Iron Baby

Je viens de terminer un projet avec Patrick Boivin. Pat a eu l'idee s'est occupe du tournage de la realisation et du compositing j'ai fait tout le 3D, modeling, texture anim, effets, etc. Son bebe Marguerite est la principale actrice et Moi , Boo et Giral sommes les autres acteurs (en lapins). Sandrine, la maman, nous a assite au tournage et la musique est d`Eric Pfalzgraph.

J'ai fait le 3D avec 3dsMax 2011 et Vray pour le rendu.

On a fait ca juste pour se faire un petite demo montrant ce qu'on peut faire a deux comme niveau d'effets speciaux.

C'est sur Youtube

Scuzez le manque d'accent, j'ecris presentement du Japon...


Ma démo reel

Voilà ma vieille démo Reel 2006 et quelques projets que j'ai fait plus récemment:

Double-cliquez sur le color bar pour démarrer le vidéo:

Tony Hawk HuckJam Bikes. Pour cette pub, j'ai créer le décor de l'usine et de la porte de labo en matte painting 3D ainsi que le vélo BMX en 3D. J'ai eu une publication dans le magazine 3D World pour ce travail.

X-Games Energy. J'ai créer la canette qui se transforme en origami de BMX et toute les animation de tricks avec le BMX

Race to Mars, Discovery Channel. Quelques clips d'effets de fumée d'aterrissage, de tempête de sable martienne et de parachute qui ouvre pour un documentaire à Discovery Channel.



La porte du Labo de l'usine à BMX de Tony Hawk.

Toujours rendue dans 3dsMax et Mental Ray avec des shaders de métal brossés et un éclairage HDRI. Je me suis acheté une lentille fisheye Sunex pour ce projet. Son angle d'un peu plus de 180 degrés permet de prendre une photo panoramique de 360 degrés en seulement 2 poses. Je prends donc plusieurs poses à différentes expositions du même 360 degrés et j'utilise cette photo "high dynamic range" pour reproduire l'éclairage ainsi que les réflexions de l'environnement.


Porte du labo

Le dessin conceptuel de la porte de labo à haute sécurité.


Occlusion robotique

Une passe d'occlusion (i.e. les ombrages des concavités des objets) d'un des bras robotique de la pub Tony Hawk HuckJam bike.


Le HuckJam Bike

Un rendu du BMX en question. rendu dans 3dsMax avec Mental Ray. 1024 morceaux et 2.7 millions de polygons.


Quelques nouveaux croquis dans mon sketchbook

Aussi loin que je me souvienne j'ai toujours aimé dessiner des "monstres"... J'en ai ajouter quelques un dans mon sketchbook.
J'ai retappé un peu mon Yeti:


2006 STROB 3DFX DEMO REEL

Voici enfin ma plus récente Demo Reel d'effets spéciaux 3D (2006). Comportant des effets créés pour le département de cinématiques d'Ubisoft et encore quelques uns pour Phylactère Cola.
Pour les effets chez Ubisoft: dans le plan avec le prince sur le toit, je n'ai fait que l'explosion du toit. Sur le plan du bateau, je n'ai fait que le feu sur le pont du bateau. Pour les plans avec le phare, j'ai fait tout les feus et aussi les trainée de fumée des flêches.
DemoReelMosaic.jpg


XSI things to change list (in a special effects perspective)

This is a list I will try to keep updating about the things I would like to change in XSI. Coming from Max I then had a lot of fun learning Maya and I would like to just keep on working with Maya, but I live in Montreal and it seams that a lot of studios here want to push XSI for whatever reason... So since more than one year I'm learning XSI. And I had a lot of frustration trying to use it to create special effects. Most of the time I end up using FBX to transfer my scenes in Max or Maya do obtain the results in the quality and time needed. At the time of writing this I use XSI 5.
- First: the "Particle System": I think Softimage should remove this particle system right now because it is so outdated slow and unstable.
- Second: add a noise modifier and a noise force with nice fractal patterns in it (like the wind's turbulence in Max).
- Third: accelerate the animated "Viewport capture" Process for animation purposes. When animating, we need to do a lot of screen grab to see judge the timing. The screen capture in XSI is 3 to 6 time slower than those of Maya and max.
- A fast volumetric shader like afterburn whit a lot of variation for the noise pattern (this is where we can get the realism) and add an easy way to vary all the parameters by age of the particle like in afterburn. The binary alchemy shader is slow and it doesn't seem to have good noise variation and noise animation.
- The possibility to have a radius more than 10 for the paint tool would be very useful when we have huge object (in that case the paint is too small in comparison to the object...)
- The possibility to change the maxima and minima of the sliders. Or to have adaptative maxima and minima in sliders like in Maya. If I need to test values between 150 an 300 it is annoying to have a slider set to 0 and 10 for minimum and maximum!!!
-there is a bug in the shape manager. If I select another shape animated object and refresh the shape manager, the shapes does not refresh. And sometime when I close the shape manager after such problem, the shape is not animate anymore in the scene. Also sometimes the mixer becomes fucked up: I did a scene with a hierarchy of object deformed by a latticed which was animated by shapes. When I tried to duplicate the lattice, it was loosing the animation. I tried everything like reimporting all my objects in a fresh empty scenes, I lost 1 day and was never able to duplicate the object with its animation.
-The explorer should always refresh automatically when we make a change to the scene. Sometimes it refreshes sometimes not, we have to press f5 to make it reflect the changes we make.
-Deleting many objects is mysteriously very time consuming. On any other 3d app I worked with, we can delete thousands of object instantly, in XSI it takes forever.
-the UV editor definitely needs some improvement like a relax uv and an unwrap uv (like in maya 7 and like in unfold 3d). Also it would be nice if we could see a visual cue when using proportional transform in the uv editor.
-Bump mapping is a pain in the ass to setup and never look perfect. If we set it up the way they show it in the help file, it takes forever to render. With a bump map generator plugged directly in the material node, it renders faster but the antialias is very hard to control and never look perfect (we loose bump map details in certain region of a curved surface for example)
-A big point here: The HELP file search engine don't work well at all. Too many search for menu item don't even show up. I never find easily what I am looking for in the help file. Too many generally used techniques and bypass are not documented (like for example the technique for the bump map with a bump map that works).
-The displacement is very far from perfect. It is also very hard to setup cause we don't have a visual cue in real time like in 3ds max. Also I can never achieve beautiful displacement like in max or Maya.
-The antialias doesn't have a catmul-rom computation and in some cases it is very hard to remove jaggy edges without the rest getting too blurry.
-There is no super sampling like in 3dsmax that allows controlling the antialiasing for each material individually. There is a “kind of” super sampling in the bump map generator, but it doesn’t have a lot of options and it is only for bump mapping. For example if I have a material with a lot of thin line and I want to zoom on it, it will not work in a single pass in XSI.