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Back to homeDavid Gh / Links To the tutorials! / General / Making of Monster Job Hunter

Making of Monster Job Hunter

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David Gh
Making of Monster Job Hunter
727 days ago 03.12.2007 11:16:46 Quote('1086020','1086020','8','207')">Report spam


Making of Monster Job Hunter

On this project I used Lightwave 3d for modeling and rendering, via the Fprime renderer. Maya was used for rigging and animation. To bridge the two together I used the freely available plug-in Maya2Lw, which allows you to transfer animation data from Maya to a mesh in Lightwave for rendering. I used Zbrush for detail modeling and texturing, After Effects for compositing, along with the indispensable Photoshop. I used a home built PC with a AMD 3800+ dual core processor and 3gb of ram for rendering, along with a Dell m1710 laptop with a Intel Dual Core 7200T processor and 2gb of ram. I had additional rendering help from Hoyt Lindley of Horseback Salad, and even heisted my son's slow computer for some rendering when things got tight.

For this project, I was hired as a freelance artist to create, animate, render and composite the cg monster into the live action shots. I also ended doing some work modifying background plates when there was not enough practical gore effects or when the set needed to be extended. I did all of the work at my house over a 4 month period and communicated with the director either through phone or email as needed. About once every 2-3 weeks we would meet in person for project meeting. While not getting into specific details about every step, I will instead focus on general workflow decisions and what led me to make them. Having worked almost exclusively in games, I have no film industry experience, but hope to show that it's possible to do some respectable effects work on your own computer for a short film like this.




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