11.8.14
2014 Mid-year Update!
2014 ... Still at it! Do people blog still nowadays, really?! I guess in this fast-paced age of digital web content -- it's like twitter, youtube, and vimeo.
Please feel free to view my latest animation reel , by clicking here.
7.2.13
2013...blog revisited
3.9.09
Badly Taken Photo
17.4.09
14.4.09
Another Street Cam
Same project mentioned in the previous post. A different view, treated with a different tone.
13.4.09
Here Comes The Sun
Presenting...a project I've been working on, somewhere in a small town (downtown) Sunnyvale, California. This was rather a huge undertaking in a span of almost 3 months. The model itself composed of nearly detailed buildings in 6 blocks, altogether with animated cars and people. It's great that the team managed to pull-thru. The project required creating Animation sequences and some still perspectives. Some of which can be seen here.
If there's one part about this project, that I'd like to touch on later - it would be procedural mapping. This project had a dozen textures and maps, which was rather overwhelming. So I figured, to cut-down on it and make it 'easier' by using procedural texture mapping. Anyway, I'll write more about it in detail in my later posts. Here's a 'snapshot' along a streetview for now.
Above is a view I composed myself,
all in 3D with some Photoshop enhancement.
9.4.08
More than Panoramic

Tech Notes:
Modeled with 3D Max 7.0
Rendered with Vray
Post-Processed in Photoshop CS
18.1.08
News of Old for the New
Back again for 2008. Last year was a very intense year for CG work, especially the last month. And things are still on the roll. Major things in the making still. Hence, the reason why I haven't been able to post much on this blog. However, for posting's sake, Autodesk has recently released some news regarding some stuff about company I work in (Lights & Shadows). Something worth sharing...
Bar counter at some resort development at Koh Samui
Press release as seen here.
Just to note, neither I or any of us in LNS did not pick the above images. I'd say there were other "impressive" works to choose from as well. So it was quite a suprise, for at least the 1st image, to make it. To add, though I was mainly involved in these, I have still to commend a few of my colleagues who have played a part on these as well.
1st Image: 3D modelling was mostly done by me, including Photoshop enhancement. I'd say, the fun part of working on this was creating my own library of bottled liquors. It was more of collecting actual labels and replicating the bottle's shape in 3D. In a way, I got educated in the art of drinking wine and mixing cocktails.
2nd Image: This was a very tough thing to make. Again, major involvement in 3D on my end. The main building was rather typically modelled. And I had to copy the existing colonial house in which the new development was designed around it as well. What i found difficult was making the land contour / slopes. Literally done via edit-poly...pushing and pulling vertices / adding polygons as I traced along the plan. And a major role, was the 2D enhancement my our DI Artist. Without the surrounding and trees / colour adjustments...it just wouldn't have looked right.
Other Credits & Tech Notes:
Chua T.Y. (Main Adviser...MasterChief)
Additional 3D model in Max / Support (for The Capella): Xiao Lei, Chua T.Y.
2D DI in Photoshop (for The Capella): Alice Lee
23.11.07
When A Night Shot Isn't Exactly Night
It's actually (supposedly) dusk. This project was done quite some time back. The design had been finalized, and we needed a "hero" shot that would show the buildings uniqueness in some way. I guess the Architect knew as well that the design was not much special from any other building, except that it had these "special" windows. So to emphasize on these, was to have it rendered as a night shot. Of course, the tricky part was to show the building's form as well, and as requested by the developer.
So to create the illusion of a night shot, 3d omni lights were thrown into the interior scene, while maintaining a considerable amount of GI to light the exterior. An overall grading of bluish tone and colour adjustment was done as to get the look i perceived was nice. To further enhance the effect, I had to pick a relatively complimenting sky and background as well.
Tech Notes:
Modeled with 3D Max 7.0
Rendered with Vray
Post-Processed in Photoshop CS
1.6.07
Another Old School Technique For A New View


Another more detailed & similar technique can be found here.
Modeled with 3DS Max v8.0
Rendered with mostly Vray
Ambient Occlusion pass was rendered with Mental Ray
Post processed in Photoshop
18.5.07
Building A City In A Day
Now here's where the tricky part comes in. As the "designer," I had to come up with something that the Architects would like, or at least match their style. It would have been easier had there been a rough sketch from them. But since there wasn't any, I just had to create something, based on what I had at the moment (current books, and some rough info from the Architects). Another difficult aspect was coming up with closer views, rather than just Aerial views, which also mean higher level of details.
Do note that, I've been sort of out of touch with my Architectural designing. It was rather a fun exercise as well. It ain't finished yet. And the images herein are just drafts, and not necessarily what the Architects have in mind. So it could be totally scrapped as well in the end. Here's some of the closer views.

Forget the buildings...actually for this view, I sorta became
more engrossed with the sculpture (my own design).

1.12.06
Finding the "Perfect" view
Personally, I preferred the 2nd shot. And I think, I could remove this "clutter" by adjusting the chairs and plants. But alas, this shot was rather "controversial." And to consider it artistic is subjective indeed. In the end, the client (like the majority) was more comfortable, and was drawn to the 1st shot. Nevertheless, I was satisfied that it took really sometime for some to consider the "best" image.
Tech note: These images were simply "draft" renders. Lit in 3ds max, and rendered with Vray using one Direct Light. Some quick colour correction, brightness and contrast adjustment and background replacement were also done in Photoshop. -- only for "preview" purposes.