Here is a look at the work I did on Madagascar 3 : Europe's Most Wanted. I was responsible for the visual development of the shaders, materials and texture maps of various characters, environments, and props. I also helped construct the generic human system of shaders, which enabled the Crowds Department to create thousands of variations of humans.
We also created a complex shader that allowed the crowds department to create variation among the characters. Characteristics like hair color, race, make up and age are all integrated in to a single modular shader.
A great close up to show the level of detail in her skin and eyes.
In this shot i created a lipstick material that FX and lighting revealed through animated compositing.
Just a great shot
The gang's all here!
I surfaced the Fairmont hotel, including a simulated 3D interior. The tunnel underneath, and the waterfront.
The production designer wanted to have a feeling of water color in some of the macro textures. You can see that I did that on the face of the wall. Its just in the diffuse while the material properties are just that of common cement.
The challenge was to get the right amount of spec and reflection on the interior tiled wall.
The ceiling, walls, pillars and road are all fully rendered 3d elements.
More action in the tunnel
Great shot of Dubois in the exterior lighting scenario.
I this shot and many like it, it is necessary to create unique maps and textures specific to the shot because of a strange camera angle. In this shot, the basis of the dirt had been created by another surfacer, but I need to upres and add detail to dirt and wet shapes.
These french cops are just special breakouts from our generic system. Once broken out I needed add some shot specific refinements so they would hold up when featured. I also spent a lot of time refining the material behavior of the clothing as the exterior lighting set up was very different than the visual development setup we use when creating the materials.
I can do props too! The challenge on this film is to add the touch of show's design to many of the natural shapes. In this case the rust been added just so.
My friends did the tent and the colosseum.
I surfaced the entire Ducati showroom and the bike in the window. The challenge was to have brand new man made materials like chrome and plastic look new but not too computer generated. The best way to help that is to hand paint the spec maps to add just a smidge of variation.
Modeling provided the MC curve for the wig. From there i used a marschner hair material and some styling techniques to give the wig its fluffy feel. I also created a make up material and painted all the color maps to give Mary his clown look.
The art dept provided the posters and maps, but I created textures and materials for all the rest.
For this shot we needed an entirely different version of Dubois. She has different geometry for her hat and hair to look soggy. Then i created wet versions of the skin, cloth and fabric materials that were frisketed together with the original versions. The look of the wet hair was an interesting study. The instinct would be to just tighten the spec shape and darken the diffuse, but in actuality, the spec becomes quite broad and noisy on real wet hair. I then added a few fly aways for that just dipped look.
A good way to see how many looks we could get with one shader with many choices for variation.
Again, look at all the different ages, races and make up levels we got with one shader.
I needed to create a cut that would read on screen, but not gross out all the kiddies.
I also created the mascara material and mask that FX later animated to create the running look.
The challenge was getting our surfacing pipeline to work with this Houdini generated net.
Funny shot with all the clown wigs
I surfaced all their skin, clothing and hair