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  • 04:37 New An Empirical Rig for Jaw Animation

    An Empirical Rig for Jaw Animation

    by cgshort Added 8 Views / 0 Likes

    In computer graphics the motion of the jaw is commonly modelled by updown and left-right rotation around a fixed pivot plus a forward backward translation, yielding a three dimensional rig that is highly suited for intuitive artistic control. The anatomic

  • 03:01 MATCH CUT: The Art of Cinematic Technique

    MATCH CUT: The Art of Cinematic Technique

    by cgshort Added 5 Views / 0 Likes

    A compilation of movies that use the visual match cut as a technique to join two different scenes. Films that appear: Stoker (2013) Psycho (1960) Frida (2002) The meaning of life (1983) Minority Report (2002) Up (2009) Pirates of the Caribbean: The Curse

  • 00:17 Baked Beans RnD

    Baked Beans RnD

    by cgshort Added 5 Views / 0 Likes

  • 00:17 Spaghetti RnD

    Spaghetti RnD

    by cgshort Added 12 Views / 0 Likes

  • 01:44 ChronoSculpt Teaser

    ChronoSculpt Teaser

    by cgshort Added 16 Views / 0 Likes

    LightWave 3D ChronoSculpt Teaser

  • 04:07 dragon cfx demo, model and animation by Jonathan: http://jonathansymmonds.com/

    dragon cfx demo, model and animation by Jonathan: http://jonathansymmonds.com/

    by cgshort Added 12 Views / 0 Likes

    this is a sculpting cfx tool

  • 08:52 Shot Sculpt

    Shot Sculpt

    by cgshort Added 33 Views / 0 Likes

  • 03:00 User-Guided Lip Correction for Facial Performance Capture

    User-Guided Lip Correction for Facial Performance Capture

    by cgshort Added 16 Views / 0 Likes

    Facial performance capture is the primary method for generating facial animation in video games, feature films, and virtual environments, and recent advances have produced very compelling results. Still, one of the most challenging regions is the mouth, w

  • 01:46 PhaseNet for Video Frame Interpolation

    PhaseNet for Video Frame Interpolation

    by cgshort Added 43 Views / 0 Likes

    Most approaches for video frame interpolation require accurate dense correspondences to synthesize an in-between frame. Therefore, they do not perform well in challenging scenarios with, e.g., lighting changes or motion blur. Recent deep learning approach

  • 01:19 Animation Rig - #2

    Animation Rig - #2

    by cgshort Added 30 Views / 0 Likes

    bones Rig training, animation training & Chop nodes exploration for : - real time car animation (keyboard chop) - realtime camera animation (gamepad chop) - automatic overlaping/ follow trough animation effect (lag & spring chop) - keyframe animat

  • 00:12 RAINFOREST in HOUDINI

    RAINFOREST in HOUDINI

    by cgshort Added 30 Views / 0 Likes

    A small test in HOUDINI of drops simulation and displacement maps. The compositing was done by Jonny Munevar and Felipe Mendoza.-

  • 05:54 [SIGGRAPH 2018] A Multi-Scale Model for Simulating Liquid-Fabric Interactions

    [SIGGRAPH 2018] A Multi-Scale Model for Simulating Liquid-Fabric Interactions

    by cgshort Added 29 Views / 0 Likes

    Project Page: http://libwetcloth.info/ Source Code: https://github.com/nepluno/libwetcloth We propose a method for simulating the complex dynamics of partially and fully saturated woven and knit fabrics interacting with liquid, including the effects of bu

  • 00:15 Going to the Blacksmith

    Going to the Blacksmith

    by cgshort Added 28 Views / 0 Likes

    Going to the blacksmith, gonna get some shoes. Animation and music by Hombre_McSteez Instagram............. @Hombre_McSteez Patreon.................. https://www.patreon.com/hombremcsteez

  • 00:44 Formula 1

    Formula 1

    by cgshort Added 24 Views / 0 Likes

    In our latest car RnD project - Formula 1, we’ve been exploring on how to best create a dynamic camera animation and with a full CG car animation. We used the leading 3D software Maya from Autodesk and Redshift as the renderer. More on www.3dcharact

  • 01:31 The incredible Hulk - Making Of

    The incredible Hulk - Making Of

    by cgshort Added 33 Views / 0 Likes

    The model was created in Zbrush and Maya and rendered with Arnold in Maya. A bones and muscle reference was used to built up the Hulk. For the shading we used Arnold SSS Skin Shader with bump textures, displacements, color textures, and specular textures.

  • 00:52 The Mill’s Real-Time Animation System

    The Mill’s Real-Time Animation System

    by cgshort Added 84 Views / 0 Likes

    Ever wanted to direct, perform and animate CG characters in real-time? That's what Mill+ Creative Director Jeffrey Dates' brainchild allows you to do. The Real-Time Animation System (RTAS) utilizes real-time rendering technology and a custom-built, CGI vi

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