Wednesday, July 30, 2008

Luger



So i just finished watching a band of brothers and there's this guy who is obsessed with finding a luger for his brother back home. Anyway, after that, i got the idea of making a luger. It was a bit difficult finding good blueprints for it, but i managed with what i found.

Tuesday, July 29, 2008

Cell Phone Job




These are some phone which i modeled for a freelance job that i got. They'll be in a Rogers commercial soon i believe.

Thursday, May 1, 2008

Gabe Lopez Demo Reel



This is my demo reel. I know, it's basically my film with a bit of what i did for Side Effects Software last summer. The reason i made it this way is that i want to specialize in 3D animation, and even though i know classical animation is the key to having good 3D animation, i realized that this is the most work i have ever put into any project during my 4 years at Sheridan, and hopefully it shows the dedication and commitment i am willing to give to make it in the industry.

Anyway, everything about my film was all done by me using Maya, Photoshop, and Zbrush. The compositing was done in After Effects and Premier.

The rolling egg and dragon was a team effort at Side Effects using Houdini 9 for their short demo to be seen at SIGGRAPH. My responsibilities were to design and storyboard the whole sequence. After that, i was given the charge of creating the dynamic animation of the egg rolling and then the effect of the egg shattering. Houdini is an excellent program for simulations and it was a really an excellent experience working there last summer.

Final Film



My final film that got me that degree at Sheridan College. I wish i had more time to work on the credits and intro title. I know there are some people that i forgot to mention so forgive me if you think you should be in the credits and i did not add you. Drop me a message and we can work something out hopefully.

Prop Designs



Here are some concept drawings which i did early into the school year. At some point i realized that having a complex armor wasn't going to animate very well so i decided to simplify them. The final versions don't look that far off from the concepts. Still, the process of going from complex to simple was very critical when it came time to model and rig, and specially to animate.

Set Designs for Final Film




These are some of the sketches that got me to my final set design. I mostly looked into European cathedrals to get that old medival look to it. Coming up with set designs is much harder than most people imagine so my hats off to whoever does it for a living. Oh, before i forget! The room was textured with high-res brick images which were also used for the bump map. I know it's hard to see the bump, but believe me, it looks much better with it there. Anyway, the set was all rendered using Maya software render instead of mental ray.

Film Art Concept for Characters




These are some concept drawings which i did to inspire me while making the characters for my film. The shading network for both characters was pretty straight forward. i mapped out the colour, diffuse, specular, reflection, bump, and displacement attributes which gave the armor a more believable look to it. The armor decorations were sculpted in Zbrush and brought into maya as displacement maps. It took some time to get it looking right, but it was worth it. Sadly, the nCloth stuff never made it to the final film, but i had to decide what was most important: having a rendered and polished film, or a playblast film with cloth simulation. Anyway, i will constantly keep improving my character modeling and design, so keep a look out in the near future for an update!