How to – Photorealistic Hairy Creatures and Characters

Standard

bg_title

After dealing with hair under many different aspects in our previous posts, this time we have decided to make some experiments ourselves, so we tried to create some good hair simulation with two different software, Blender and Autodesk Maya, with the intent of comparing their results and performances. (as you can see in the table below).

Continue reading

Photorealistic Hairy Creatures and Characters – Character Development Pipeline

Standard

123In this how to we are going to analyze the pipeline of a character creation. Starting from the concept we will show the main steps to achieve a simple 3D animation, passing through modeling, texturing and rigging. In this particular case we didn’t build a concept from scratch, since we were inspired by bam bam, a funny character from the flinstones cartoon.   Continue reading

Documentary – Photorealistic Hairy Creatures and Characters

Standard

0

Previously we focused on the integration of CG generated furry creatures in the real world; now we are going to move from fur to hair, discussing the importance of it, starting from japanese and traditional animation, passing through CG milestones of early 2000 and ending with latest movies like Rapunzel, Brave and Frozen that represented great challanges not only for animators, but even (and maybe primarily) for scientists and engineers.

Continue reading

Interview with Francesco Giordana – Photorealistic hairy creatures and characters

Standard

First_BGThrough the years, one of the most difficult challenges in the VFX world has been the integration of CG generated creatures in the real world. The desired result of these efforts is to make them look as much realistic as possible and produce a uniform and well assembled scene.
Comparing the very first attempts of mixing CG elements and reality with the latest productions, it is clear how the development of new technologies and specific software has led to a very detailed result in terms of physical accuracy.
We have decided to focus our attention on a tricky and interesting aspect of this scenario: furry creatures. Luckly we found experts, whom, due to their role and experience, have managed different issues with completely opposite approaches and have then shown us.

We want to introduce you Francesco Giordana!

giordana

With Francesco Giordana we focused on the technical side of the matter, he is the lead of creatures Research and Development for Double Negative (the winning company in the vfx category at the 87th Academy Awards). After four years at Guerrilla Games he joined the studio to develop and implement a whole new framework for the realization of fur using the most recent GPU technology.
He worked in the R&D department of Dneg in many famous recent productions like Thor: The Dark World, Hercules, Jupiter Ascending and the upcoming In the Heart of the Sea; showing us the point of view of a young passionate and talented developer. Moreover he was enthusiastic in answering all our questions in a detailed and professional way.

IMDb
LinkedIn

Continue reading

Interview with Robin A. Linn – Photorealistic hairy creatures and characters

Standard

First_BG

Through the years, one of the most difficult challenges in the VFX world has been the integration of CG generated creatures in the real world. The desired result of these efforts is to make them look as much realistic as possible and produce a uniform and well assembled scene.
Comparing the very first attempts of mixing CG elements and reality with the latest productions, it is clear how the development of new technologies and specific software has led to a very detailed result in terms of physical accuracy.
We have decided to focus our attention on a tricky and interesting aspect of this scenario: furry creatures. Luckly we found experts , whom, due to their role and experience, have managed different issues with completely opposite approaches and have then shown us.

We want to introduce you Robin A. Linn!

Robin Alan Linn

His background of work in animation, art direction, sculpting, 3-D character modeling and teaching lasting 25 years, with companies like Hanna-Barbera, Sony Pictures, Reel FX and Loyola Marymount University, made him who he is today. However, he started as a bank manager who only did sculpting as a hobby.

He worked as a director of animation production in many famous movies we have grown up with like Spider Man, Polar Express, The Chronicles of Narnia – The Lion, The Witch and The Wardrobe; showing us the point of view of a supervisor in a friendly, easygoing and extremely helpful way.

IMDb
LinkedIn

Continue reading