Online Portfolio for Kristoffer Helander, 3D Modelling and Special Effects Artist. Watch my Show Reel

CG Blog

September 3rd, 2010 at 4:10 pm by Kristoffer Helander

It’s finally here, what you all been waiting for (some of you perhaps not knowingly)! A few months ago we were preparing for the final school project for our last year. A few of us teamed up determined to make a game – and made a game we did indeed.

Research Station 09 in deep space

Research Station 09 in deep space

Find out more and try it out yourself!

Read the rest of this entry »

December 11th, 2009 at 2:18 am by Kristoffer Helander

This is cool, you got to see this! The pain of endless render times will soon be history. Companies around the world is working hard to develop the future of rendering. And that is GPU (Graphics Processing Unit) accelerated real-time rendering of ray traced photorealistic renderings! So instead of waiting two hours, you just have to wait two seconds, for a rendered result on your screen. As I mentioned there are quite a few companies working on this kind of technology out there, and here are some of them.

Shaderlight (ArtVPS)
http://www.artvps.com/content/shaderlight/what-is-shaderlight

V-Ray RT (Chaos Group)
http://www.chaosgroup.com/en/2/vrayrt.html
V-Ray has one solution that is already available I think. Check out this presentation from SIGGRAPH 2009; V-Ray RT GPU Rendering Demo

iray (mental images)
http://www.mentalimages.com/products/iray.html
mental images and nVidia joins forces to create a real-time renderer using the mental ray and CUDA (wiki) technology. It will be available in mental ray 3.8 and the current version (3ds max 2010) is 3.7 so perhaps the next release of 3ds max (sometime mid-2010, perhaps) will include the iray renderer, wouldn’t that be awesome! :D

RealityServer (mental images & nVidia)
http://www.nvidia.com/object/realityserver.html
This is cool, nVidia is developing a server-side real-time rendering solution for web 3d. It utilizes the iray technology from mental images and renders the scene on a server and the image is then sent to all the client computers, all within just seconds! Check out a video presentation here: http://blogs.nvidia.com/ntersect/2009/12/nvidia-realityserver-30-now-shipping.html

Now wasn’t this really good news! :)

Cheers mates!

November 29th, 2009 at 8:43 pm by Kristoffer Helander

I always wanted to nuke a city… you know, CG wise! :P So I did a quick test with Particle Flow and Box#2 (PhysX) to figure out a way one could go about achieving such an effect. Anyway, here is a  rough render with a simple city built out of lots and lots of boxes; 16,130 to be precise.

My viewport struggled to display all the boxes but PhysX had no problem calculating the physics for me, which was very nice. And I finally figured out how to use motion blur with Particle Flow, that’s been bugging me for quite some time until now.

Next step will be to build some houses and pre-fracture them and then use those instead of boxes, add some particles for dust and debris and of course a huge mushroom cloud…

Cheers!

November 28th, 2009 at 2:23 am by Kristoffer Helander

During the production of Roland Emmerich’s apocalyptic disaster film 2012 Autodesk’s 3ds Max was used extensively to create very impressive visual effects. Here are some screenshots I grabbed from a “Making of” video, were you can see 3ds Max on the artists’ monitors.

2012_3dsmax_01

3ds Max with a dark UI colour, showing the ruins of Las Vegas in wireframe.

2012_3dsmax_03

3ds Max on the left monitor.

2012_3dsmax_02

3ds Max on the left monitor, with some fluid simulation it looks like(?)

2012_3dsmax_04

3ds Max on the left monitor with black viewport colours.

Check out the video and read the article here: Special Review: 2012 Film. The Making of. HD Video

The company behind the VFX is Uncharted Territory, LLC.

A new plug-in for 3ds Max called volumeBreaker was used to smash buildings and roads to pieces.

volumeBreaker is a volumetric geometry fracturing tool that will instantly create sub-geometry within any mesh - geometry that perfectly fits together and fills any given volume. With volumeBreaker Cebas brings a Hollywood quality destruction tool to 3ds MAX. volumeBreaker was developed in consultation with, and to meet the very exacting demands of, VFX artists working on multi-million dollar movies – because of this, volumeBreaker truly is a production proven tool.

The tool is being developed by cebas VISUAL TECHNOLOGY Inc. and you can read more about it here: http://volumebreaker.com/index.php?pid=product&prd_id=77&feature=912

Now, ain’t that cool? ;)
Cheers mates!


November 27th, 2009 at 11:53 pm by Kristoffer Helander

Big day today, I’ve just wrote my very first MAXScript ever! :D

Its function is very straight forward; it allows you to quickly toggle between the standard grey and pitch black colour of all the viewports.

The black viewport makes it easier to see particles when working with Particle Flow and the standard grey is my preferred option when working with other stuff. So this is simply an easy way to toggle back and forth between workflow.

Installation

  1. Put the file in your 3ds Max Startup Script folder (e.g. “…\3ds max 2010\Scripts\Startup\”
  2. Start or restart 3ds Max
  3. Go to Customize -> Customize User Interface…
  4. In the Category drop-down list select Nanne’s Scripts
  5. Assign the script to a hotkey, a toolbar, a quad menu or a menu; it’s up to you
  6. Start toggling!

A special thanks goes to Marco “KIT” Brunetta over at Tech-Artists.org for helping me with some of the code :)

Anyway, feel free to try it out. You can download it here: ViewportColourSwitch 0.1

Edit:
I’ve just added the script on ScriptSpot.com, so soon I will become famous, hehe :P Check it out here: http://www.scriptspot.com/3ds-max/nannes-viewportcolourswitch

Cheers mates, and don’t forget to comment! ;)

November 25th, 2009 at 9:25 pm by Kristoffer Helander

This is just amazing! Probably the coolest use of particles I’ve ever seen… or something like that. Matthias Müller is the genius behind this and it is absolutely brilliant!

It is done in 3ds Max with Particle Flow and the following plug-ins; FumeFX from SitniSati, Particle Flow Tools: Box #3 Pro by Orbaz and renderd with Krakatoa from Prime Focus.

Check out some other cool stuff Müller has done here:

http://www.vimeo.com/user624589/videos

http://matthiasm.cgsociety.org/gallery/

One day I will be able to create awesome things like this, just you wait and see! ;)

Cheers!

November 7th, 2009 at 9:46 pm by Kristoffer Helander

I finally got some time over to pick up where I left of with this piece. So I’ve been working with unwrapping and texturing for now. Texturing is something I really need to improve on. But I found some nice tutorials on the net that should give me some tips and tricks :) Check out my collection of Photoshop links here.

I also tried out TexTools 2.9 and it’s a really nice tool. It adds a lot of new features for unwrapping in max. They don’t always work or perhaps I just haven’t figured them out yet, but I still like it alot. Try it out, now! :)

Here’s the new update:

The Back Alley

The Back Alley

Comments and critique is always welcomed! :)

Cheers mates!

September 28th, 2009 at 11:42 pm by Kristoffer Helander

This will be a short post, but I’m done with the sculpting in Mudbox. So without further ado here are some screen captures of the different Sculpting Levels.

Xellyr Spider Level 0 (2040 quads)

Xellyr Spider Level 0 (2040 quads)

Xellyr Spider Level 1 (8160 quads)

Xellyr Spider Level 1 (8160 quads)

Xellyr Spider Level 2 (32640 quads)

Xellyr Spider Level 2 (32640 quads)

Xellyr Spider Level 3 (130560 quads)

Xellyr Spider Level 3 (130560 quads)

Xellyr Spider Level 4 (522240 quads)

Xellyr Spider Level 4 (522240 quads)

Xellyr Spider Level 5 (2 088 960 quads)

Xellyr Spider Level 5 (2 088 960 quads)

I got it up to about 2 million quads (4 million triangles) and then my laptop was down on it’s knees :P Here is a quick test of the generated Normal Map in 3ds max.

Xellyr Spider with Normal Bump

Xellyr Spider with Normal Bump

Next step will be to do some texture painting in Mudbox, will be fun to see result of that -  stay tuned! :)

Cheers mates!

September 20th, 2009 at 9:26 pm by Kristoffer Helander

So it finally finished, and I’m very satisfied with the result :) But one step at the time. My next step was add the breakdowns. Breakdowns are used for defining the motion and cleaning up the interpolation between the extremes. Here it is with added breakdowns.

After that I switched over to the Straight Ahead method rather then Pose to Pose in order to add Secondary Action, Follow Through and redefine the Inbetweens. Also I started to work on the Facial animation, not a very easy task I tell you! :S He is talking very fast and at only 24 fps there was only about 2-4 frames per word to work with. But I think it turned out pretty well :)

But ‘nuf said, here is the end result – enjoy!

Feel free to comment and suggest improvements so that I will evolve as an animator :)

Cheers Mates!

—————
Don’t miss the first parts:
Part 1
Part 2

September 20th, 2009 at 8:41 pm by Kristoffer Helander

I got a sudden urge to do some modelling. So I decided to go for some game creature modelling in 3ds Max and then do some sculpting of details in Mudbox and generate a normal map and also try out texture painting in Mudbox, that’s new to me.

So I decided to go for a giant spider, it is a classical fantasy creature, and I came up with the name Xellyr Spider – just for the heck off it :P

Here are some images of the low-poly, 3ds Max version. It’s 100% quads made up by 4080 triangles. Not very low-poly so let’s call it a next-gen game creature, or a boss creature :)

Xellyr Giant Spider - Shaded

Xellyr Giant Spider - Shaded

Xellyr Giant Spider - Wireframe

Xellyr Giant Spider - Wireframe

So all modelling and unwrapping was done in 3ds Max – got to love pelt mapping :D Next step will be to put it in the mudbox and sculpt away – it sure will be fun :)

See you soon for updates, cheers!