2.5.17
Somewhere Off The Pacific
30.7.16
3d element credits to : https://www.scenected.com/
and https://www.facebook.com/smsl26
22.7.16
Animation in Octane Render Test
Am delighted with Octane so far. Frame renders at about 4 minutes on a GTX 970. I had set up a scene in Vray which took about 2 times longer.
21.7.16
Dipping Into Octane
These exterior day render took about 6-11mins at 1000x600 resolution
This part took about 20 minutes. I guess when it comes to glass, transparency - cranking up the depth will take it's toll on Octane path tracing. Depending on the levels of transparency you want to achieve, render times can stretch as well.
In-camera-render FX...camera blurring and flares
Quick light set-up with HDRI...(about 2+ mins render)
Well, that's all for now. Soon to come..and better, as soon as I get hold of the full version.
1.7.15
Playing around with Corona Render.
Brighter exposure (update)
6.2.15
2015 ... CG life is still alive
(...bump)
http://www.cgarchitect.com/members/view/rbgallinera
http://vimeo.com/89845115
and, a reminder of a site.."faded"..soon to be gone. I had aspired to be on my own (listed), but life is tough, and perhaps a multitude of circumstances was just not in my favor. Perhaps too, I wasn't ready in many aspects. So for now, this will just be a reminder of what was then...
That's all for now.
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.
6.3.13
Asia Square Tower 2 - Constructing the "Unconstructed"
7.2.13
2013...blog revisited
21.12.09
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.
19.1.09
Animation Breakdown
Things are not as simple as it seems. To achieve a more believable scene that really "pops-out", we really "3D."
Production Credits:
Mushroom Multimedia Pte. Ltd., Singapore
in collaboration with Zum LLC., USA
Click Here for more info about this project.
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
12.11.07
Cut & Paste : "Toy Digirama"
A breakdown of my process (click on image to enlarge)...
5.10.07
Simplified (A different approach to lighting)
Anyway, I'd like to present a recent work wherein I approached the lighting of the scene in a not-so-typical manner. The scene in question is an interior of some loft. The project required a draft render to be done quickly. Problem was only the architectural walls were given. In cases like these, I'd go for the "minimalist" approach. Minimalist not only in terms of the look, but also the way of setting up a "nice" scene.
The first few steps are typical to most 3D artists. However, the method of using a Vray light sphere is not usual to probably most. This, as I'd think is like really having a sun (instead of the Vray Sun, or Direct-light or numerous vray light planes). The tricky part would be positioning it as if it were an huge Omni light. And this would also affect the way the shadows would turn out.
The final process, would be the enhancing of the image in Photoshop. To create different moods with different light positions and settings (although not difficult) can be simplified further by just sticking to one light position. To create the illusion of different times of the day, adjustments to colour filters would do the "trick."
Render settings, and light position / set-up are the same for the above images in different cameras. Notice that the shadows are the same, I simply "added" different colours and background to have a slightly different effect.
- Tech Notes:
- Modeled with 3DS Max v8.0
- Rendered with Vray, Ambient Occlusion via Vray plugin
- Post processed in Photoshop































