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Steffan Lones

United States,  Orlando Full Sail University,  Computer Animation Bachelors Program,  May 08, 2015
I've always been very interested in Film and games and the entire process of how these masterpieces are formed. I've always loved working with computers and learning the ins and outs of how they work. I took these two passions and combined them together to work in the 3D arts field. I took a leap of faith and traveled over 1600 miles from Des Moines, Iowa down to Orlando, Florida to attend Full Sail University. The part that sold me about Full Sail was the accelerated program and being able to graduate with a bachelors in 21 months. Learning, and being able to take what I learn to create new and different pieces has always given me a great sense of success, and I would love to keep on pursuing my dreams. I can't wait to see what these next years have in store for me!
  • Animation
  • Compositing
  • Editing
  • FX/Simulations
  • Generalist (all)
  • Lighting
  • Look Development
  • Modeling
  • Programming
  • 3ds Max
  • Houdini
  • Maxwell Renderer
  • Maya
  • Mental Ray
  • Nuke
  • Photoshop
  • Real Flow
  • Renderman
  • V-Ray
  • XSI
  • Zbrush
  • Student of the Year
  • 1398 Page Views
  • 5 Images
  • April 30, 2015
Asset 1: Vase shatter - I did all of the dynamics of this inside of Houdini. I pre-shattered the vase and applied a glue network to keep the pieces together. I filled it with flip fluid particles (upwards of 2 million) and meshed it. I used cloth objects on the flowers to give them the soft body look. I exported all of this using alembic and brought it into Maya to use Mental Ray to render.
Asset 2: "Liar" - The female model was provided by my roommate (Credits in the video), and I brought it into RealFlow. I spilled oil all over her and meshed it out. I brought it into Maya to apply the skin shader, the hair, depth passes and all the other render passes. I set up the shader on the oil to change the reflection color based on the location of the camera, similar to how real oil works. I rendered out all the passes and brought them into Nuke to composite them all together to give it the dark and creepy feel.
Asset 3: House Explosion - I did all of this inside Houdini, including the modeling. I set up a dynamic brick generator tool that would allow me to change how the bricks were made and placed to save me the pain of copy and pasting hundreds of bricks. The bricks are behind the initial concrete wall. I pre-fractured the front wall and the windows and applied another glue network to keep them together. I used point ID's to target which ones would be active and move and which ones would be static and not move. I set up a debris generator that would take the initial geometry and create smaller pieces and copy the velocity onto them to give the feel of lots of tiny bits. I used a sphere as a magnet force to give the explosion feel to the geometry. I used a different sphere with an animated noise pattern on the fuel, to advect the fuel to give it a more random and explosive feel. I then setup 3 smoke simulations for the debris smoke.
Asset 4: Explosion - I used FumeFX inside of Maya to create this piece. I used a sphere with an animated noise textured connected to the fuel of the source to give it the advected and explosive feel. I then created the side burst that comes out sideways using a simple particle system, along with the trails that come out of the explosion. I re-simulated this using the wavelet simulator to give more detail.
Asset 5: Smoke Plume - I again used FumeFX inside of Maya to create this. I used a mixture of a particle system and a base sphere to create this. I used the sphere as the fuel point and used the particles to give the fuel velocity and advection.

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