Recently I had the privilege to work on short promotional videos for Dungeon Boss, a mobile game by Big Fish Games. Here is the final product.
My involvement was minor, early in the production process and therefore cannot be directly seen in the video. My contribution was lighting the set and recommending ways to texture the set to achieve to look the client wanted. After that texture artists and lighters took over to get the final look seen in the video. Still, I am happy with the final look.
Here is an alternate version with a different opening.
What do you think of the videos? Let me know by commenting below :)
Showing posts with label Finished work. Show all posts
Showing posts with label Finished work. Show all posts
Friday, May 27, 2016
Wednesday, June 3, 2015
He-Man Game Model
He-Man Game Model from Denny Iskandar on Vimeo.
I created this model when learning about how to create 3D models for games in 2011. Back then I was working on Ben 10: Destroy All Aliens, so I rushed to "finish" the model so that I had the required deliverables for the class and left it alone. Recently, with some reluctance as I have forgotten what I did, I picked this model up and polished it as far as I can.
Here is the still image presentation.
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| Main Image |
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| Presentation Shot |
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| Construction Shot |
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| Texture Sheet |
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| Concept Sheet |
Thursday, January 15, 2015
Bruce Willis Roundtable
I have to admit this post is a bit of embarrassment. This roundtable video is a continuation of my past work I posted here in my personal blog.
Bruce Willis Bust from Denny Iskandar on Vimeo.
I needed "only" 2 years to finish rendering this roundtable. However, while working on this roundtable, I found that I did learn a few things since then:
Bruce Willis Bust from Denny Iskandar on Vimeo.
I needed "only" 2 years to finish rendering this roundtable. However, while working on this roundtable, I found that I did learn a few things since then:
- I put the camera too close to the subject, causing big perspective distortion on the face.
- The (relatively) bright background interfered with the lighting.
- The Sub-Surface Scattering shader setting that I used was rather harsh.
Thursday, December 18, 2014
Breakdown Example
This week I finished a breakdown example for my class. I wanted to convince my students that working on breakdowns can be as exciting as working on the effect itself.
Here is the video:
Sunday, October 13, 2013
Tornado
Here is an effect shot I finished recently.
My goal was creating a still image to be used in promotion material for CG Protege, the animation school I am currently working for as VFX instructor. In my mind, the still image needs to achieve 2 things:
Here is the breakdown.
I used 3ds Max and FumeFX to generate the tornado. I used 2 FumeFX simulations: one for the top part of the tornado, another for the funnel shape at the bottom. I rendered the passes using 3ds Max Scanline renderer. I used mental ray renderer only for the lightning glare. Finally, I used Nuke for compositing.
My goal was creating a still image to be used in promotion material for CG Protege, the animation school I am currently working for as VFX instructor. In my mind, the still image needs to achieve 2 things:
- Just with one look anyone can tell that it is an effect shot, not a regular photo.
- The image should look good enough to invite interest.
Here is the breakdown.
I used 3ds Max and FumeFX to generate the tornado. I used 2 FumeFX simulations: one for the top part of the tornado, another for the funnel shape at the bottom. I rendered the passes using 3ds Max Scanline renderer. I used mental ray renderer only for the lightning glare. Finally, I used Nuke for compositing.
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