Welcome" - External View and Enviroment;
  • "Big VolksWagen Fair" - The big Car Fair on the ground;
  • "The Spy" - The SpyRobot;
My main work was :
  • To Create the 3D Building of the Factory and it's surroundings (model/shading/lighting);
  • Light/Shading/Render/MatchMoving of the external scenes;
  • Composition (After Effects) of the external Scenes;
  • To create the "Big Fair" shot;
  • Modeling/Texture/light/shading of the Spy Robot;

 

Spy Robot

Marvelous VolksWagen Factory
3D, Animation, Modeling, Shading

RetroFunken Tv


This Tv set,was designed and build to be used on the GUI of my Mini-arcade called RETROMACHINE. It's an original design, based on a bunch of references from google images. I've made a select, and merged many designs from old tv sets. I love those units, and want to build a "generic" one for my own use. :)
Final Render
Here's a snapshot from the 3DModel, with solid colors ...
Solid Color Render
 
Retrofunken Tv Set
RetroFunken Tv
3D, Modeling, Shading

One Day in the Future of Fiat Mio


Project made for FIAT Brasil and AgênciaClick, to be used on the worldwide premiere of the MIO Concept Car. A collaborative and original brazillian project design.
Agency/Art Direction : Agencia Click Isobar Production : O2Filmes Live Action Director : Paulinho Caruso

The main idea was to make a Short Movie that features a simple storyline but act as a showcase of the car and project  features and how those features can help the 2 guys in the movie on some casual tasks, and get them done. All the project was build from the ground along with the creative heads of Agencia Click, Fiat and "Centro Estilo".
My main roles on this project were as:
  • Internal Project Management (with a great help from Stefan Susemihl);
  • On-Set VFX Supervisor;
  • 3D Directing/Supervisor of the project;
  • Some Matte Painting;
  • 3D Generalist, look development, shading/lighting;

All Car DESIGN and MODELING was made by FIAT and it's Designers.

One Day in the Future of Fiat Mio
 
My First 3D Concept Image of Mio - Background Photo editing by João Bizaro.
 
Here, below, the First Look Development i’ve made for the “Via Mio”. A Special intelligent road with energized "tracks" that controls the cars and connect them on a "mio Network". That track can recharge the car batteries using WiTricity tecnology (Wireless Electricity)...
My First "LookDev concept" for the "mio road"
  This was one of the scenes made by me :

 

This Article is not complete yet. So, here's the finished movie for your appreciation :

One Day in the Future of Fiat Mio
3D, Animation, Shading, Supervising/Direction

Old Cartoon Truck


Old Cartoon Truck
3D, Modeling, Shading
Copyright © Dandelion by Pexeto