|About Clustr||Help||My Cart:||July 25, 2017|
In order to post any news you must be logged in!
You have to see this stunning video by Ramtin Ahmadi, a CG artist based out of the United Arab Emirates. Insects was a personal project that Ramtin worked on during his spare time after work and on the weekends. He produced the animated short in its entirety, from concept, modeling, rigging, rendering, compositing, music and sound design. It took him between 3-4 months, using ZBrush, Maya, Arnold and Nuke X. Don't forget to check out his making-of vid as well!
Have a look at this amazing animation test showing Popeye and the gang in glorious full 3D. As a kid, I can recall the comic drawings of Popeye and seeing it now realized in colour and in full form, is just a testament to Genndy's talent and eye for detail. We can't wait to see this when it comes out in 2016!
From the Den Danske Filmskole (The National Film School of Denmark), created by director William Reynish over a span of one year. Whole was made using Blender; rendered in Cycles and comped in VSE. The animation is pretty psychedelic and there is even a stereoscopic version of it (the "regular" version was killer already! we will be checking out the stereo version!!). In addition, the assets from Whole will be made available on Blendswap.
Check out this eye-catching animation, which has been rendered using Appleseed. Appleseed is a modern, physically-based renderer designed for production rendering and is released as open source under the MIT license.
Motion Capture Systems Developers - Snappers Systems from Egypt has put out this video of an impressive facial rig in Maya, utilizing multiple wrinkle maps and Rig Manager to control the many subtle facial muscles on the demo head mesh.
NevronMotion is a motion retargeting plugin for LightWave 3D with support for the Microsoft Kinect camera. NevronMotion allows you to load common motion capture files in FBX or BVH format and easily retarget the motion onto your character directly in LightWave Layout. You can quickly adjust any of the character rig joints in areas like the shoulders or arms to compensate for any joint placement inaccuracies and bake out your final animation directly to your character rig.