MPC – superBowl – Michelob Ultra -2019

., Commercial, Favorite, Rigging

 

 

Michelob

Agency

FSB Chicago

Director

Dante Ariola

Production Company

MJZ

FCB Chicago:

Creative Director

John Flannery

Producer

Ximena Aguirre

MJZ:

Executive Producer

Eriks Krumins

Line Producer

Natalie Hill

MPC:

VFX Supervisor

Daniel Seddon

2D Lead

Oliver Caiden

CG Lead

Chris Bernier

CG Team

Tiago Dias, Ashley Yee, Lucy Choi, Francisco Fraga, Jemmy Molero, Jacob Fradkin, Graeme Revell, Wesley Schneider

2D Team

Ruairi Twohig, Dirk Riesenfeld, David Piombino

Modeling

Joel Durham, Chad Roen

Compositors

Kelsey Napier, Benjamin Davidson

Concepting

Roger Hom

Executive Producer

Karen Anderson

Senior Producer

Mark Driscoll

Producer

Chris Connolly

Associate Producer

Cash McBride

Production Assistant

Sydney Sanford

Colorist

Mark Gethin

Executive Producer, Color

Meghan Lang

Producer, Color

Rebecca Boorsma

 

 

 

 

 

https://www.moving-picture.com/advertising/work/super-bowl-liii/

O Boticário – Dopo 2019

., Animation, Commercial, Favorite, Rigging

 

Character Rigging / Muscles / Skin Simulation

 

 

 

 

 

dragon.jpg

Breakdown soon

 

Ficha técnica
Anunciante: O Boticário
Produto: quasar brave
Duração: 120” | 60” | 30”
Título: primeira palestra | segredinho
Agência: f/nazca saatchi & saatchi
Direção geral de criação: fabio fernandes
Direção de criação: pedro prado | rodrigo castellari
Criação: charles faria | andre fukumoto
Atendimento: ricardo forli | antônio salgueiro | larissa moreira | aline pacheco | nathalia marchi
Mídia: mauricio almeida | luana gallizzi | marcela celestrino | mariana gentil
Planejamento: rita almeida | ligia paes de barros | fernanda neves | vitor coelho | julia pires
Rtv: elucieli nascimento | fernanda sousa | guiliano springhetti | henrique tupã | rafael paes | rosana sallum | victor alloza
Produtora do filme:  iconoclast
Direção de cena: ian ruschel
Direção de arte cena: guilherme marini
Direção de fotografia: agustin claramunt
Produção executiva: gregory bogossian | henrique danieletto | alonso sperb
Montagem: jair peres
Pós produção/finalização: dopo vfx
Produtora de som: supersonica
Maestro: antonio pinto | gabriel ferreira
Aprovação cliente: alexandre gasula bouza | cristiane irigon amaral | bruna perussolo | heloisa althoff souza | luceli miola | chris rossi | izabella franceschi | maria augusta ramos may correa

Trojan Horse was Unicorn – Horse/Warrior – TechoImage

Animation, Favorite, Rigging

.

Full Movie – (watch in full screen)

.

Pedro Conti Character Look Dev

.

Pedro Conti Environment

.

Well this project have a great affection not only for learning, but the strength of the team. All the artists are really committed to doing an amazing job, and the result could not be different
I would like to thank especially these guys down here, they gave me the support to do this work. No doubt it was a great challenge for me and my career.
Not to mention of course with the support of the Rodnei and general galley TechnoImage. I think one of the biggest studios focused on quality here in Brazil.

Thank you guys.

RODNEI BASSANI

DEREK
derekhenriques.com/


PEDRO CONTI
pedroconti.com/


VICTOR HUGO
vitorugo.com/


TIAGO HOISEL
tiagohoisel.blogspot.com.br/


TECHNOIMAGE CREW
technoimage.com.br/

Production Company: Techno Image

Executive Producer: Rodnei Bassani
Original Idea: Tiago Hoisel
Directors: Pedro Conti and Tiago Hoisel
Art Director: Lucas Leibholz
Animation Director: Derek Henriques
Line Producer: Derek Henriques and Rodnei Bassani
Character and Environment Design: Tiago Hoisel, Lucas Leibholz, Pedro Conti, Saulo Brito and Alexandre Assumpção
Storyboards: Lucas Leibholz
Animatic: Derek Henriques, Tiago Hoisel, Fernando Peque and Alexandre Assumpção
Color Key: Lucas Leibholz and Fernando Peque
Photography Direction: Pedro Conti
CG Supervisor: Pedro Conti
Character Modeling: Pedro Conti and Victor Hugo Queiroz
Additional Character Sculpting: Mariano Steiner
Environment Modeling: Pedro Conti, Gabriel Belluco, Hernan Zuniga and Alexandre Assumpção.
Texturing,Shading, Lighting and Rendering: Pedro Conti
Animation: Derek Henriques, Avner Engel, Daniel Harman, Alex Orrelle and Bruno Fogaça and Richard Kazuo.
Pipeline and tools: Richard Kazuo
Rigging: Wesley Schneider and Richard Kazuo
Hair: Rouhollah Toghyani and Pedro Conti
Dynamics: Richard Kazuo, Anders Håkansson and Michel Zigaib
Post-Production: Pedro Conti and Tiago Hoisel
Audio: Punch Áudio
Creation: Cristiano Pinheiro, Mariano Alvarez e Gabriel Duarte
Production: Cristiano Pinheiro
Sound Design: Cristiano Pinheiro e Mariano Alvarez
Foley: Cristiano Pinheiro /Fred Aragoni
Voice: Denis Garcia
Musicians: Nicolay Genov (Horn), Cristiano Pinheiro e Gabriel Duarte (Orchestral samplers) e Mariano Alvarez (Percussion)
Customer service: Bruna Trentin
Coordination: Cristiane Oliveira
Story Consultant: Scott Ross
Animation Consultant: Andrew Schmidt
Rendered with: Maxwell Render
Render Management: Deadline Render Management System
Color Grading: Psycho’n Look
Special Thanks:
Guilherme Proença, André Paixão, Olov Burman, Calle Halldin, Michael Bengtsson, Mihai ILiuta and Atila Akin.

😛

Geometry Control (2011)

API, Python, Rigging, Tools

This rigging i did geometry controls. The scene is much cleaner for the animator, without lots of controls. I will post more soon!!

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Neste Rigging eu fiz os controles na própria geometria. A cena para o animador fica mais limpa, sem aqueles montes de controles. Vou postanto mais !

RenderPass Tool (Python) (2010)

Python, Tools

I did this tool in 2010 to solve some render visualizations here in Laruccia. It’s for the production become more dynamic.

The Tool list all RenderPass from selected layer and make a list in button. Leaving the faster the visualization of a specific RenderPass.

Enjoy!

______________________________________________

Fiz esta ferramenta no início de 2010 para resolver vizualização de renderPass aqui na Laruccia.A produção fica mais dinâmica.

A Ferramenta puxa todos os RenderPass da layer selecionada e faz uma lista em botões. Deixando assim mais rápida a vizualização de uma RenderPass específica.

Enjoy!

ws Average 1.0 (2009)

Python, Tools

I used in this case the basic principles of nodal script to make the connections using Node “PlusMinusAverage” for calculating the average between the selected objects. To solve the system of wings that I need, solve in a efficient way.

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Neste caso eu usei os princípios básicos de script nodal para fazer as conexões usando o Node “PlusMinusAverage” para calcular as médias entre os objetos selecionados. Resolveu para o sistema de penas que eu precisa, apesar de ter melhores formas de resolver usando Scripts.

I did for rigging feather wings. It works for others things too!


Something of the base of the code.

<pre>
# Script: ws_Average
# Version: 1.0
# Author: Wesley Schneider
# Website: http://www.wanimation.com
# E-mail: contact@wanimation.com
###
import maya.cmds as cmds
###
#//
rotplus1=cmds.shadingNode ('plusMinusAverage',au=1)
transplus2=cmds.shadingNode ('plusMinusAverage',au=1)
scaleplus3=cmds.shadingNode ('plusMinusAverage',au=1)

cmds.setAttr (rotplus1+'.operation', 3);
cmds.setAttr (transplus2+'.operation', 3);
cmds.setAttr (scaleplus3+'.operation', 3);

cmds.connectAttr(s[0]+'.rotate',rotplus1+ '.input3D[0]',f=1 )
cmds.connectAttr(s[1]+'.rotate',rotplus1+ '.input3D[1]',f=1 )
cmds.connectAttr(rotplus1 + '.output3D', s[2]+'.rotate', f=1)

cmds.connectAttr(s[0]+'.translate',transplus2+ '.input3D[0]',f=1 )
cmds.connectAttr(s[1]+'.translate',transplus2+ '.input3D[1]',f=1 )
cmds.connectAttr(transplus2+ '.output3D', s[2]+'.translate', f=1)

cmds.connectAttr(s[0]+'.scale',scaleplus3+ '.input3D[0]',f=1 )
cmds.connectAttr(s[1]+'.scale',scaleplus3+ '.input3D[1]',f=1 )
cmds.connectAttr(scaleplus3+ '.output3D', s[2]+'.scale', f=1)
#//


Mesh Locator 1.0 (2009)

Python, Tools

This tool creates an animated mesh (or not) based locators. A good example is to use this tool when making the tracking of a scene and export the Locators generated by the software. The tool it pulls the position of each locator and creates the mesh. It can be random or not.

At the end of the video is used as an example here!

__________________________________________

Esta ferramenta cria uma mesh animada(ou não) baseada em Locators. Um bom exemplo para usar esta ferramenta é quando fazemos o tracking de uma cena e exportamos os Locators gerados pelo software. Apartir dele a ferramenta puxa a posição de cada locator e cria a Mesh. Podendo ser Randomica ou não.

No fim do video tem um exemplo de como utilizei aqui!