The Showdown, Mike Zhang (3D)

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  06 June 2013
The Showdown, Mike Zhang (3D)

Title: The Showdown
Name: Mike Zhang
Country: USA
Software: After Effects, Maya, mental ray, Mudbox, Photoshop, VRay, ZBrush
Submitted: 27th June 2013

Inspired by the work of Ashley Wood:

Collaboration project with Daniel Kho for our Vray class at Gnomon. The idea was to design, build, and render a cinematic sequence based on two of Ashley Wood's robot concepts, Bramble (the green robot) and Bertie (the black robot). The entire process took around 10 weeks with the final 2 weeks consisting mostly of rendering.
Softwares Used: Maya, ZBrush, Mudbox, Photoshop, After Effects, Nuke, Vray, and Mental Ray


Last edited by mik3zhang : 07 July 2013 at 05:12 AM.
  06 June 2013
aw yiss! we did it!
  06 June 2013
Here's a render of shot 2:

And shot 3 of the sequence:

We modelled, textured, lit, and simmed the effects in Maya, rendering most of the scene with Vray except for the effects which was done in Mental Ray. We also used ZBrush to sculpt some of the details, Mudbox and Photoshop to texture the robots and the scene, and Nuke and After Effects to composite it all together in the end. Any critique is welcome!

Last edited by mik3zhang : 07 July 2013 at 11:00 PM.
  07 July 2013
We also uploaded a breakdown of the shots: Check it out!

Last edited by mik3zhang : 08 August 2013 at 05:53 AM.
  07 July 2013
Very cool scene! Great composition; nice rendering! cool action.
  07 July 2013
Looks great. Nice surfacing, in particular.
Brian "balistic" Prince
"tessellaters gonna tessellate"
digital art / hi-tech soul music
  07 July 2013
could feel the fight. awesome work
  07 July 2013
Bright future!

Mike, if this is you and Daniel's final pieces just out of school, then I think the two of you have a bright future ahead of you. Additionally, it is great to see you put all the elements together to showcase a variety of skills. In particular your texturing looks great on the robots.

Critique - Only areas for improvement would be some of your background pieces. Specifically, the stone debris which feel like they are broken off from the columns feel very soft and in some cases like the pieces are just slightly floating. Chunks of stone, especially those broken from walls due to bullets, etc., tend to shatter with very sharp edges. Honestly, for your piece, the characters are the main focus, so it isn't a big deal, I just notice it as I have had to make countless amounts of broken debris sets in my days in the industry

Seriously though, really nice work. Cannot wait to see more in the future!
  07 July 2013
Thanks so much for your awesome comments Seth! We're actually still in school right now, going into our last year, but we're definitely hoping to crank out a couple more pieces like this soon!

And regarding the debris and column pieces in the background, we were actually thinking around the same thing and had displacement and bump maps ready to apply to them. But in the end, we realized that it was going to be out of focused anyways and graded enough to where the detail from the displacement and bump would not be worth the extra render time. Also, like you said, the main focus was on the characters so it also backed up the composition too!

Also, looking forward to checking out your tutorial on the Demystified piece Seth, can't imagine what secrets you will share from working on so much awesome stuff!

Last edited by mik3zhang : 07 July 2013 at 06:58 AM.
  07 July 2013
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