Thursday, September 18, 2008

Crab Mallets Wedding Favors



By Vincent Caudeville 4 / Tasting
The Lighting

To integrate
Gaspard in an alley of a Paris of the 60s, it was necessary to create an atmosphere consistent with the characters. The final rendering of the film wanting to "pictorial," it was necessary to work the lights to keep the same salary earned in the "texture over render" the characters and the "Matte Painting" (see

"The Setting" - Tuesday, January 29, 2008).
Compositing

To integrate the Tramp in the hundreds of images where

it appears in the film, which was made into several "passes" ... what means that it includes a multitude of different layers (such as glare, transluscence of skin, hair, shadows ...) to help build the definitive treatment of the character.

can then integrate into the background, which itself may comprise several layers. Finally, we add to this the pass of FX * (the flies that fly continuously over the bum) ... so your bum will feel more free in a lovely scent of her appearances. * FX special effects. This includes all the particle effects (smoke, water, snow ...).
Here

different layers of an image and the final rendering:

+

+

=

Gaspard required a year of work to achieve the result you see in the film.

Thursday, September 4, 2008

Honey Extractors Sale

The End Trailer Gaspard

By Vincent Caudeville 3 / Cooking

Texturing The over-render

The Tramp modeled after going to need a few colors and materials

. For this first step is to use a rendering occlusion * 3D modeling and character to paint this picture (using a program like Photoshop) intentions colors and materials
to have a clear idea of

final appearance of the character.

This work is called "texture over-render" was directed by

pass the occlusion

over the pass-render

The Texturing

Second, we conduct what is called a UV unwrapping, **

this means that we will unfold the "skin" of the character, like the back of the tanner

to animal skins to paint the texture of the skin,

of clothing, accessories (the mapping).

The

UV unwrapping and mapping of the face of tramp The Shading
The final step is to create the material of People, more commonly called the

shader. This step allows you to work different

aspects of the skin (transluscence. ..) and the different effects of materials or articles of clothing (fabric matt, shiny of metal ...). The texturing was done by Gaspard Baillod

Stephanie, who has created

this aspect dusty and dirty (but not too much) desired ... * made contact with the shadows of 3D modeling
** principle is to unfold 3D 3D modeling to paint the texture

2D solid.