Half-Life Fallout: neva-'s Visual Effects - Half-Life Fallout

Jump to content

  • (3 Pages)
  • +
  • 1
  • 2
  • 3
  • You cannot start a new topic
  • You cannot reply to this topic

neva-'s Visual Effects



Son of Brumi

Posts: 1,691

#1 Posted 05 January 2009 - 03:53 AM

So i'm currently doing a degree in Digital Visual Effects, started this September and will end next September.

I thought i would make this thread to show you guys what im up to, and so i can get some feed-back to improve my work.

Just before Christmas i finished a section of the course called effects animation. We were asked to submit a showreel with different effects that we covered throughout the last few months.

Clicky

Nothing special just yet, a sort of warm up for some of the stuff we have to do this year.
Posted Image
SteamID: neva- :PSN



Gordon Freeman's Personal Aid

Posts: 4,561

#2 Posted 05 January 2009 - 03:54 AM

View Postneva-, on Jan 4 2009, 08:53 PM, said:

So i'm currently doing a degree in Digital Visual Effects, started this September and will end next September.

I thought i would make this thread to show you guys what im up to, and so i can get some feed-back to improve my work.

Just before Christmas i finished a section of the course called effects animation. We were asked to submit a showreel with different effects that we covered throughout the last few months.

Clicky

I waited for a boobs simulator but it never showed, I'm disappointed in you Sir. Neva-
Posted Image
"ooooo i toguht DirectX was something thhat would make older cards run games that requires newer cards." - Warup89
XBL Gamertag: Thief Shadow (Sold) | PS3 ID: Blood_Spiller



G-Man Personal Aid

Posts: 2,283

#3 Posted 05 January 2009 - 04:06 AM

That should be worth an A in a final exam project depending on what you were given as tools.

You have mastered the fluid dynamics part for those single elements; do they expect a real world mesh of multiple, chaotic elements?



El Judio Pesado

Posts: 13,959

#4 Posted 05 January 2009 - 04:11 AM

that smoke blew my mind.
Posted Image



Son of Brumi

Posts: 1,691

#5 Posted 05 January 2009 - 04:22 AM

View Postscreechingringer, on Jan 5 2009, 06:06 AM, said:

That should be worth an A in a final exam project depending on what you were given as tools.

You have mastered the fluid dynamics part for those single elements; do they expect a real world mesh of multiple, chaotic elements?


Yes, it just needs to be every test showing the effect.
I did originally have plans for all the test to be set in a scene or be in a specific style. You'll notice my nCloth tests all have a similar style. For example the Smoke effect, i had it flipped vertically with a rocket launching up. I couldn't get it looking the way i wanted to and i didn't have much time so i just left it as a simple test.
Posted Image
SteamID: neva- :PSN



Citadel Elite Guard

Posts: 1,482

#6 Posted 05 January 2009 - 04:35 AM

DANIEL SAN

ALL OF THESE SUCK
Posted Image



Captain America

Posts: 4,396

#7 Posted 05 January 2009 - 05:05 AM

Most impressive.



Frohman Personal Aid

Posts: 4,958

#8 Posted 05 January 2009 - 08:20 AM

Why so good?

Did you have to build those environments too (like the cloud city and tree), or did you just get given them and put particles in? Given the talent, I wouldn't be surprised if it was the first option.
Posted Image

Though it's kind of dead too.



Master of the Universe

Posts: 2,754

#9 Posted 05 January 2009 - 09:17 AM

damn that stuff is good - i want to do that too
PSN: MrCow / Wii: 7621 7891 1600 5933 / Steam: MrCow
Posted Image
Download my Portal | L4D map! | Chemical Alia's Page



Mr. Frost

Posts: 3,156

#10 Posted 05 January 2009 - 10:02 AM

Cool stuff mate!



Gordon Freeman's Personal Aid

Posts: 8,328

#11 Posted 05 January 2009 - 10:18 AM

View Postneva-, on Jan 5 2009, 03:53 AM, said:

So i'm currently doing a degree in Digital Visual Effects, started this September and will end next September.

I thought i would make this thread to show you guys what im up to, and so i can get some feed-back to improve my work.

Just before Christmas i finished a section of the course called effects animation. We were asked to submit a showreel with different effects that we covered throughout the last few months.

Clicky

Nothing special just yet, a sort of warm up for some of the stuff we have to do this year.


You're doing EXACTLY what I've been doing for the past 3 years. I love my course =D

Good work btw

Posted Image



I am really a brain in a jar.

Posts: 5,177

#12 Posted 05 January 2009 - 11:17 AM

Very Nice, solid work. Hope you get the grade you worked hard for.
I'm just now struggling to save a Maya file that somehow got corrupted. I lost like two days of work. :cry:
Posted Image
SentientGraphics Website| FaceBook| From 4bit to 64bit; Gaming for 36 years 1977-2013



Son of Brumi

Posts: 1,691

#13 Posted 05 January 2009 - 01:13 PM

View PostPie21, on Jan 5 2009, 10:20 AM, said:

Why so good?

Did you have to build those environments too (like the cloud city and tree), or did you just get given them and put particles in? Given the talent, I wouldn't be surprised if it was the first option.


Pretty much everything you see was built by me, apart from a few exceptions like the kid at the end is a downloaded model and animated buy a friend who's on the animation course (we often work alongside the animators on group projects).
The tree is a preset post process paint effect turned into poly.

For the clouds everything was built from scratch. Didn't turn out too great, the chunk of earth beneath the city could have been a lot better if i had more time and used Vue or something to generate the terrain.
Posted Image
SteamID: neva- :PSN



Son of Brumi

Posts: 1,691

#14 Posted 15 February 2009 - 01:42 PM

I got 68/90 for that project which i'm very happy with (the other 10 marks were for an essay)

I've got lots of different projects to work on right now so the work load is starting to pile up. I'll be starting my final compositing project in a weeks time.

"The project must be of high quality and employ 3d elements, live action footage and masking/roto work. Length should be around 15 seconds to a minute."

Me and a few guys have a couple ideas of what we want to do so i'll update in a few weeks with full storyboard.

I've also been working on a technical direction module in which we texture and light scenes. We use the scenes from the lighting challenge on cgtalk which you can find here . I've nearly finished my kitchen scene so i'll post that asap.
Posted Image
SteamID: neva- :PSN



Son of Brumi

Posts: 1,691

#15 Posted 03 March 2009 - 10:28 AM

Posted Image

This is one of the lighting challenges that i've been working on. We're supposed to texture and light 2 night and 2 day scenes. I wanted to go for an old gas station that you might find on route 66 or somewhere similar. I'm pretty stuck on what to do with the ground and the background for the moment, any ideas or feedback would help a lot.
Posted Image
SteamID: neva- :PSN

  • (3 Pages)
  • +
  • 1
  • 2
  • 3
  • You cannot start a new topic
  • You cannot reply to this topic

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users