This is a motion graphics title sequence called The Painter. The idea of the story was thought up and conceptualized first, and then a motion graphics title sequence was developed to visually communicate the mood and plot of the story. I am personally not a fan of horror movies. So the goal was to push myself out of my comfort zone to create a horror/mystery title sequence that portrayed a scary, eerie, dark mood without seeming cheesy. The story is about a disturbed painter who also happens to be a serial killer. He is obsessed with killing people, and then uses their blood to paint his masterpieces.
Here is a link to The Painter title sequence:
http://www.youtube.com/watch?v=I1nr2TXVXSA
Lindsey McLendon
Lighting, Texturing, Compositing, and VFX
Monday, December 30, 2013
Wednesday, January 23, 2013
CG Car Model on Backplate in 3ds Max
I was given the CG car models, but I textured and placed the models on the backplate I was given.
Final Comp of the CG car models on the backplate
This is my first texturing pass of the cars after first placing them onto the backplate, and reflecting the HDR image into the environment.
First pass of matching the CG ground plane to the backplate, and testing how the HDRI will reflect into the scene.
Final Comp of the CG car models on the backplate
This is my first texturing pass of the cars after first placing them onto the backplate, and reflecting the HDR image into the environment.
First pass of matching the CG ground plane to the backplate, and testing how the HDRI will reflect into the scene.
Pinball Animation using MassFX in 3ds Max
This is a pinball animation I modeled, textured, lit, staged, and animated using MassFX in 3ds Max. This is a link to my final animation video that I edited together using After Effects.
Final Pinball Animation
Video Link
Tornado Simulation Test with PFlow in 3ds Max
This is a simulation test I put together of a tornado kicking up debris using Pflow particle system in 3ds Max.
Sci Fi Scene CG Lighting, Texturing, and Compositing using 3ds Max, Mari, and Nuke
This is a Sci Fi Space Station Scene that I staged, lit, textured, and composited using 3ds Max, Mari, and Nuke. This is my final render of the scene with all the lighting, reflection, specular, z depth, AO, volume light, and volume fog passes put together and composited in Nuke.
This is a look at all my final Nuke composite node tree.
Key Light Pass (front hall side lights)
Key Light Pass (front hall floor lights)
Self-Illumination Light Pass
This is a look at all my final Nuke composite node tree.
Key Light Pass (front hall side lights)
Key Light Pass (front hall floor lights)
Self-Illumination Light Pass
Sci Fi Scene CG Lighting, Texturing, and Compositing
These are all the other lighting, reflectivity, and specular passes of the Sci Fi Space Station Scene rendered out of 3ds Max and plugged into my node tree in Nuke.
Fill Light (Front Omni) Pass
Fill Light (Middle Omni) Pass
Fill Light (Back Omni) Pass
Environmental Light with Star field Pass
Main Room Side Ceiling Light Pass
Main Room Control Panel Light Pass
Main Room Center Ceiling Light Pass
Back Hall Light Pass
Robot Specular Pass
Robot Reflection Pass
Fill Light (Front Omni) Pass
Fill Light (Middle Omni) Pass
Fill Light (Back Omni) Pass
Environmental Light with Star field Pass
Main Room Side Ceiling Light Pass
Main Room Control Panel Light Pass
Main Room Center Ceiling Light Pass
Back Hall Light Pass
Robot Specular Pass
Robot Reflection Pass
Fruit Bowl CG Lighting, Texturing, and Compositing using 3ds Max and Nuke
This is my final fruit bowl composite rendered out of Nuke.
This is my complete pass rendered from Max to compare with the final Nuke composite render above.
Here is a look at my final Nuke node tree.
This is my complete pass rendered from Max to compare with the final Nuke composite render above.
Here is a look at my final Nuke node tree.
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