Today we're announcing OpenPBR, a new subproject of @MaterialXcg! Developed by @autodesk and @Adobe, OpenPBR is a new shading model that provides creatives with a more artist-friendly bridge from one software to another. Read more here: https://t.co/vt5DvUmIzr
Another early assignment was the character paint for Vulture. He was supposed to be a Da Vinci parchment drawing come to life. I used a lot of hand drawn inks to get texture on the line work to avoid it feeling too digital #acrossthespiderverse#vulture#spiderman
Here’s some insight into how we made this film, thank you @BillDesowitz !
Spider-Man: Across the Spider-Verse: Inside 5 Mind-Blowing Dimensions – IndieWire https://t.co/mMNvGHyBHE
I gave GPT-4 eyes.
Here’s what I did:
- added some data to a vision model
- gave the AI camera access
- asked it questions about the scene
- it identified objects
- it searched web for info
- used that info to accurately answer
Watch it get 3 questions 100% correct!
Check out @Alt_vfx's #VFXbreakdown for Jane Campion's multi-Oscar-nominated #ThePowerOfTheDog, showing the AI behaviours of the CG cattle in its crowd simulation sequences
Watch the full video: https://t.co/IEauj1eGX3
#VFX#simulation
I've painted over this image of Franklin Douglass using a sphere palette made from a normals sphere. I brought it into Photoshop as a normal map in a 3D layer to try out different lighting and reflections. #3d#photoshop#3dart#illustration#art
Dreamworks' "Bird Karma" traditionally animated short film is now online.
Directed in 2018 by veteran animator William Salazar (The Prince of Egypt, Kung Fu Panda...).
Watch the film >> https://t.co/3dts68rd4b
I really like the look of the cross-hatching shader, but as you can see in the handle and spout, the hatching lines don't adjust to the curvature of the teapot. This is something I eventually plan to address using lapped textures.
I’ve been working on a graphics program recently using OpenGL that showcases non-photorealistic rendering techniques, including toon shading, Gooch shading (technical illustration), and cross-hatching.
New blog post: Gesture::Graphics, an junior level introduction to the infrastructure for drawing manipulators and GUI widgets in a 3d editor.
https://t.co/hVsoBGsqGJ
I love how simple yet effective the use of cool colors for shadows and warm colors for the lit side is for the readability of the soul character's lighting. Also the improvement in render time with XPU is night and day. Going to be such a game changer for artists, exciting stuff!
We caught up with the team at @pixarsrenderman who talked through how they brought @Pixar's #Soul to life!
You can now watch here: https://t.co/iLP5gemSEh
It's been a busy 12 months so I only recently got a chance to indulge in some R&D to improve my skills at small scale fluid sims. This is what came out of it. Done with @sidefx#Houdini and rendered with @redshift3d
Grass, trees, leaves...we developed a technique to simplify high freq detail into swathes of brushed paint using a tool that we first built on #SpiderVerse. This allowed us to turn fields of grass and forests into painterly stylized textures. #TheMitchellsVsTheMachines#Netflix