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Xumeng Li

United States ,  San Francisco Academy of Art University ,  Animation&Visual Effect,  December 18, 2014
Xumeng Li was born in China in 1992. He is a freelance Digital Matte Painter and Concept Artist. Xumeng completed a BFA degree at Academy of Art University School of animation and Visual Effects in San Francisco in 2014. His experiences include several independent films and commercial projects. With over 7 years training in art and design, Xumeng has strong technical skills in both pipeline development and creative art design. Xumeng has a strong ability of communicating and understanding as said of his instructor during the university. This makes him have a really fast speed when he worked in the pipeline. The quick response to client and fast reaction of the troubleshooting makes Xumeng efficient during the work. Currently he is looking for a career opportunity in CG field. For any further information, he can be reached at 415-608-7917, or via email at lixumengart@gmail.com.
  • Compositing
  • Concept Art
  • After Effects
  • Maya
  • Mental Ray
  • Mudbox
  • Nuke
  • Photoshop
  • V-Ray
Adobe
  • VFX/ANIMATION
  • Student of the Year
  • 928 Page Views
  • 4 Images
  • May 13, 2015
For this project, I spent over four months, from concept sketches to the final version. At the very beginning, I used E-on Vue to make my rough concept sketch and started to add some buildings and structures on top of that in Adobe Photoshop in order to get some idea of this matte painting. After I that, I render out the high-res image of the main terrain in my scene to make the atmosphere work. When everything works appropriately, I stared to model all the buildings and structures by using Autodesk Maya, which is the most difficult part of this project. After I putting all the buildings at the right spot and line up everything, I rendered out the basic texture and shading passes. Then I started to the matte paint in Adobe Photoshop, and started to clean each layer for camera projection. And then exported and imported the model as well as the animated camera from Autodesk Maya to Foundry Nuke. When the camera projection done, I started to make the particles and fluid simulation in Autodesk Maya, and comp those in Nuke later. During this process, I had many times went back and forward between Autodesk Maya and Foundry Nuke because I need to make sure everything was lined up accurately. All the process took over four months.

People's Choice Awards

The CG Student Awards - People's Choice Award is open to all entrants. This prestigous category is voted by the general public, not the judging panel. It gives everyone a voice, and allows for an open discussion of all the amazing entries submitted to the Awards.

To vote, simply select the orange "Vote for entry" button above. You will be asked to add a score and a small comment. More information can be found on the Category and the Prize pages.

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