lunes, 23 de junio de 2014

Updated Showreels 2014

Film Reel Updated

PyroVFX - Film Reel 2013 from Pyro.VFX on Vimeo.

00 min 02 sec: Animal Logic / Gahoole / FX Artist /Tear Rig - Render.
00 min 10 sec: Animal Logic / Gahoole / FX Artist /Helmet Deformation - Debris - Drool System
00 min 11 sec: Animal Logic / Gahoole / FX Artist /Helmet Deformation - Debris - Drool System
00 min 16 sec: Animal Logic / Gahoole / FX Artist /Env Fog - Dynamic Fog - Fire - Embers
00 min 19 sec: Animal Logic / Gahoole / FX Artist /Dust - Debris - Sparks
00 min 23 sec: Animal Logic / Gahoole / FX Artist /Fire - Ashes and Embers - Smoke
00 min 25 sec: Animal Logic / Gahoole / FX Artist /Fire - Ashes and Embers - Smoke
00 min 28 sec: Animal Logic / Gahoole / FX Artist /Fire - Ashes and Embers - Smoke
00 min 29 sec: IDA Pictures / FX TD /Pillar Rig - Ropes Dynamics - Smoke passes simulation and render - Debris.
00 min 34 sec: IDA Pictures / FX TD /Ropes Dynamics - Smoke passes simulation and render - Debris.
00 min 38 sec: RedHot / FX TD / Drool System
00 min 55 sec: WWFX / Expendables 2 / FX TD / Bullet Impact (Maya Fluids).
00 min 56 sec: WWFX / Expendables 2 / FX TD / Smoke Pass beside railway - Particles - Sparks.
00 min 58 sec: WWFX / Expendables 2 / FX TD / Shotgun FX.
00 min 59 sec: WWFX / Expendables 2 / FX TD / Smoke Pass.
01 min 00 sec: WWFX / Expendables 2 / FX TD / Smoke Pass.
01 min 01 sec: WWFX / Expendables 2 / FX TD / Smoke Pass.
01 min 04 sec: WWFX / Expendables 2 / FX TD / Shotgun FX.
01 min 07 sec: Dr. D Studios / Happy Feet 2 / FX Artist / Fur Dynamics - Whiskers and drool dynamics - Snow kicks (Houdini).
01 min 13 sec: Dr. D Studios / Happy Feet 2 / FX Artist / Fur Dynamics - Whiskers and drool dynamics - Snow kicks (Houdini).
01 min 19 sec: Dr. D Studios / Happy Feet 2 / FX Artist / Fur Dynamics - Whiskers and drool dynamics - Gas Mist Breath (Houdini).
01 min 24 sec: Animal Logic / Gahoole / FX Artist /Mist.


TVC Reel Updated


PyroVFX - TV Commercial Reel 2013 from Pyro.VFX on Vimeo.


00 min 00 sec: Plenty.tv / Volkswagen: Tiguan / Lead TD / Car Rig, Scene Build up, Car shading, Car Lighting and Car Render.
00 min 01 sec: Plenty.tv / Volkswagen: Tiguan / Lead TD / Car Rig, Scene Build up, Car shading, Car Lighting and Car Render.
00 min 04 sec: Plenty.tv / Volkswagen: Tiguan / Lead TD / Car Rig, Scene Build up, Car shading, Car Lighting and Car Render.
00 min 05 sec: Plenty.tv / Volkswagen: Tiguan / Lead TD / Car Rig, Scene Build up, Car shading, Car Lighting and Car Render.
00 min 08 sec: Plenty.tv / Volkswagen: Tiguan / Lead TD / Car Rig, Scene Build up, Car shading, Car Lighting and Car Render.
00 min 09 sec: Plenty.tv / Volkswagen: Polo / Lead TD / Car Rig, Scene Build up, support on the whole process. Mel scripting to migrate the car rig from Maya to Max and back to Maya.
00 min 12 sec: Plenty.tv / Volkswagen: Polo / Lead TD / Car Rig, Scene Build up, support on the whole process. Mel scripting to migrate the car rig from Maya to Max and back to Maya. FX on bird.
00 min 14 sec: Plenty.tv / Volkswagen: Golf / Lead TD / Car Rig, Scene Build up, support on the whole process. Mel scripting to migrate the car rig from Maya to Max and back to Maya.
00 min 21 sec: Gizmo / Redoxon / Lead TD / Camera Projection modelling and mapping - Mel Script for crowds - fix some models, assign UV's, connect nodes, assign shaders and create render layers for the crowds - Developed a CacheExportGeometry script so that the mutant character's crowd could be render it out in Max - Made Mutant and Soldier's lowpoly model so that they could be managed as crowd - Mist Pass
00 min 43 sec: Bit Animation / Bush Beans / Generalist TD / Mel Script for sewing fx - Animation - Render
00 min 52 sec: Freak / FX Channel / FX TD / Houdini FLIP system - Lighting - Rendering
00 min 56 sec: Freak / Fox Sports / FX TD / Maya Cloth Rig
00 min 59 sec: Che Revolution / Coca Cola / FX TD / Maya Cloth setup for arm.
01 min 09 sec: Che Revolution / Bancolombia / FX TD / Maya Cloth setup.
01 min 15 sec: Che Revolution / Dolca / FX TD / Smoke Setup in different passes - Rendering.
01 min 19 sec: Freak / Bimbo / FX TD / Fur Setup

domingo, 12 de agosto de 2012

MPC Vancouver - Superman: The Man of Steel


Finally arrived to Vancouver to work for this great movie. Contracted as Senior FX TD with Maya. I'll be here until 18th of January. Hope this couple of months to definitely launch PyroVFX to start freelancing 100%. Visit http://pyrovfx.com for more info.

Finalmente llegue a Vancouver para trabajar en esta gran pelicula. Fui contratado como Senior FX TD en Maya. Estare aqui hasta el 18 de enero. Espero en estos meses lanzar definitivamente a PyroVFX y comenzar a trabajar como freelancer 100%. Visita http://pyrovfx.com para mas informacion.

sábado, 9 de junio de 2012

Redoxon Project 2012


Redoxon Proyect 2012 from Agustin Schilling on Vimeo.

(script developed to generate crowds. Beta version)


Project done from March 2012 to April 2012 in Maya 2011.

Tasks for this project:

- Camera Projection modelling and mapping.
- Developed a Mel Script to generate crowds.
- Made other Mel Script to fix some models, assign UV's, connect nodes, assign shaders and create render layers for the crowds.
- Developed a CacheExportGeometry script so that the mutant character's crowd could be render it out in Max.
- Made Mutant and Soldier's lowpoly so that they could be managed as crowd.
- Made mist pass for the comp.

Tareas para este proyecto:

- Modelado y Camera projection de los escenarios.
- Desarrolle una herramienta para generar multitudes.
- Hice otros scripts para corregir modelos, asignar UV's, conectar nodos, asignar shaders y crear renderlayers para las multitudes.
- Desarrolle un tool para exportar cache de geometria de los mutantes, para que puedan ser rendereados en Max.
- Realize los modelados lowpoly de los soldados y mutantes para poder usarlos como multitud.
- Hice un pass de niebla para compo.

lunes, 2 de enero de 2012

FX for Illusion Studios





Some Maya Fluids and Particles I made for an Illusion Studios new TV - series idea. Basically, I have to make a bigger and more important explosion. As I only had a couple days, for about 6 shots, I focused on 3 elements:

- The main explosion.
- Some debris.
- Smoke produced by explosion.

I would have loved to make more passes, like sparks, more debris, so as to get a better final result, but no more time for it. The quick comp. is just a preview composition I made to see how the FX were working, but some other guy will work deeply on it. Enjoy!


Estos son unos Maya Fluids y Particulas que hice para un piloto de Illusion Studios. Basicamente, tenia que hacer una explosion mas grande e importante. Como solo tenia un par de dias, para alrededor de 6 tomas, me focalize en 3 elementos:

- Explosion principal
- Escombros
- Humo producido por la explosion.

Me hubiese gustado hacer mas pases, como chispas, mas escombros, para llegar a un mejor resultado final, pero no habia mas tiempo. La compo, es una composicion de prueba que hice para ver como funcionaban los FX, pero alguno de los chicos va a trabajar en eso luego. Disfruten!




viernes, 23 de diciembre de 2011

Maya nParticles



Some Maya Particles I made for research. I had an emission of 500k parts/sec and a render time arround 1:30 / 2:15 hours per frame. Everything iluminated with an Area Light, with Decay and Raytrace shadows.

Particulas de Maya que realize como investigacion. Con una emision de 500k particulas/seg. y un tiempo de render de entre 1:30 / 2:15 horas por cuadro. Todo iluminado con un Area Light con Decay y Raytrace shadows.

miércoles, 23 de noviembre de 2011

Geometry / Animation - Export / Import



Geometry-Anim/Export-Import from Agustino on Vimeo.

Les presento mi nuevo script para hacer el cache a geometrias deformadas/skineadas, y exportar la animacion de objectos emparentados a huesos. Esto nos permitira, una vez aprobada la animacion, exportar cache y animacion a una escena limpia, sin rig, sin history, para evitar problemas en etapas posteriores. 
Ademas es la primera vez que realizo una interface propia, adaptada a las necesidades, simple y facil de usar.

I present you my new script to export geometry cache of deformed/skinned objects, and exports animated objected parented to joints. This will allow us, once animation es approved, to export geometry cache and animation to a new and clean scene, without rig, history, and to avoid issues in the next steps.
This is the first time I design an UI, simple and easy to use.




lunes, 17 de octubre de 2011

Glowy: Shader / Render




Prueba de iluminación y shader que realize para un proyecto interno de Illusion Studios. Mia_materia_x_passes + MentalRay.

Lighting and shading test made for a internal proyect at Illusion Studios.
Mia_materia_x_passes + MentalRay.

martes, 4 de octubre de 2011

DVD Extras for Gahoole


Gahoole DVD Stuff from Agustino on Vimeo.


Three VFX shot I made for the DVD extras of Guardians of Gahoole at Animal Logic. In the first shot, i was in charge of making the tear, a simple geometry running through a lattice, with clusters, rivets and deformers. In the second and third shot, i made the helmet debris and drool. Debris with Maya native particles instanced with self modeling geometry, and drool made with a mixture of nCloth and blobby particules. Also i made some enviromental snow for the shots.
Hope you like it!

Tres tomas de VFX que hice para los extras del DVD de La Leyenda de los Guardianes para Animal Logic. En la primer toma, estuvo a cargo de realizar la lagrima, con una simple geometria corriendo por un lattice, con clusters, rivets y deformadores. En la segunda y tercera toma, hice las particulas de casco y baba. Las particulas de casco, las realize con particulas nativas de Maya, instanceadas a geometria modelada por mi, y la baba, era una mezcla de nCloth y particulas Blobby. Tambien realize nieve para las tomas.
Espero que les guste!




jueves, 22 de septiembre de 2011

Copy Animation / Copiar Animacion


Copy Animation from Agustino on Vimeo.


Script que desarrolle para copiar animacion a multiples personajes o rigs. Se necesita referenciar la cantidad de personajes que se desee, agregar los controles animados a la lista, setear el comienzo y fin de la animacion, y un offset minimo y maximo. Bastante sensillo y rapido.

I developed this script to copy animation to multiple characters or rigs. You need to reference the amount of characters you wish, and the animated controls to the list, set the animation start and end, and maximum and minimum offset. Quick and easy.

martes, 6 de septiembre de 2011

3D Dust / Polvo 3D - Ford

IP Ford from Agustino on Vimeo.




In Progress of a commercial for Ford Argentina. I had to create dust coming out from the van that was going through the desert. I solved it with a long container of Maya Fluids, some fields and good resolution.

Trabajo en progreso para un comercial de Ford Argentina. Tenia que crear polvo que despedia una camioneta que iba por el desierto. Solucione esto con un contenedor largo de Maya Fluids, un par de fields y buena resolucion.