Here’s a little test animation I made today. Just a ball that explodes into a bloody mess. Soft bodies are reactor cloth, the rest is particle flow. I used Frost from Thinkbox to generate mesh from particles. Rendered with Vray.
Here’s a quick test for a big project I’m currently working on. I’m experimenting with a lot of different ideas, here I was trying to achieve a kind of a sand look while making the whole effect look more interesting by really pushing depth of field.
This is a test render for my Mortar Blast animation. At this point I was experimenting with rigid body dynamics, trying to set-up a proper workflow for the shot I was planning to do.
Here’s the exercise from the third week of the workshop. As you can see it’s a flamethrower effect study. I wish I had more time to develop this further and build it into an actual fx shot but I have to move on. Maybe I’ll work on it more at a later time. Please note that I didn’t model the tank myself, I got it from turbosquid for free.
I’m currently participating in Allan Mckay’s advanced Fume FX 2.0 workshop and here are some of the first tests. We started with pretty basic stuff, but you can expect a lot more advanced content in the next two months.
I’ve been working on a lot of R&D stuff lately. I want to create a bunch of cool looking and visually appealing renders in which the animation is directed by musical track. In the examples below you’ll hear a song by Analog Supply, if you are interested you can visit their myspace website trough this >>link<<.
A preview of a shot I was working on some time ago. I kind of lost motivation to work on it more and finish it along the way so I decided to just post it here.
This is a short preview of a new FX shot I’m currently working on.