Show Reel May 2009 Breakdown
Music: Mission Impossible Theme (1988)
Scene #1: Intro scene with explosion; 3ds max and AfterBurn
I created the entire animation. I use Particle Flow for the fuse and the AfterBurn plug-in for the smoke and explosion.
Scene #2: Low-Poly Game Asset; 3ds max, Photoshop and particleIllusion
I did everything from modelling to lighting. All the textures were painted from scratch using Photoshop. The fire in the fireplace is an animated texture created using particleIllusion.
Scene #3: Low-poly Game Character; Maya
This was part of my bachelor thesis at the University of Skövde. The goal was to model three levels of detail models using less than 500, 1000 and 2000 triangles respectively. The concept art for the character was created by one of my class mates.
Scene #4: In-Game Special Effects, 3ds max
An attempt to create an in game spell effect using low-poly meshes and animated texture. I used 3ds max’s procedural maps to create most of the textures.
Scene #5: Match Moving and VFX; PFHoe, 3ds max, AfterBurn and After Effects
I did everything from filming to compositing. PFHoe was used to track the camera motion into 3ds max were I modelled, textured and applied physics to the concrete blocks. The explosion and debris was created using Particle Flow and AfterBurn. The final composition and masking was done in After Effects.
Scene #6: Compositing and Post Production – the motor cycle; After Effects
The model and renderings were done by my teacher. I put it all together in After Effects with different render passes and coloured it.
Scene #7: Compositing and Post Production – the walking man; 3ds max, MAX2AE, After Effects
This was an exercise in working with 3ds max and After Effects using the MAX2AE plug-in. The material for the scene was supplied by my teacher. I exported the camera movement and lights from 3ds max to After Effects and made the final composition.
Scene #8: Compositing and Post Production – the vignette; 3ds max, MAX2AE, After Effects
This was an exercise in working with 3ds max and After Effects using the MAX2AE plug-in. The material for the scene was supplied by my teacher. I exported animated omnidirectional lights from 3ds max to After Effects and used them as particle emitters in 3d-space in the final composition.
Total Run Time: 01.03