After the last half year full of trouble and many events, I’m beginning with my doctoral studies at the University of Stuttgart. It is a great honor for me to be in the research group of doctoral students in the collegue “Digital Media” and be part of a scholarship for three years. Subject of my research is the Uncanny Valley and writing a thesis in the next 3-5 years. Unfortunately, I must reduce my freelance work and academic employment at the Stuttgart Media University of course.
This semester the computer science departement of the Stuttgart Media University starts a common computer animation under the working title “Ascension” – a short movie about a little girl waking up on a flying crystal. 5 bachelor and 2 master students, 1 alumni, 3 external students and 2 acedemic assistants work on this common computer animation project. More about this short: https://blog.hdm-stuttgart.de/cg/category/ca/ascension/
One of the most complicated shader types in cg are the earth shaders. Although there are only a few 3d spheres with textured surfaces and one sunlight you have to choose unlimited opportunities to design a performant, realistic and detailed scene of the earth, the moon and the sun. There are many different techniques and material properties to design an earth surface model – realistic or abstract. I’ve created a photorealistic earth & moon shader for V-Ray Renderer based on the NASA Blue Marble Earth Maps. You can download this models here.
In May 2011 I was commissioned by the Film Academy Ludwigsburg and Korion GmbH for a computer game to visualize a high-rez model of an explorer’s ship. The first thing I thought of this was the “Santa Maria” of Christopher Columbus, who reached America in 1492. For a game trailer I’ve rendered a ship and a few additional models for four CG sequences.
The freehand modeling of three-dimensional human faces with an usual 3D-animation software is still a big challenge for many CG Artists. A problem during the modeling process of real, human-like characters is the observance of certain natural proportions. An important role plays the famous Golden Ratio, which is difficult to be applied in many ways.
There’s a simple workaround to load BVH-Files directly from Brekel to 3ds Max without using MotionBuilder:
In this tutorial I explain to convert capture motion data from the Microsoft Kinect motion controller to 3ds max Biped.
For the bookstore of my Mum I get a job to create a header for the store at E-Bay. My mom and my girlfriend have many ideas, but I liked especially well: A logo in vintage style or recently known as “shabby look”. Now here is my result of a simple 3D-scene created with 3ds max and mental ray.
Unfortunately there is no Spline-Operator for Particle Flow in 3ds Max and Path-Follow SpaceWarp don’t work with the Force-Operator in PFlow. So we need a particle flow script to control the position of each particle with splines. Here is my solution of this problem.