Hi there. I develop 3D graphics software, 2D plug-ins for compositing applications, and I also don’t mind getting my hands dirty working on the more artistic side of computer animation productions.
In my spare time I'm currently working on a 2D point-and-click adventure game called "Fatal Attractions". Follow the development in the Fatal.at development log.
In terms of style and technology it's a bit of a departure from the stuff I usually work on. These screenshots should give you an idea of what's in store:
Normality is a powerful plug-in that allows motion graphics artists to light 3D objects and scenes directly within the familiar Adobe After Effects environment through the use of normal passes and advanced relighting techniques.
The software is production proven and has been used on works ranging from student short films to large scale commercial projects. Animation studios around the globe have used Normality in their productions, including CGCG STUDIO.inc, Pendulum, Studio Lampion and Polygon Pictures.
Generator is a simple and free plug-in for Adobe After Effects which can be used to create normal maps from alpha channels, such as text and shape layers.
Compass is a utility that visualizes different types of vectors stored in images in an intuitive way.
The Occlusionist is an After Effects plugin that renders screen-space ambient occlusion effects from a normal and depth map.
Celulight is my tool designed to automatically generate normal maps from simple outlines or cel drawings. The resulting normal map can then be used by Normality to create realistic or toon shading effects. It takes drawn outlines or cels as source files to create clean, smooth normal maps for shading with my other tool, Normality.
Edgar uses a novel algorithm developed specifically for the purpose of converting normal passes into line art for use in cartoon and anime productions.
This simple material shader mimics the look of ZBrush’s Matcap material. It derives shading and color entirely from a bitmap texture of a spherical shader ball — these may also be referred to as “lit spheres”. As such this shader does not react to any lights in the scene.
A shader which computes bevels and round corners at render-time. This allows low-poly geometry to have a more refined look.
minBlocks procedurally generates tiled textures with automatic variation for individual tiles as well as distinct objects. Its main purpose is to generate procedural buildings, but it could be used for various other effects thanks to its flexible design. As the shading is accomplished procedurally, no unsightly tiling or repetition will be visible whatsoever.
As the name suggests, minRelief is an implementation of relief mapping for mental ray and RenderMan. This shader simulates the effects of displacement mapping without affecting the geometry, thereby avoiding the memory overhead involved with actual displacement mapping.
© 2016 Stefan Minning and 3DCG.net