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The "Eyecube" is an object from my film project "Der Sandmann". It is sort of an all seeing eye, that allows the audience to follow the action during the shortfilm.
At the beginning of the animation the cube awakes and gains consciousness. The tools on the table should give the audience small clues on the origin and the creation process of the eyecube.
The challenge was to create a immobile yet living object, fitting into the theme of the film.
Additionally the whole object was required to have a relatively low polycount while being useable for mid- to closeup shots.
The cube itself has a very low polycount (1232 faces) while most of the polygons were used for the flesh part (3488 faces).
The flesh is animated by expression driven clusters, the eye movements are constrained keyframe animations (aim constraint and locator target).
The eyecube shader is a phong shader. Each attribute is controlled by an attribute map which distributes the settings to the different parts of the model.
That allowed me to apply a single set of texture maps (see below) to different objects (wood, flesh, eyball), and yet having a single shader to control the material abilities.
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Model information
Polygon count: 4720 quadratic faces (9440 triangles)
Animation rig: Expression driven clusters (keyable attributes) for flesh movement, aim restriction on locator for keyframe animation of eyeball
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| Color |
Bump |
Specular |
Cosine |
Reflect. |
Transluc. |
UV Layout |
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Texture Inforation
Texture resolution: 2048px × 2048px
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The "Sandmann" is the main Character of the "Der Sandmann" film project. The character originates from a set of short stories that i had written some time ago.
This creature was derived from the classical sandman figure of childs' stories.
The whole model is very low on polygons. Since most scenes features an animation with this character, i aimed for creating a model that could display the necessary detail,
but which could be rendered fast with my restricted technical equipment. The whole model consists of 1090 quadratic faces (2180 triangles).
The shader uses three maps. There is no diffuse or translucense tab, or any subsurface scattering approach, because i wanted a surreal look for this character. it should look
line a grey/white ghost hopping from roof to roof. There is a second texture set for the scissor-cut scenes, which is not displayed here, since those textures are mostly black.
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| Combined |
Wireframe |
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Model Inforation
Polygon count: 1090 quadratic faces (2180 triangles)
Animation rig: Soft bound skin bound to "Autodesk Motion Builder ™ " - compatible character skeleton
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| Color |
Bump |
Specular |
UV Layout |
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Texture Inforation
Texture resolution: 2048px × 2048px
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"Geddon" is a low poly character study. The aim was to create a character that is easy to animate and easy to render, without need for simulations (like cloth).
The character represents a wise man or a mage that has learned much throughout his life. His most prized notes he always bears with him, as scrolls pinned to his robes.
The character could see use in low poly environments (e.G. online MMORPGS, Strategy titles) where many models have to be displyed simultaneuosly (the character displays 2484 quadratic faces).
The texture that is in use now would be much to large for such applications, but reducing texture resolution is easy here.
The most important part while working on this character, was the texture. I wanted to create a vivid texture with distinctive features. Most details have been applied via
bumpmap, since geometry had to be held low. To give the character an interesting touch, all scrolls have been written in different "languages".
Then a dirty and water torn look was applied to robes, scrolls and leather. After all he should look as if he had travelled for some time.
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| Combined |
Wireframe |
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Model information
Polygon count: 2484 quadratic faces (4960 triangles)
Animation rig: Soft bound skin bound to "Autodesk Motion Builder ™ " - compatible character skeleton. Parented props: teeth, eyes, tongue. Cluster animated face expressions.
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| Color |
Bump |
Specular |
Incandescence |
UV Layout |
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Texture Inforation
Texture resolution (Body): 2048px × 2048px
Texture resolution (Eyes): 256px × 256px
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The challenge was, to display a dense, natural looking micro environment. The main objects are two unique plant designs (which come in two versions:
a highres version, visible in the foreground, and a lowres version, visible in the background). The designs should look alien while supporting a familiar swampland theme at the same time.
Both plants were modelled in "Autodesk Maya™ ". The green flat plant features expression driven cluster animations for moving the small tentacles grwoing from the middle crater.
The long brown plant uses clusters for positioning and bending the plant. So one and the same plant could be used more than once, without creating repetitiveness.
The remaining vegetation was painted in Maya using "Paint Effects" plant brushes and convertig them to polygons.
The final image was rendered in several passes to speed up rendering. Those passes include color, shadow, occlusion and depth pass.
The ground has been modelled in "Autodesk Maya™ " and has been painted in " Maxon Bodypaint 3d™ ", by painting transparency maps for a layered texture and applying materials to the different layers.
The depth of field effect and the fog were done in "Adobe Photoshop™ " by using the depth channel information.
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Combined Highres |
Wireframe Highres |
Combined Lowres |
Wireframe Lowres |
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Model information
Polygon count: 981 quadratic faces (1962 triangles) for the highres version, 272 quadratic faces (544 triangles) for the lowres Version
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Color Highres |
Bump Highres |
Incandescence Highres |
UV Layout Highres |
Color Veins Highres |
Transp. Veins Highres |
UV Layout Veins Highres |
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Color Lowres |
Bump Lowres |
Incandescence Lowres |
UV Layout Lowres |
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Texture Inforation
Texture resolution: 2048 × 2048 for the highres version, 512 × 512 for the lowres version
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Combined Highres |
Wireframe Highres |
Combined Lowres |
Wireframe Lowres |
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Model information
Polygon count: 1312 quadratic faces (2624 triangles) for the highres version, 216 quadratic faces (432 triangles) for the highres version,
Animation rig: Expression driven clusters (keyable attributes) for tentacle movement and smoke orientation
The highres version has 6 smoke planes that orient themselves to look directly into the perspective cam (the smoke is only visible in the final render).
This way I avoided using particles, which would have produced much longer rendering times.
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Color Highres |
Bump Highres |
Incandescence Highres |
Specular Highres |
Diffuse Highres |
Transp. Highres |
UV Layout Highres |
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Color Lowres |
Bump Lowres |
Specular Lowres |
Incandescence Lowres |
Transparency Lowres |
UV Layout Lowres |
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Texture Inforation
Texture resolution: 2048 × 2048 for the highres version, 256 × 256 for the lowres version
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