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Wednesday, September 27, 2017

Making of The Strain 310: The Fall - CGMeetup : Community for CG

Making of The Strain 310: The Fall - CGMeetup : Community for CG:

Making of The Strain 310: The Fall Mr. X presents their work on “The Fall” episode from the season 3 of THE STRAIN. Making of The Strain 310: The Fall, The Strain 310: The Fall vfx breakdow

Making of The Strain 310: The Fall

Mr. X presents their work on “The Fall” episode from the season 3 of THE STRAIN.
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Friday, September 22, 2017

Making of Penny Dreadful 301: “The Day Tennyson Died” - CGMeetup : Community for CG

Making of The Strain 310: The Fall - CGMeetup : Community for CG:

Making of The Strain 310: The Fall Mr. X presents their work on “The Fall” episode from the season 3 of THE STRAIN. Making of The Strain 310: The Fall, The Strain 310: The Fall vfx breakdow

Making of The Strain 310: The Fall

Mr. X presents their work on “The Fall” episode from the season 3 of THE STRAIN.
Making of The Strain 310: The Fall, The Strain 310: The Fall vfx breakdown, The Strain 310: The Fall vfx, The Strain 310: The Fall making of, vfx breakdown The Strain 310: The Fall, vfx The Strain 310: The Fall, making of The Strain 310: The Fall, The Strain 310: The Fall behind the scene, behind the scene movieMaking of The Strain 310: The Fall, The Strain 310: The Fall vfx breakdown, The Strain 310: The Fall vfx, The Strain 310: The Fall making of, vfx breakdown The Strain 310: The Fall, vfx The Strain 310: The Fall, making of The Strain 310: The Fall, The Strain 310: The Fall behind the scene, behind the scene movie

Thursday, September 21, 2017

Making of BWIN 'The Race' by Glassworks Vfx - CGMeetup : Community for CG

Making of BWIN 'The Race' by Glassworks Vfx - CGMeetup : Community for CG:
Making of BWIN 'The Race' by Glassworks Vfx Glassworks Vfx: Take a look under the hood and see what went into making this epic ad for bwin. Created by BBH London and directed by Nima Nourizadeh at Ic

Jumanji 2: Welcome To The Jungle Trailer 2 - CGMeetup : Community for CG

Jumanji 2: Welcome To The Jungle Trailer 2 - CGMeetup : Community for CG:


Jumanji 2: Welcome To The Jungle Trailer 2

Jumanji: Welcome To The Jungle – Official Trailer #2 (2017)
For two decades it went untouched. But the game always finds a way. Watch the new #JUMANJI trailer now and don’t miss it in theaters this Christmas!
In the brand new adventure Jumanji: Welcome to the Jungle, the tables are turned as four teenagers in detention are sucked into the world of Jumanji. When they discover an old video game console with a game they’ve never heard of, they are immediately thrust into the game’s jungle setting, into the bodies of their avatars, played by Dwayne Johnson, Jack Black, Kevin Hart, and Karen Gillan. What they discover is that you don’t just play Jumanji –Jumanji plays you. They’ll have to go on the most dangerous adventure of their lives, or they’ll be stuck in the game forever…
Cast: Dwayne Johnson, Jack Black, Kevin Hart, Karen Gillan, Nick Jonas, Bobby Cannavale.
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Wednesday, September 20, 2017

Making of Vikings 419: On the Eve - CGMeetup : Community for CG

Making of Vikings 419: On the Eve - CGMeetup : Community for CG:

 Making of Vikings 419: On the Eve Mr. X Inc. - presents Making of Vikings 419: On the Eve. Making of Vikings 419: On the Eve, Vikings 419: On the Eve vfx breakdown, Vikings 419: On the Eve

Sunday, September 17, 2017

Nööburgring Animation Breakdown - CGMeetup : Community for CG & Digital Artists

Nööburgring Animation Breakdown - CGMeetup : Community for CG & Digital Artists:

Nööburgring Animation Breakdown by Piotr Tatar

Everything was rendering in Redshift on 7x GTX 980Ti, which was perfect rig for this task. Interior shots have about 7 minutes per frame in full HD. When it comes to exterior, I rendered it on single GTX 980 TI and it was approximately 5 minues per frame.
My road reference for car simulation was model from asseto corsa mod, which was helpful to get proper elevation, hard to guess without it.
Rendering – 3dsmax + Redshift
Comp – Nuke

Creating Parametric Environments for Mafia III - CGMeetup : Community for CG

Creating Parametric Environments for Mafia III - CGMeetup : Community for CG:


 Creating Parametric Environments for Mafia III Learn how Blur created a flexible rig using Forest Pack for the incredible swamp scenes in the Mafia 3 reveal trailer.Oscar and Emmy nominated Blur

Creating Parametric Environments for Mafia III

Learn how Blur created a flexible rig using Forest Pack for the incredible swamp scenes in the Mafia 3 reveal trailer.
Oscar and Emmy nominated Blur Studio has long represented the gold standard for game trailers and cinematics, and the reveal trailer for Mafia III was no exception. Originally released at Gamescom 2015 to announce the latest in the Mafia franchise, the narrative of the 3 minute trailer hinges on a monologue given by Lincoln Clay as he drives through the desolate bayou surrounding 1968 New Orleans.
On screen,the bayou environment is extremely detailed, luxuriant and expansive. It is seen throughout the trailer, propelling the narrative, weaving together flashbacks, and providing a menacing setting for the thrilling conclusion.
As this environment is such an important part of the trailer, we were interested in finding out how Blur created and rendered several miles of densely populated swamp on a tight deadline. Blur’s response? Cheat.
According to lead scene assembly artist Sergej Eichmann in an interview with FXGuide, “putting the flashback scenes aside we knew there were two environments we needed to create; while the set in the final scene was more of a standard scenario with multiple cameras facing the same direction, the road through the bayou needed some special attention. Instead of creating miles worth of road we created a setup that allowed us to adjust the environment on a shot-by-shot basis.”
This setup used Forest Pack to cover the road with thousands of pebbles, small stones, leaves and debris as well as the grass, dense foliage and trees that flank it on both sides. According to Sergej ‘ForestPack plays an important role in our environment and scene assembly departments. While it is often used to replace the same small recurring and tedious tasks with much more efficient workflows (e.g. set dressing of vegetation, dirt or pebbles), ForestPack is a great helper in a lot of scenarios.’
Blur have been kind enough to share bayou scene files with us and we’re delighted to be able to showcase some of the techniques used to bring the world of Mafia III to life.  The core principles explored in this study include:
  • Creating a fully parametric environment, editable using a single spline.
  • Using Falloff Curves to control the size of number of scattered items in relation to the edges of the road. This allows you to automatically place more and larger stones near the edges and centre of the road where they’re less likely to be disturbed by vehicles.
  • Using disabled scatter items and Clustering to randomly remove patches for a more naturalistic random distribution.
  • Reusing Distribution maps and other settings but with small variations to get a layering effects.
  • Using open splines as a scatter area.
  • Using the same spline twice as an Include and an Exclude area to surround the road with trees.
Creating Parametric Environments for Mafia III, Blur Case Study: Creating Parametric environments for Mafia III with Forest Pack, Forest Pack, iToo Software, Blur, Mafia 3, Bayou, environment, scatter, tree, foliage, 3ds max, 3ds, parametric, iToo Software Creating Parametric Environments for Mafia III, Blur Case Study: Creating Parametric environments for Mafia III with Forest Pack, Forest Pack, iToo Software, Blur, Mafia 3, Bayou, environment, scatter, tree, foliage, 3ds max, 3ds, parametric, iToo Software Creating Parametric Environments for Mafia III, Blur Case Study: Creating Parametric environments for Mafia III with Forest Pack, Forest Pack, iToo Software, Blur, Mafia 3, Bayou, environment, scatter, tree, foliage, 3ds max, 3ds, parametric, iToo Software Creating Parametric Environments for Mafia III, Blur Case Study: Creating Parametric environments for Mafia III with Forest Pack, Forest Pack, iToo Software, Blur, Mafia 3, Bayou, environment, scatter, tree, foliage, 3ds max, 3ds, parametric, iToo Software
Creating Parametric Environments for Mafia III, Blur Case Study: Creating Parametric environments for Mafia III with Forest Pack, Forest Pack, iToo Software, Blur, Mafia 3, Bayou, environment, scatter, tree, foliage, 3ds max, 3ds, parametric, iToo Software

Friday, September 15, 2017

Game of Thrones “The Spoils of War” Season 7 Episode 4 VFX Breakdown - CGMeetup : Community for CG


Game of Thrones “The Spoils of War” Season 7 Episode 4 VFX Breakdown

Iloura – In episode four of HBO’s Game of Thrones season seven, “The Spoils of War,” Daenerys and her Dothraki horde engaged the Lannister army in a fiery fray brought to life with help from visual effects by Deluxe’s Iloura. Reteaming with VFX Supervisor Joe Bauer and VFX Producer Steve Kullback, Iloura VFX Supervisors Glenn Melenhorst and Josh Simmonds led Iloura artists in crafting the visuals.
Having honed its crowd pipeline and in-house tools for handling the enormous datasets required for large scale scenes featuring mounted riders and infantry for “Battle of the Bastards,” Iloura artists were able to draw upon that expertise in augmenting filmed elements or, in some cases, creating full CG shots, including some with thousands of soldiers in hand-to-hand combat. Iloura also created extensive set extensions as well as CG smoke and fire, and composited sequences with assets from multiple vendors to seamless effect.
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Saturday, September 9, 2017

Black Sails VFX Breakdown - CGMeetup : Community for CG

Black Sails VFX Breakdown

http://www.youtube.com/watch?v=NtAW62aAyrs&t=6s
Added by  on 2017-09-08
Important Looking Pirates presents Black Sails VFX Breakdown.
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Friday, September 8, 2017

F1 Titles 2017 VFX Breakdown - CGMeetup : Community for CG

F1 Titles 2017 VFX Breakdown - CGMeetup : Community for CG:


F1 Titles 2017 VFX Breakdown

George Christacopoulos – This is a breakdown of the Visual FX Shot we worked on for this Seasons Formulae 1 Title Sequence. I was the CG Team Lead on the job and did all the rigging and animation while overlooking all the work done by the small but talented team of CG artists we had working on the single shot. You will see from the breakdown that everything was created in CG with a lot of time painstakingly spent to getting as much of the details we could in the relatively short time we had.
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