>showreel 2010

•August 11, 2010 • 1 Comment

©Dave Davidon showreel 2010 on .

The living room scene, wips and final shots etc

•February 6, 2011 • 2 Comments

Someone was interested in seeing some wip, wire shots of one of the interiors I am doing and I thought it might be interesting to show a couple of project wip shots on here to. So to start with I decided to show the living room scene i created a while ago. It is based on our actual living room so I could get all the dimensions and details down.
I created the scene in cinema4d, moi and rendered with fryrender and AR.

Finished shots rendered with Fryrender. I also used a flash-light shot for the night shots. This is basically using a small, strong powerful light (emitter) inside an opened reflective (chrome) cone. Which is then placed above the camera. Works pretty well, but as of most styles it’s not to everyone’s taste.

Now some wip renders, screen grabs just to show some of the work flow and details added to the scene.

Room filling time ( if its in the real room I will try to add it to the c4d room) …

The pine items…

The blinds I tried to add as much detail as I could to them, but I didnt add any SSS to the final as that would have killed my computer.

Some other room fixtures…

Well that should give you a good idea on how I work etc. I know some of the detail you can’t see, but I know its there and I honestly thing aslong as your computer can handle it and you have enough time etc then it adds to the scene, making it look more natural even if its just seen in a shadow or reflection it all helps. (imho).
here is a test video I made of it ( I am planning to do a show reel and might include this room)

2d camera animation test of the living room scene from dave davidson on Vimeo.

I’m surprised…

•February 6, 2011 • Leave a Comment

>I’m surprised, well not really that I have had so many people downloading items some are well over 2000 downloads and yet they seem to have no comments and I still seem to have only a few followers. It would be nice to see some comments and new followers (basically activity going in both directions not just in the download direction, unless you are all leech-bots then ok you dont need to comment :))

Oh and it would extra special if you felt you needed to show your appreciation with a small donation using the button on the right🙂 ——>

>8 sets of taps free to download

•February 6, 2011 • 3 Comments

>
8 sets of taps free to download, i created them in moi and imported them to c4d. Same rules as before DO NOT ABUSE these…

click to download

cinema4d v11.5 and obj

>Free tinsel and bauble models

•December 8, 2010 • 1 Comment

>
free xmas tinsel and bauble model only in cinema4d format V11.5. no materials and i have not converted down the tinsel so as long as you have mograph you can reshape it. Oh and this is not the best way or prob not the fastest way of doing it, but one way of doing it🙂

(do not remove images, models and use on other sites, you can link to this blog but do not copy and use on your own site. Also remember credit where credit is due and all that Jazz :))

click to download

Same rules apply dont abuse it.

>HAPPY XMAS 2010

•November 29, 2010 • Leave a Comment

>
that time of year again and i’m wishing you all a happy Xmas and great new year

>3Dconnexion SpaceExplorer 3D mouse mini review

•September 10, 2010 • 3 Comments

>

I was first introduced to my number one piece of hardware when I started using SGI machines and Unigraphics about 13yrs ago ( maybe more). The company had IBM spaceballs on all the machines. Well after getting used to using them I have never looked back. When I could I bought a spacemouse 5000 usb which was almost the same as the IBM just a newer model and the company was now 3Dconnexion. They offered me a trial but I knew I would be buying it as I was used to how they worked, but it was a nice thing for the company to do as its nice to try before you buy. I used this 3Dmouse for years until early this year when I upgraded to the new spaceExplorer, it was a newer design and they replaced the ball with a knob design I wasnt sure if I could get used to the knob design as I felt the ball fitted my hand better. I was wrong the design was great and fitted just right. The 3D mouse was still as solid as before and has the right amount of weight for it not to move when being used. The placement of the buttons was also just right and the design was more slimmed down and modern than the previous model, which is always nice. So let me run through how I use mine and why.
The software I use mine on:
Cinema 4d
3ds max
moi
photoshop
The 3Dmouse is easy to set up in all the applications listed above. It has a very handy control panel that lets you set up the 3Dmouse to the apps you are using. Here you can map the buttons to the short cut / commands you use the most. It will also automatically switch to the settings you have made for each app on start up of said app. There is also a handy button the 3Dmouse that will take you instantly to the 3Dconnexion control panel incase you need to make a quick change. There are a lot more settings in the control panel that allow you to tweak the axis speeds for zooming, panning, spinning etc.
When using in cinema4d you can decide if you want it to navigate, fly or move the object. Mine is always set to navigate. This is true for all the 3D apps I use it for. When I am in a modelling session I can place my left hand on the 3Dmouse and right hand on my regular mouse and off I go. Using the 3Dmouse gives me a more natural way of moving in and out and around the model, with very little wrist movement. Sometimes when working on large scenes it is easier to use than my mouse as it gives me more control and while zooming in to points in moi with the mouse can sometimes be hit and miss with the 3Dmouse it isnt I just slowly zoom in and get the job done. I have all the short cuts set up on it so when modelling I hardly touch the keyboard. Which is good as moving your hand from here to there while working slows you down and because my hand is resting on the 3Dmouse I do not get the wrist strain I would get from leaning over the KB all the time. I am so used to using my 3Dmouse now that when I am on another computer my left hand automatically reaches for the 3Dmouse which isn’t there. I do this over and over until I get it into my thick head I have to do it the old way. I should really buy another one so I can take it with me. Or better yet buy the space pilot and carry this one with me. Then I would have the best of both worlds. Now I know I added photoshop to the list and I know its not a “3D” application, but the 3Dmouse saved me a lot of stress on a number of jobs. For example on one job I had to manually paint out cricketers from every friggin frame ( manual rotoing is fun ) and I set the 3Dmouse buttons to open, save,brush, etc and then used the 3D mouse to zoom into the painting area, out and pan around so it was wacom in one hand and 3Dmouse in the other and it worked out brilliantly.
So the bottom line is I couldn’t work without mine sat next to me (well I could but it would get annoying and distract me from working). I know a few peeps that feel the same and I know a tiny few peeps that can’t get on with them, but if you are like me and work in a 3D viewport every day of the week then you owe it to yourself to give one a try. I haven’t had any issues with any of the 3Dmice I have owned and each one has made the money back pretty swiftly, so I haven’t lost anything only gained. My only wish is that I could use it in zbrush which would make working in zbrush soo much nicer I keep trying it every time i am in zbrush then going D’oh when I remember it doesn’t work ( there might be support for it soon though as I know there are loads wanting the same so there is hope).
I hope this helps if you are interesting in trying one of these out.

>Basic XPresso car tutorial

•September 10, 2010 • 1 Comment

>In this mini tutorial I shall show you how to make the wheels of the car rotate as the car is moved, while also rotating the light (siren). Now this is a very basic tutorial just to give you a taste for what Xpresso can do ( I am not an expert in Xpresso nor do I claim to be, this tutorial is meant an introduction for someone that hasn’t used it before).

The result shown in the below link
basic_Xpresso_car1
Step 1, create your main car body, wheels and siren and drop the wheels/siren onto the car object in the Object manager ( making them children of the car object, easy way to make them move with the car). Then place all these into a null object. Make sure the car object is set at 0,0,0 in the scene.
Step 2, right click on the null object in the Object manager and goto Cinema4d tags, then go down to Xpresso. This will place an Xpresso tag onto the Null object ( it doesn’t really matter where you place this tag as it doesnt effect the results).
Step 3, now double click on the tag to open the Xpresso manager and drag the car into it. Do the same with the wheels and siren. Then arrange them like shown below.
Step 4, click on the red square on the right of the car (node) and go down to coordinates, position, then position Z ( this is the axis direction in which the car will travel ).
Step 5, now click on the wheel blue square top left and go down to coordinates, Rotation, Rotation P ( as this is the axis you will want the wheel to rotate around). Do this for all the wheels.
step 6, now drag the car’s red dot to each of the wheels blue dots this will connect them all. Now when you move the car in the view port the wheels will rotate.
step 7, now for the light. This is slightly different to the wheels as we want it to rotate as the car moves but we dont want it to rotate as fast, so I have used a range mapper to control it. So follow the image below to make a Range mapper ( by right clicking on an empty part in the Xpresso Editor)
First set the blue top right square of the light/siren to coordinates, Rotation, Rotation H ( this is the axis we need to rotate the light on when the car moves forward). Now connect that to the Output on the Range mapper ( red dot) and then connect the input of the Range mapper to the cars Position Z ( red dot). Now when you move the car the light should rotate.
step 8, select the Range mapper box/node in the editor and then goto the Attribute manager and in the input/ output range select “percent”. Then change the output upper to 1%. This will make it rotate at a slower rate when the car is being moved.
Well thats about it. Like I said this is a very basic set up just to give you a first look at Xpresso. Xpresso is a very powerful system and one that can speed up and improve your workflow. I will post some more tutorials on Xpresso soon and hope that this one is useful to someone.
scene file:
(v12 file)
 
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