Home Royalties or Post-Launch Compensation Work

1.7 Million projected audience Fluid Project "Unnatural Selection"

Looking for volunteers that seek to create works better than themselves, people in need of a reel. People that want to see their creations come to life in a more dynamic form of art.

Work in progress, expected release February 5, 2015. 2-3 minute short for Steam Greenlight Game Unnatural Selection - 2013 Microsoft U.S. Imagine Cup winner, and World semi-finalist.

Making good progress on getting licensed music from the Beastie Boys.

http://3dkron.imgur.com/all/ WIP images, mostly my modeling stuff
vimeo.com/nmarcano3 VFX playblasts from Nich

http://steamcommunity.com/sharedfiles/filedetails/?id=239513870 our steam game (2 YEAR OLD CONTENT, Don't judge a book). -note also the reason we are creating a new bench mark in form of 3D cinematic.

Inspiration / vibe we are going for similar to our project from their respective creators.
https://www.youtube.com/watch?v=3toH3RPjw_c (No Thumbnail)
&
https://www.youtube.com/watch?v=8jD1bz4N3_0 (No Thumbnail)
&
https://www.youtube.com/watch?v=DxawCFRSwts (No Thumbnail)
&
https://www.youtube.com/watch?v=l2yoTMUzBLY (No Thumbnail)
&
[ame="http://www.youtube.com/watch?v=x7QqijTXvaU"]CGI Award-Winning Animated Short Film HD: "CALDERA" by Evan Viera - YouTube[/ame]

Kraken vs Submarine Cinematic Project - Autodesk Maya for the most part
Kraken Concept Art will be ready Sunday 11/02/14 from professional artist Alvaro DeCossio http://aentheartist.deviantart.com/
Submarine is undergoing extensive modeling, since it is modeled to scale it will comprise of thousands of components.
(I used the specs of a 16inch Naval Gun and a tower crane on deck to eyeball other proportions...since some elements are concept.

Mostly underwater scene, but will feature fluid splashes above the surface with an ocean.
Throw poly counts out of the window, I am your render farm. (4 comps, 2 of them beasts). Also making good use of hidden proxys, caches, and instances where we can.

Would love to add

-more Animators (No walk cycles here folks, pure swimming action, ability to animate proper physics of underwater aquatic life, or dynamic simulators for reefs and jellyfish).

-Mental_ray Maya Lighting Expert, (Caustics and Photons for proper refraction of underwater scenes). Volumetric fog for stronger lights aboard the vessel. (I am the current lighter since I also am render farmer, probably will be doing camera play too, but would love a dedicated lighter that actually can immerse the setting in a more compelling way than my general knowledge would provide).

-mental_Ray Maya Shader_expert (I am in charge of this as the 3D modeler, but shading is a respective discipline of its own, we have plenty of colorful coral reefs and fish that we would want sophisticated subsurface scattering passes for. Proper reflective values of hard-surface materials (meh, mia_x I can handle this). But for the SSS without help a fast_skin it is!)

-Scale-Modeler
The submarine is currently 169 meters long (It tends to grow, if I see it through it will get to 330m,[aircraft carrier size]). It is modeled, but now needs smaller-parts to add nurnies and greebles to give its sense of scale. Someone who is proficient at modelling realistic complex weapon systems (not an ak-47, look up 40mm quad mount for starters)[note-I handled the quad mount]. -for the most part....things just need to be equal-distant apart, rotated to certain values (im using 15 as much as possible).


Fish / Creature Designer
Design fish and deep sea creatures mostly for Dynamic use. (I got this covered, simply trying to open up time to handle other tasks).

I tested out an 800Million subD HD sculpt / paint on the submarines hull, was amazing.
-zBrush

Landscape Environment Artist
Skills in landscape creation of immense detail, procedural processes, plant life. Ability to setup the stage for our entire production to be animated in. We will be giving you additional objects to place within the scene, special kudos for grasp of instancing objects to keep the scene manageable. (Currently a total trial by fire for me, as I haven't a clue how things will actually scale. luckily on the ocean were in deep-space essentially...and can pull a lot of trickery.) Original plan was to just sculpt on a large mesh at HD details similar to that done on Wrath of the Titans. and just have HD objects up close to the camera.

Texture Artist
Possesses the skill in both Natural, and hardsurface texturing.
Once again, the texture artist can do a paint-over on the submarine, as well as texturing other various aquatic life. (Creatures, Fish, Reefs).
Preferred packages - Mari, zBrush, Marmoset, Substance, Mudbox, Photoshop

VFX Artist, VFX Editor, VFX Compositor, Digital Matte Painter
For post production, we would like someone who can give our animation the final cinematic look.
Experts in rendering billions of particles with Krakatoa, experts at realistic fire or fluid simulation. Maya dynamics, ncloths, all good stuff.
All things compositing as I am just going to be taking mass batch render passes from all angles once my job modeling is complete. Also providing junior animations.
(AfterEffects, Nuke, Houdini, RealFlow, BiFrost, Naiad, PhoenixFD?, FumeFX, AfterBurn, Smoke, Frost).

Rigging -
We have most of the rigging taken care of, but if this post actually gets some hits and the project becomes larger than it already is, someone who needs perfect models to rig, we will help you establish a rigging reel to be proud of as we have so many complex hydraulics aboard the vessel.
Experts in Maya Muscle would be of great value for the Kraken, once again we have rigging handled but the more we add the more complex tasks we can pull off.


-Accepting applications for any and all roles (listed or not). Sound, Concept Artists, Cinematographers.


I am a graduate from UofH for studio art, 3D modeler & generalist who was putting a portfolio together, when an animator and VFX artist noticed my talent, and wanted to put their magic on my stuff. I can also texture, UV, light, animate, sculpt, but my specialty is scale-modeling in Maya.

Elise is our character animator, she is a graduate from Animation Mentor. Her training under industry professionals from Disney Dreamworks to name a few should put a great polish to the performance.
She will also be doing soft-body rigs, and muscle systems.

Nicholas is our Fluid Specialist, Particles, Dynamics, and Mechanical rigger. Without him I would have not started the project, his passion to help me understand what I as a 3D modeler need to give him in order to rig something mechanically has taken us leaps and bounds. We have some pretty awesome moving parts. He is fully capable of realizing torpedo bubbles, bullet tracers, and a plethora of other VFX (tornadoes+fluids any1 omg?), water, and 3D generalist with a cater towards the technical math and scripting side of things (Love you man).

The cinematic serves as a "Benchmark" reel for up and coming talent in the field of 3D. A VFX reel doesn't look as good without models to demonstrate, an animation does not have appeal without proper lighting, a lighting artist cant look good if he has no environment to light.
Not to mention, we push each other further than what we believed possible, because the team motivates each other with each and every bit of content they work on and share.

The project has already started, we have now found out the weak spots where we would like to have someone specialized in the respective discipline for the task at hand.

You must have facebook, you must have gmail. No exceptions.

I will not post too many finished shots publicly of the project other than what is already posted, (more surprises :) expected release date is February 5th and most people on this project are in a full-crunch until then (We are hardcores making a not-shitty demo reel, I am not looking for some half assed individual who won't do what they say they can do).

If you want to make a name for yourself, get your work seen on a grand scale, and get backed by Playboy Bunnies who say "Check out the work of my really talented artist friend(s) to over 1.7 million people, contact dikran.nazarian@att.net, or message me on facebook.com/3dkron
or leave a post here.

[Will we get 1.7 mil hits? No. My original plan was just to reach 100k ppl by making sure 3x as much are invited to view. I've surpassed those figures with one person, let alone numerous others.] Secondly the footage would have to be worth it, I believe it will be.

Be prepared to explain why you want to be a part of this cinematic over 9,000 leagues under the sea.

Oil and Gas? Health Sector? (Bio medical DNA stuff). Environment Protection? COMMERCIALS? That is what our Kraken vs Submarine cinematic will display, 3D skills tailored towards the real world. (While still being fun and about silly creatures yay!).

LET'S, GET, KRAKEN!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

P.S. Randal the developer, is crunching on the game (Unity-PC Platform). Currently his main focus is getting multiplayer running (Easier said than done).

Replies

Sign In or Register to comment.