SUVA risk - Procelain insurance commercial

SUVA risk – Procelain insurance commercial

SUVA risk – Procelain insurance commercial Swiss commercial for an insurance company. I left some of the voice over in so you get an impression of the final spot (it's Swiss-German dialect, he talks about how fast the accident happened and what all was broken and how expensive the treatment got without insurance). It's a bit dragging admittedly but it's a slow pace commercial after all! After the final spot you see some animations and camera angles that didn't make the cut. In case anyone is wondering what the top right counter is: That's the amount of money all his surgeries did cost in Swiss Franks... The basic mesh was delivered from client who also rendered the final image in Maya. Fragmentation was done in RayFire and simulated at regular speed forward (triggered by a sphere for activation of sleeping objects), then time reversed in max and stretched by 200%. Some hero pieces are hand animated because there were special timing requests, like the head has to go last, e.g. everything was baked out of 3DSmax and then ported to Maya via FBX to be rendered on client side. Quick little project. around a week's work on the side... Done for Recom Farmhouse, London (

battle of vienna movie

Battle of Vienna – RnD and Master Scenes

Battle of Vienna – RnD and Master Scenes I was approached by BlowFishVFX to help them out with some canon fire and dirt hit/mortar impact setups for a polish movie about the "Battle of Vienna" when the turks sieged vienna: The international/english title is "September Eeven, 1683" in case you wonder. My part was RnD and master scene setups in less then a week time to create ready made sims/setups that could be popped to objects in scene. Every effect was linked to a master point helper and could be merged and scaled and positioned into place where needed. Like a ready made library item. The canon smoke is pretty violent and noisy. That's due to the windy reference of practical shots. The first few rows of canon would be practical. Some are too violent but that was RnD only 😉 Overall the look was more defined by the practical elements in order to match! Also please pardon my shitty canon animation... Same goes goes for the dirt hits. They were composed in with practical effects like wood bursting, dust and ground/dirt charges that were filmed practical on set. The trailer can be watched here: official movie site: imdb site: some behind the scenes in polish:

Droid DNA Commercial

Droid DNA

Droid DNA Droid DNA commercial. This was more of a helping out gig for "The Colony" in NY. I was responsible for hexagons assembling the chassis of the phone, assembling it's 1080p HD hi-def screen and the "beat audio" powered speakers. I used Box# for the random motion and slowing down gradually when getting close to the low res phone chassis i got from the client. The sound was FumeFX driven particles rendered in Krakatoa. FumeFX Follow influence was animated by audio controller, hence the pulsing/bouncing. 5 days total on and off, hexagon elements where exported to Maya and rendered on client side. HTC "Droid Rising." The Droid DNA by HTC launch video. TRT 00:00:55 Agency: Works Creative Director: Julian Rad Production Company: The Colony Creative Director: David Gaddie Executive Producer: Angela Bowen Director: Andreas Berner Producer: Nathan Jew Designer: Jordan Lister Final Compositor: Nick Crist 3D Animation Lead/Lighting: Szymon Weglarski, HiFi 3D 3D Modeling Lead/Rigging: Jonathan Dorfman, HiFi 3D 3D Animator: Akira Thompson 3D Animator: Thomas Panayiotou 3D Animator: Georges Maragdis 3D Animator: Parthiban Selangovan 3D Animator: Elias Saliba 3D Animator: Paul Wei Krakatoa/3dsmax Artist: Anselm von Seherr-Thoss 2D Animation Lead: Joseph Spaid 2D Animation: Birgit Rathsmann

Incendii commercial show reel 2013

Incendii TV-Commercial-RnD Reel 2013-1

Incendii TV-Commercial-RnD Reel 2013-1Like us on Facebook 🙂 I haven't done a new reel in over 2 years (which is a good thing, i am busy 🙂 ) but over the holidays i sat down finally and made a new one. Enjoy! This reel shows work on new Commercials for Coors Light, HTC/Droid, Qualcomm "SnapDragon", British Gas and others as well as some short Movie work and movie R&D, TV shows like HOUSE MD and The Asset, music videos for David Guetta, Black Eyed Peas and Willow Smith and portions of RnD and viral youtube videos. A new film reel is coming at some point as well but it takes its time to gather over 3 minutes of brand new film material 😉 . Most of the movies and game cinematics i worked on recently are not even out yet. I sneaked in 3 smaller movie gigs however 😉 Shot breakdown: For wireframes, viewport previews and all things "Making Ofs" please check out my vimeo profile with 175 videos: Thanks for watching and thanks to every artist who participated in making this possible! Websites: Meet me on social networks: Twitter:

Wizards of a Waverly Place - The Movie "Alex vs Alex"

Wizards of a Waverly Place – The Movie “Alex vs Alex” Mini Making Of

Wizards of a Waverly Place – The Movie “Alex vs Alex” Mini Making Of I was approached by Encore Hollywood to help out on the Wizards of a Waverly Place movie "Alex vs Alex". I was responsible for most magic wand effects and impacts for ca. 40 shots, this is just a variety selection. The sporty part was the tight deadline of 4 work weeks for round about 260 elements for 40 shots. Each effect was rendered with a geometry core (a spline rig with noise) and 2 different looks that were each rendered with RGB by velocity and by age which totals to 5 elements for 1 magic wand effect. Some times there is both witches fighting and there are impact bursts. So all in all a tight deadline which averages in 3 shots a day setup and rendered 😀 PFlow with Box#3, FumeFX, Krakatoa and global KCMs for the gradients. Peace out to John Rand who helped with the initial KCM madness.

RayFire and Thinking Particles Stone Wall destruction

RayFire > TP: Stone Walls

RayFire > TP: Stone WallsA bunch of test using the new RayFire Modifiers. Play time 🙂 The walls are actually modeled wit Polyboost. Very simple to do. I then detached the individual stones. In the first video i pre-fragmented the rift with the RayFire Fragmenter and then attached it all back together so i could use the RayFire Cluster modifier to make interesting big chunks. Those are then piped into TP and triggered by a Sphere (InMesh operator). Based on size and impact velocity they dynamically break with VB upon ground hit. To give it some extra kick the activated fragments get a little spherical high turbulence wind and spin once upon entering the active group. The fragments are also sticking into the ground a bit. I envision that to happen if a 1ton piece of stone hits sand or mud... The second and third video is the same setup minus the dynamic VB breaking, everything is prepped with RayFire modifiers. The third one "melts" pretty bad but i like the high friction connectivity without using any joints. (Also nasty material popping, i with there was a good and easy way to re-shade TP post caching) The fourth video is slightly different, here the rift was fragmented inside of TP with 2 cascaded VBs. The simulation is driven by a proxy sim of just 40 pieces that are pushed over. then Pattached the small pieces to that. works okay if you want it to fall to rubble along the way 🙂 check out the proxy sim which is very low res. The last test was an accident. Tried to joint it but too much Elasticity and not enough friction exploded the whole operation

Star Trek 2 - Into Darkness Movie VFX

Star Trek – Into Darkness Making Of

Star Trek – Into Darkness Making OfThis a little making of from the shots i touched on Star Trek - Into Darkness. I created elements and libraries for 13 shots for AtomicFiction. Mostly for the breaking apart machine room. Busted pipes, bursting steam, exploding valves, all that kind of good stuff 🙂 Hero elements were simulated in the real shots. Smaller elements were simulated individually and prepared for easy merging. I then uploaded my scene files and caches to AtomicFiction so layout artists could pick elements that suited the situation from the library and pop them into the scene where needed. The second big task were the "Arroyos". A geysir type tectonic activity on the planet where Bones and Eve disarm the Photon-Torpedo. Again here i created around 30 library sims that the supervisor Kevin Bailey could pick from and wemixed and matched what fit best. Lastly there was Kirk to be put to rest in cryo sleep. Everything is 3dsmax, FumeFX and VRay. All sorts of sources (particle, simple, object). I would like to add that Star Trek was a suuuper fun experience together with AtomicFiction. Super cool team!