Some pitch images we produced for a toy company here in germany. We didn’t win, I think no one did. Strange Pitch but some nice images in the end. Backgounds were shot on a local playground and at home. Posing, scene setup done in xsi, rendered with Arnold and combined in Nuke.
LAFOURMI Postproduction GmbH is the company I started together with Sascha and Rebekka Schmidt back in 2007 after working in L. A. for two years. We are specialized in postproduction for commercials. This reel was a cutdown we put together for one of our clients this year. I didn’t like the idea of putting so [...]
Images from my experimental introduction to the Arnold Beta Community. I played a lot with strands and my strand2geo operator as I wanted to check how Arnold handles DOF and Displacement. After using Arnold and SItoA for about a week we decided to buy ten licenses for LAFOURMI and started using it in production right [...]
My first C++ ICE node. A simple strange attractor node that generates a pointPosition array based on the strange attractor formula and its attributes.
One of the first operators I wrote for XSI. This simply takes ICE strands and creates polygon geometry from them.
Result of 4 days trying to find some new looks for a cosmetic brand. A lot of use of my Strand2Geo plugIn, rendering done with 3Delight with inhouse lafourex xsi2rib exporter. DOF is done in 3D.
LAFOURMI Postproduction GmbH is the company I started together with Sascha and Rebekka Schmidt back in 2007 after working in L. A. for two years. We are specialized in postproduction for commercials. This reel was a cutdown we put together for one of our clients this year. I didn’t like the idea of putting so [...]
Images from my experimental introduction to the Arnold Beta Community. I played a lot with strands and my strand2geo operator as I wanted to check how Arnold handles DOF and Displacement. After using Arnold and SItoA for about a week we decided to buy ten licenses for LAFOURMI and started using it in production right [...]
These are some old images from projects I worked on between 1998 and 2005. Keep in mind the world was SD, not HD.