Full CG Rendered with Unreal Engine 5 and raytracing. Using the latest Unreal tech with Lumen (Lumen GI)and RTX Reflections to achieve some higher quality renders. I tried to keep things optimized. I still use the traditional process of baking textures through high poly to relatively low poly. After adjustment, it could achieve relatively good levels of detail and interactivity look. Some of the small leaf assets using by Megascans.I grab some leaf assets into plant group assets. As for the environment artist, I was trying to create materials that could be used to blend and paint including the creation and adaptation of textures and shaders, vertex blending, and UV mapping, ensuring that the multitude of shaders used on the ground/floor areas all was setup correctly for the wetness response
Working in Progress
Working in Progress
The picture above demonstrates the pipeline between speedtree and Houdini. First, I do the modeling of windows, chairs, table and flower pots. I used Maya to finish the basic model with a UV layout. After completing the process of modeling, I use the SpeedTree to generate trunk and branches along the window and table. And I use substance designer to create curtain and peeling wood texture. Using zbrush to add more displacement details by combining a bunch of bumps and displacement maps for wood surface. Last, I use the Houdini Alembic file pipeline to do layout lighting and custom matte rendering. After I finishing separate render layers, I use Nuke to composite different layers with different AOV. At the same time, I use different matte layers to do the color correction with the final output combined with camera effects.
This is my first character project. The picture above demonstrates the first stage of testing of the photorealistic character's head. I completed the process of modeling, texturing, lighting, shading and rendering. I used Maya to finish the basic model with a UV layout. And I use Mari to paint it with color, subsurface, and displacement. And I also use Zbrush to add more skin details by combining a bunch of bumps and displacement maps. The next step is to complete the drawing and generating of hair and beard. Furthermore, I will be a focus on the depth of skin texture.
This is a car commercial project Shot1. And I am mainly responsible for everything except for car modeling and animation. I use Substance Painter and Substance Designer procedurally produce textures. As for the look development part, all the lighting and rendering was done in Houdini. I use the Houdini Alembic file pipeline to do layout lighting and custom matte rendering. After I finishing separate render layers, I use Nuke to composite different layers with different AOV. At the same time, I use different matte layers to do the color correction with the final output. Thanks all my classmates and SCAD Visual Effects Professor's feedback and kindly help.
This is a car commercial project Shot2. And I am mainly responsible for everything except for Effects. All the effects part by Yuqing Chen. First, I prepared some RBD assets for effects artist, and then bring my previous environment assets to this car project. I use Substance Painter and Substance Designer procedurally produce textures. As for the look development part, all the lighting and rendering was done in Houdini Arnold. I use the Houdini Alembic file pipeline to do layout lighting and custom matte rendering. After finishing separate render layers, I use Nuke to composite different layers with different AOV. At the same time, I use different matte layers to do the color correction with the final output. Thanks all my classmates and SCAD Visual Effects Professor's feedback and kindly help.
This is my personal project. And I am mainly responsible for everything except for the Tire & Ventilation& Ducting Assets. I use Substance Painter and Substance Designer procedurally produce textures. As for the look development part, all the lighting and rendering was done in Houdini. I use the Houdini Alembic file pipeline to do layout lighting and custom matte rendering. After I finishing separate render layers, I use Nuke to composite different layers with different AOV. At the same time, I use different matte layers to do the color correction with the final output. Thanks all my classmates and SCAD Visual Effects Professor's feedback and kindly help all time.
This is my school VSFX 756 project. And I am responsible for everything. First, I created environment assets. And I use Mari to paint emission maps and use Substance Designer procedurally produce textures. As for the look development part, all the lighting and rendering was done in Houdini. I use the Houdini Alembic file pipeline to do layout lighting and custom matte rendering. After I finishing separate render layers, I use Nuke to composite different layers with different AOV. At the same time, I use different matte layers to do the color correction with the final output. Thanks all my classmates and SCAD Visual Effects Professor's feedback and kindly help all time.
SCAD COURSES
Procedural Animation
This is a VSFX 721 final project. I create everything in a procedural way by using Houdini. Thanks all my classmates and SCAD Visual Effects Professor's feedback and kindly help all time.
This is a VSFX 728 final project. Everything done in Houdini. Thanks all my classmates and SCAD Visual Effects Professor's feedback and kindly help all time.
TECH420 is mainly focused on match CG lighting and shadow with the real world. Lighting creating by Arnold in Maya and Effects created by using Houdini. (Model: Maya Texture: Substance Painter Effects: Houdini)
VSFX 705 : Programming Concepts for Visual Effects.
Creating Mel and OSL script to produce Visual Effects.
Programming: Mel ,OSL Render: Render Man
VSFX 715 : Camera Tracking and Match the live action
This project is mainly focused on match CG lighting and camera tracking. (Model : Maya, Texture : Mari, Compositing : Nuke)