PINEAPPLE SOCIETY (2015)
Created a Logo with characters and jar with content for promotion all 3D Maya/Arnold.
Short story work in progress with a character, horse and a worm.
Designed and created teaser for a short film: The Story of Farmer King. Created all characters and environments loosely based on Czech folklore and culture. Rendered with Arnold modeling and layout in Softimage XSI compositing in Nuke and After FX.
This peronal project took about two years to get to this level of compleation working on it on and off in my free time between work. The characters are fully rigged and animatable.
Ever Since working at Whisky Tree I became infatuated with creating large scale environments with lots of assets so this was my atempt to create a natural looking scenery with plants forests and vegetation.
Overcame many rigging challanges on the characters FK/IK rig on both the horse and the main character. Curve based rig on the worm. Used ICE based hair system with dynamics.
Tessendorfian water simulation system for open water waves for the rivers and lakes. Modelled many trees bushes shrubs plants flowers and all types of foliage. Also designed and modelled houses church and an old castle like structure on an Island.
Next step is to animate a funny short which I wrote and storyboarded. It will depict a fierce battle between a farmer attempting to save his crop against an army of malicious and cunning worms.
Some test poses for the main character with a bow and his horse.
Modeled rigged and animated in Softimage XSI. Hair fur system also native softimage. Rendered with mental ray. Composited in After FX.
KANGAROO OF DESTINY (2011)
Created a fictional character for a short comedy piece. The kangaroo turns evil and tortures the actors in a dungeon.
ASTERIX FISHING (2009)
Sailing and fishing asterix and obelix short.
Small tribute to Asterix. Always thought this comic would really work well as a 3d adaption so in the Summer of 2009 unemployed and living in Newport Beach I modeled Asterix and Obelix and animated them sailing and fishing.
The modeling and texturing was all done in Lightwave 3D. I then ported the assets and the scene to Softimage XSI and rigged and animated the characters there. Lighting and rendering was done in Mental Ray and Global lumination was used to get more realistic result. Compositing was done in After FX and the simple sound track was mixed in audacity.
SECRET COVE (2002)
Few Shots created in Lightwave 3D and Rendered with Monte Carlo Radiosity. Character based on a sculpture by Brian George
SECTOR 45 (1998)
Video Game prototype. Artwork created in Lightwave and exported to direct X. Working with another person who implemented the artwork in to a 3D Engine.
(This is about a year after Nintendo 64 came out, and the same year the first 3D Zelda Game Came Out )
Vit Liskutin © (2018)