Check out more concept animations here
Some cool stuff I did last year for Marina Bay sands. More pics in image gallery
Check out more concept animations here
Was lucky enough to find time for putting my recent works together into a nifty video. Check it out here
Recently found out that new "Chang Beer" branding became public - so case study to follow.
Got invited by Iris Worldwide to join their mighty Singapore team.
I'm thrilled with an opportunity to get my hands on some really cool projects. Plus what could be more inspiring than start working in a new company on the 4th of May. You know what I mean :).
So, may the 4th be with me, and let's get it started!
P.S. - by the way, here is a little case study for the MIX Swirl project, that I did recently. Check it out, it got some useful tip for rendering with Maxwell Render.
Got back to work from holidays with the new images of a liquid swirl.
Check them out in Image Gallery and be sure to check out 360 turntable in Video Gallery
Will post RealFlow preview a bit later.
Just updated the video. Now it looks more like a proper "Making-of". So check it out - hope you'll enjoy it!
Finally found some time to mark my progress here. Basically - YES, I'm currently back in Moscow. Just a few months ago was invited to join quite ambitious group of advertising / creative / design agencies as an Art Director. Here I'm getting new experience working with Government departments and fully utilising my creative skills with some awesome clients. I'm really enjoying working with DIAGEO, FERRERO and Government of Moscow.
And of course I'm thrilled with an opportunity to work with such a great brands: Johnnie Walker, Captain Morgan, BELL's, Filippo Berio, Raffaello, ITD, SKM, and some others.
It is a great opportunity to revel my art skills and challenge my creative mind. Will update my gallery soon with new images.
Finally I found some time to update my Image Gallery. Check out some new images there.
So now, when my contract with NiCE is over - I'm on a freelance.
P.S. - check out my first steps in Zbrush here.
Sometimes people ask me if it is hard to do a moisture drops on a surface.
Especially last month, for some reason. So I decided to make a super quick showcase of the workflow.
Now, for sure, there are lot's of different methods on how to get those drops, it's just depends on time you have, accuracy of the result and probably desired look.
It was really hard to resist from trying out Maxwell's new geometry scatter tool to spread out those drops across the surface. I think it is also could give you quite good results. However - I wanted to have a little bit more control over the placement, shape and surface tension. Yeah surface tension in real flow does magic.
So what I did first is re-mapped the heart itself in Maya, that way that front unfolded side covers entire 0 to 1 space (As from the beginning I knew - I won't need the back side) - so I brought Maya's UV snapshot to Photoshop, and painted different drops where eI wanted them to appear. The trick here is the brightness. So the brighter your spot - the more particles will be generated there. And for sure you can define by yourself the approximate shape (like I did with the letters) and size and "thickness". Afterwards I brought triangulated mesh into Realflow and created object emitter. Trick here is to assign texture to the object and on emitters properties you also need to assign texture to "speed" node. So that way emitter will emit particles based on black and white values from your texture. And it looks cool they way it works … like I said - magic .. so you'll need couple of daemons to kill the speed of those particles so they'll not fly away from the object, and to maintain fairly high surface tension so that particles will form more natural "drop-like" shapes, rather then strictly following "circles" from texture. After I done my mesh - I brought it back to Maya for shading and lighting. Well materials are simple (if not primitive) and lighting in HDRLS - is simply a pleasure. So, I've used Maxwell Render to render everything with additional channels (z-depth and custom alpha for liquid). After rendering I took everything into After Effects (simply because I like it more than PS) and .. well .. nothing fancy, just combined everything together. That's it. It took me a bit less than 4 hours of my personal time, excluding rendering stage, as it was done during night. Most of the time I was playing with liquid sim in RealFlow and with lighting in HDRLS (so cool).
Now about the look, yeah - I know - not that realistic, but hey - invest a little more time in each stage and I bet you could get very good results.
Check out the images in the Gallery
If you want something to happen. Make it happen.