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Dr Mark A Snoswell
MarkSnoswell


Location:
Mylor, Australia

Language(s):
English

Member Since:
November 2002

Last Updated:
27 April 2006

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Baboon lizard creature -- A Sound of Thunder
3ds max,
July 2006


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This is a sequence from the work we (wwww.cgCharacter.com) did for A Sound of Thunder film.
The character work was done in 3ds max with Absolute Character Tools (ACT) and cgSkin software we have developed here.
http://store.cgsociety.org/product/000125/
http://store.cgsociety.org/product/000065/

We did the rigging, skinning, physiquing and some effects. Regretably the rendering and compositing were out of our control and really let the film down badly.

Originally everything was to be done in 3ds max. However this all changed (several times). In the end we did final modelling and rigging in 3ds max. We exported the rig to Maya and wrote importers to get the bone animations back to max. We provided a facial rig in 3ds max. After combining the facial and body animations in 3ds max we polished the physiquing and skinning -- this included skin sliding over muscles and bones underneath. We believe this is the most realistic and sophisticated work of this type ever done (pity it was wasted in such a poor production). We had developed s set of unique mental ray shaders for rendering -- including our own shperical harmonic and ambient shader code. However the production pipeline was changed at the last minute and we ended up writing exporters to get all the baked skin data out to Lightwave.

We had 8 people working for 6 - 12 months on the Babliz and T-Rex creatures for this film.

I was the CG Supervisor for the creature effects we did. I personally developed the main deformation engine software in ACT and a set of very cool mr shaders which never got used in the end. The bulk of the work was done by our great team of animators/TD's.

 
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