
Character Rendering: Choosing the Right Render Engine
I finally made a tough decision by migrating my core 3D pipeline from Maya to Houdini. The major reasons were: […]
I finally made a tough decision by migrating my core 3D pipeline from Maya to Houdini. The major reasons were: […]
Step 1. Data Cleaning in ZBrush As explained in previous post, a 3D mesh is generated out of either “Photogrammetry” […]
This text explains the procedure I am planning to go through for planning, managing and preparing a solid vfx pipeline […]
My second option for digitising my actors was 3D Laser Scanning. I wanted to experiment all available options to choose […]
In order to digitise the actors, I had two major options: photogrammetry and 3d laser scanning. Photogrammetry is a tedious […]
An amazing enthusiastic and talented team helped on the production days. Below movie is a dedication to this fabulous group.
After recording motion capture data, they have to be cleaned so all noises and disturbing data would be pruned. My […]
In this video, I explain my experience on working with Motion Capture technology at AUT Mocap Lab.
In this video, William Tab, our storyboard artist and Timothy Haryadi, my 1st AD (first assistant director) explain the storyboarding […]