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Santiago Marino VFX Show Reel 2023
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Santiago Marino VFX Show Reel 2023

Santiago Marino
by HDFari on 1 Jun 2023 for Rookie Awards 2023

This is my Show Reel with the projects I most enjoyed and I consider the bests.

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SANTIAGO MARIÑO SHOWREEL 2023.

Grettings everyone :D. This is my second submission to the Rookies, in which I intend to show all the work I did this last year while learning Houdini. It was a whole new world to discover and to learn from, and I hope I can continue to do so in the followisng years.

Let's hope we get the criticism we deserve for our work, and keep improving day by day to achieve our goals and aspirations to reach the top...

SHOWREEL

VELLUM PROJECT

For this project the goal was to accomplish a realistic cloth look with the vellum solver. The first part of the process was to model the dress from scratch. For this, the go to app is Marvelous, that has all the tools and facilities to create good realistic looking clothes and fabrics.

After that is taken out of the way, now we need to make the other pieces of frabic that are laying around and simulate them. Finally, we simulate the dress, using some forces to mess it up a bit, followed by a wind, and a timeshift for the slow-mo.

The final result was rendered with Mantra, composed with Nuke and After effects, and the assets of the enviroment from Quixel Megascans.

CROWDS PROJECT

In this instance I made a huge battle where I could take advantage of the caos to induce a feeling of being right there in the action thanks to the camera and variety of animations that made it all feel alive.

In the middle of the battle, there is a ragdoll sim aswell, which was the hardest thing to pull off since the energy of impact of the mace was too high, hence all the trials and tries it took to have the final result.

All the comp is made by me aswell with Nuke and After, the assets of the enviroment are from Quixel Megascans and the knights, ogres and the statue are from Sketchfab and Cgtrader.

Hope you like it!

FLIP PROJECT

The idea of the project is quite simple, just a war ship on a stormy sea doing its best to survive.

The process starts by just animating the ship, adding some small noises in the movement to try and make it seem as real as possible.Then, we start with the sim, creating what is called a narrow band (a square chunk of particles) that follows the ship. 

Then, we start with the whitewater, which is basically the foam, and roughly a 70% of what the whole simulation represents (aesthetically speaking). 

Rendered in Mantra, comped in Nuke and After Effects.

Enjoy!

RBD PROJECT

This time I decided to go with this footage of a car going through a store, I thought it was the perfect challenge because of the variety of fractures and materials that were involved (metal, glass, wood, etc).

The key for this project was basically to wrap your head around the idea of constraints and how to prepare them, specially the ones that connect different objects for their interaction. In other words, logistic and organization, cause once you get it done, the rest is really just touching parameters.

Rendered in mantra, comped in Nuke and After Effects.


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