The Academy Session 1
From left to right : Cedric Quach, Adonis Ahogle, Gregory Moron, Camille Perdiguier, Romain Guardia, Romain Grillon, Abdel Halim Garess, Minh Kin Do, Benedicte Aldeguerre.
We all chose Dwarf-labs “Academy” because we all have specific needs regarding the speciality we chosed. The quality of the Modules are impressive, we already learned so much in few weeks, from the scripting part of the job, to the visual study of a picture. This is almost an 1 to 1 training facility.
This blog is made so everybody is able to follow our progress.
Finally available, the star of Aftermath, our crazy weasel Bruno and all the secrets behind his creation! From the concept art to the fur dynamics, we shall go through it all in the greatest detail! With our modelling, shading/lighting and Char FX teams, you will be able to see in detail and with plenty of images all of our work on Bruno. Explanations, images, videos and answers to youre questions, all of it about our facorite weasel Bruno, it’s here, and it’s now!
The Development of the clouds is now finished, lighting ongoing on certain scenes, but the methodology working well, so we have now grouped together a little ‘Making-Of’ that retraces a good part of the workflow used to create them. Feel free to check it out, good insight from both the shading department and also the VFX department, who have both taken the time to go more in-depth on their work.
Here is the video, latest rendering done by the students, but still WIP. Stay around for more!
In the Aftermath projet, the character of Amy represent the fragility and the inocence.
The work of PIXAR on the character of Brave inspired me a lot and it was a big chalenge for my first character to aim at this render.
I wanted to have a look very smooth for the skin.
I had to make a lot of research , especialy on shadows and the sss to be able to obtain this result.
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Check out the clouds that our Student’s Lighting and VFX Departments have created!
This is a shading and lighting development for the clouds in the project Aftermath.
Using the fluids created in Maya by the FX team using the powerful MEL to build their own process, we then imported them in Relight in order to create the look.