Members

Login

Password
Login

Lost login ?
Registration !

  Search

Search

  Tutorials

 2d
 3dsmax
 Blender
 Cult3d
 Dreamweaver
 Fireworks
 Maya
 Mirage
 Vue
 WireFusion

  Sponsors
  Stats

 39947 Members
 0 New
 47 Connected
 46 Guest(s)
 1 Member(s)
 27091 Threads
 743 Portfolio

  RSS & Links

TDT3D link with us

TDT3D Partners

TDT3D on Facebook

TDT3D News RSS

TDT3D Jobs RSS

TDT3D Forums RSS

© Goro Fujita TDT3D (The Dream Team) - European CG Network

Miguel Pérez is a young talented VFX artist using Sidefx Houdini and Autodesk 3ds max



Tutorials by categories
2d 2d     3dsmax 3dsmax     Blender Blender     Cult3d Cult3d     Dreamweaver Dreamweaver     Fireworks Fireworks     Maya Maya     Mirage Mirage     Vue Vue     WireFusion WireFusion

Recommended features
 Articles  Interviews  Making of

Interview with Miguel Pérez

Written by Benoît Saint-Moulin
Date : 2008-03-31 14:28:28

Bookmark Del.icio.us  Bookmark Digg  Share on FaceBook  Bookmark Google  Bookmark Slashdot  


Interview with Miguel Pérez

Here is the interview of Miguel Pérez Senent, a young (16 years old!) and talented VFX artist and self-taught Houdini Apprentice artist from Valencia, Spain.

Miguel is very active in the Houdini community and is always willing to share his ideas. His website even includes a Houdini tutorial and he has been known to put downloadable Digital Assets on the forums at odForce.

Using SideFX Houdini and Autodesk 3ds max. Miguel is always at the school for now, but is really talented and would like to be a VFX pro artist, we hope with a such talents Miguel Should not have any difficulty in the future!




  Hello Miguel, can you describe you ?

Hello, I'm a young visual effects artist studying at the high school and working in this as a hobby :)



  How do you started into the CG world ?

I initially knew the CG world thanks to a friend who gave me an early version of Autodesk 3ds Max. I found it curious and entertaining so I started looking for more information and learning with the internet.







  What's your background (fine arts, studies, ...)

Well, at the moment I'm at high school, so I don't have any special academic background (Grins) ;)



  Are you professional CG VFX or going CG as hobby ?

The VFX are a hobby for me now ! But I'm planning to work in the industry as soon as I can.







  What's softwares do you commonly using for you CG works ?

I mainly use SideFX Houdini for the 3d work, and sometimes Autodesk 3ds Max because it has some useful plugins.

For the composition I always use Eyeon Fusion.







  As we can read on your website, you started with Autodesk 3dsmax and now going to Side Effects Houdini ? What's for you the best strong of both softwares ?

For me the best of SideFX Houdini is its procedural way of work with nodes !!

I can't imagine a better method to work in a scene than Houdini's. Also a great thing about it is the integration between the different contexts (particles, dynamics...).

The part I like of 3ds max are some plugins like Afterburn or FumeFX, which are really good and can produce amazing results !





  What's Side Effects Houdini can offer to you and Autodesk 3dsmax can't ?

Well, they are very different programs, but Houdini can work in a very low level which 3ds max can't reach, and that's very useful for visual effects. It also has a better particle system and dynamic tools, a great renderer, and many more.







  Can you explain us how-to about you astéroïd crash ?

The meteor and it's fragments in this piece were procedurally modeled. The main meteor was animdo you buy a nice car withated by hand and the small fragments were copied onto particles using the stamp function.

The earth is a single sphere with a VOP shader with two layers (land and clouds) and some bump in the clouds to give them a volumetric look. The rocks are shaded using the default granite surface shader, and a fractal dent shader for the displacement.

The background stars were created using scattered points with a constant shader.


The modeling parts

I modelled everyting in Houdini. The Earth was a simple sphere and the meteor was a sphere modified with some noise.


The textures and Shaders

The earth texture was a single shader that used two images I took from the internet. The meteor shader was completely procedural and used some noise.


The atmosphere burning

I made the fire with many Houdini particles rendered as points and tweaked a lot in Fusion, where I also added some camera shake.


The environnement integration

To integrate the smoke in the field in the final shot I used a key light and then some other lights to fake the bounce of the ground and the sky. I also adjusted a bit the colors in Fusion .


The ground exploding

I made the explosion using Pflow in 3ds Max so I could render it with Afterburn, the volumetric renderer. I had around ten different particle elements, all rendered in one pass.



  Somes comment or advises for TDT3D users who would like goind into CG VFX, what's best to do before starting ?

I would say : Go for it and practice a lot ! There are no more secrets !

Thanks for the interview,
Miguel






  Web sites :

You can visit his website to view his complete portfolio !

Autodesk 3ds max

SideFX Houdini



Interview de Laurent Witz sur le court métrage d TDT3D CG contest 2010 - Nature Reborn Makingof de l Interview de Side Effects - Houdini

Copyrights :

TDT3D
All datas, screen captures, pictures, trademarks, logos,...is copyrighted by their respective owners.

 

Go back to previous page


3DM3 - Infographie-sup - BSM3D - ZBrush Fr - Cowlor - 1Dcafé - Kob-one - CGarena - 3Dworld - ARTkm - 3DVF - Web3d-fr
Copyright ©1999-2010, TDT3D. All rights reserved | Load : 0.223 | Legal and privacy | Advertising | Contact
Made in Belgium Made in Belgium