More Rayfire!

Spent a bit more time playing with the Rayfire plugin for max, adding a secondary particle system for a bit more oomph.

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Nuclear…

Poor Dalston getting blown up again. This is in a draft render because this number of smoke particles would take aaaages to render.

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Space explosion

Just messin’. Particle systems, biped motion and a bit of a comp in AE

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Desk tracking

Still spending valuable cheese-eating time trying to nail this tracking business. This is getting closer, but I think using the tripod is cheating.

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Car explosion

Just purchased a new HD camera and this is my first test with it. Using PFHoe to track the motion here; pretty basic but just feeling my way for now.

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Wall Smash

Having some fun with the Rayfire plugin. Rendered with *proper* DoF, not a Z-Depth pass, and you can really see the difference. Love it.

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The Cube

Playing around with my new copy of CS5 and shiny new Trapcode plugins. Very impressed with Form.

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New UFO logo sting

Here’s an intro I’ve been working on for my new showreel, which I’m blatantly too busy to finish for the foreseeable.

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Spider attack!

OK, so the spider rig is getting milked a bit. Added laser gun and stock effects.

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Spider 2 – The Return

More arachnids. Or should a say *an* arachnid, singular.

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Spider 1

Aarrgh! Spiders! Run for your life!

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Character variations

A few more scenes with this little blue fella

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Water simulation

Dodgy DoF, but playing around with water is lots of fun.

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Space warp

I thought I’d do something spacey and warpey after being inspired by a couple of youtube vids.

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Earth refract

More with this globe fixation I seem to have at the moment.

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Target practice

Added bullet-time for Matrix-style skill levels, with the usual dodgy texturing and masking.

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Up in the clouds

I found a really interesting tutorial by Jonas Ussing

Jonas employs a nifty technique here to achieve realistic light scattering (which you can read about on the link).

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Ballet!

I found some pre-made motion capture files and created this character to go with it.  Bit rough and ready as always, but I can see definite progress with this technique.

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Man & boxes

I hand-keyed the biped and added a Reactor simulation to the bricks

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Flowerbed

Playing around with a flip technique and then building in soil and grass particle systems. I stuck a rainbow in for now; next version will have some sort of flower perhaps.

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Flippage

Using an idea from this tutorial, I stitched together a reactor simulation and a vortex . . . blah blah . . . no one reads this anyway :)

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Reactor Soft Body

Having some fun with soft body simulations

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Dissolve!

Oh dear, oh dear, oh dear. Poor fella.

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Car rig

Big thanks to Trapt CG for their brilliant tutorials and also the-blueprints for their huge database of car projections!

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Jump 01

I used a bone rig for this character, as opposed to a biped rig. All very basic, but progress nonetheless.

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Biped animation

I *finally* managed to get some bones working in this character mesh I created. Yes, he has a funny shaped head. Yes, he has dodgy knees. But he WALKS!

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Planet > vortex

Reusing the fractured sphere from a previous post here, and destroying the planet. Just because I can.

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as3 interface prototype

A prototype navigational system that I created in AS3 for an upcoming project. It’s a bit rough and ready, but the final version will be totally driven by XML and will have a drop-down menu system.

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Wall fracture

Simulating a ball fired into a wall with the usual dodgy textures etc.

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interior lighting render

Playing with the mental ray daylight system

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Car subdivision modelling

Made from a single plane, with added go faster stripes.

Thanks to Grant Warwick and his great inorganic modelling tips

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UFO!

Simple UFO object, particle system to blow out the light, comped in AE with some camera zooms / shake.

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Tornado simulation

Just having a play with a tornado effect inspired by (and not in the same league as) this reel by Pete Draper.

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Green man

Playing around with some render settings, whilst building up to rigging a character.

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3d text explode

More messing around with particles

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glug beer

A test render I made for Nick Clement and the boys at glug london

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© 2010 David Curtis | Interactive Design & Motion Graphics | London