Archives: WIP

Want to finish the bike!

After some really busy time, I take again this project.

I really want to finish it! but Now I’m on to small parts modelling, it’s tedious work. I’m really willing to move into texturing soon :)


Really Busy! but playing with ParticleFlow

I’ve been really busy for a couple of months now, finishing some projects for a great company in Barcelona.

The first project was about bugs, but still I can’t show nothing because it hasn’t been released yet.

And the second project, and the most interesting for me from the both, was about satellites and space debris! and of course still can’t show anything.

In between i’ve also done other projects, but well architecture, events, and other stuff.

And now I just wanted to start looking at ParticleFlow a bit more serious, as a good generalist that I am, I must put effort in every aspect of 3d.. and the particles was maybe the part that I had forgoten for long time…  ( maybe because you need maths, and I’m terrible at math….. I guess I’ll need to refresh lot of stuff, trigonometry and so… )

Some colorfull test just Below! :

venus Wars Motorbike

Now I’m working on my free time ( very little free time this days ) on a motorbike of the anime VENUS WARS, I don’t like the movie specially, but the vehicle design I think is quite amazing and new for that time.

The problem with this is that the anime and illustrations lack lots of details that for a render are necessary… so I have to invent a lot.

I’m not sure if i’m gonna render this in a realistic kind ofrender or mixed anime + realistic textures? … saaaa…

venus wars motorbike
 venus wars motorbike

venus wars motorbike

currently working hard

I’m working on a company fulltime this month so thats why I didn’t updated so much.

Buuuut I have some stuff going on, on one hand I have the Kinonimbus animations ( the big haired, and with mushrooms ear monster ) that it’s almost finished… I will publish next week after some final retouch.

And in the other hand I’ve started a Bike 3D model from the anime VENUS WARS. The Anime is … Mhe… ! not bad. but I was mostly impresed by the design of the motobikes.

Here some final coloring of the scenes… i’ve used as a reference the japanese famous artist and animator Shinkai Makoto. that creates a peculiar color for the backgrounds that I love.

Everything you see in the frame is handmade CG, from the forest to the clouds, and of course the god.


I will upload some funny GIF with the Break down of the compositing… ( I’m not an expert in compositing but might be interesting to someone )


Mixing some anime techinques with the more “realistic” kind of render, gives much more push to the explosions.

Here is the  original compositing of the explosion, that I didn’t like.. is missing strenght and timming, also the amount of smoke didn’t make sense at all with that small explosion…. Needed to be more violent.
There is different elements in this explosion:  Sparks, Fire of the explosion, and post smoke )


In here is a finished version of the explosion, Playing with the same exact elements, but exagerating some sizes and, giving some Black and White frames inbetween, gives this flashing effect that makes much more sense on the eye.


I love this kind of anime techniques… mental note: “I have to do more!!”

first cloud composition

Here there is the first cloud composition, there is only 3 variation of clouds: a big cumulunimbus, a thin cloud, and a mid volume one…. of course i would need more variation, but I’m happy with the result, and damn fast to render!


rendering clouds

This days I’ve been rendering a lot, so not so much interesting things to posts, but now meanwile the renders are working, I was doing the clouds for the background.

From at first, I was thinking to use photography, but then i tough that i wanted to give the exact form to some of the clouds so.. I used FumeFX to create them.

Not bad results at all, a bit slow to simulate, but fast to render.


clouds_02 clouds_03

clouds_01cloud fume fx cumulunimbus 3d

WIP backgrounds



The sky is temporary, all the rest is 3D…
I spent time optimizing the rendering parameters to avoid flickering with the vegetation, and finaly I got nice rendertimes arround 10 minutes per frame.

Now i’m animating, and doing the dynamic hair simulation ( that was really messy with 3dsmax 2015 due the constant crashings / bugs ) so I went back using the 2014 for the dynamic simulation.

soon some more material! :)

advanced animatiks

Here there is an animatik, that I will render soon!  still some work to do… like adding wind to the hair.

Now I have to plan if I render the monster with the hair in the same pass, or I do another render only with the hair… let see what the rendertimes say about it.

Also for the first close up I will need another model with a much more detailed hair…






Creating the terrain, has been really heavy, too much to show, and full of vegetation… I really wana do a Spaceship animation next time!!!


I decided that I wont put too much detail on the background,  because the low deep of field won’t let lots of details to appear. just in the close ups…

So I will animate everything and then just make the scene beautiful on that shoot for “that” specific camera sight.


This rusty background, can be fixed easily by the DOF effect :)