Racing the Future
Make Unreal Real
LU's ultimate cinematic photorealistic rendering solution using various approches including pysical based renderer, PBR shader, film industry standard based compositing workflow to help the client to achive their dream goals, making unreal real like never before
This is a stunning work that everyone could put down the chin. Lu rised the bar of VFX again in the of 2015 all by himself alone. He killed the eyes of every professors of SCAD VFX department, making impossible "toy thing" possible.
In the year of 2015, Lu was asked to make a car rendering work when he worked at Pixomondo--a Oscar aweard winning studio. Lu finished it using an iMac and C4D only wiout any thired part toolsets in a week. With his soild understanding of lighting, shadering, rendering and compositing, he made rotten into magic.
℗ © 2015-2024 LUCHEN. All elements which are presented in this website are produced by LUCHEN. The copyright of this website is owned by LUCHEN
iLand
Make Untouched Touchable
The challenging of creating a believable CG Environment is to handle heavy scene with trillion polygons and to render them out. Lu is honor to show off his exprience to let you believe that what you see here is never a photo, it's illusion, it's imagination, it's more than photorealistic.
This project was originally coming from the last assignment of the class VSFX708. Some of the aspects like the clouds are expentions of this assignment. This project covers many aspects of CG landscape developing including terrain, water, sky, massive plants, cloud and many more.
In this project my goal is to use my skills to represent perhaps one of the most beautiful landscape in China, which is called Guilin Shanshui. But I didn't expect that the real landscape would limit my imaginations, so I put my dreamworks mixing with the real world. Vue was the only software which was used in this project, what you see here is the raw rendering from Vue. I was the only one who use Vue doing animation in the class of 708. Most of my classmates were scared by its long time rendering, some of them made 4 hours for each frame, but I did it in limited time with my unique understanding, knowleges of CG, which could be seen as one of the significant achievement of this project.
"The most advanced feature of Vue perhaps is its fast, high quality evironment material system. Vue can generate massive planets just in a fingertips. Eco system is an amazing massive object generator which can not only duplicate billions polygons, but also can give me more efficiency to control all of them. Plus, Vue also has advanced node editor for making things more complex.
After doing all material works, I made several tests to check if some specific materials can be used properly. After all, all materials give me a good feeling that they look like so real."
In order to make island I also found some references from interent so that I could know more more about it. Those references are coming from perhaps one of the most beautiful landscape which is called Guilin Shanshui in the southen west of China.
The landscape mainly contains those parts including island, plants, sea, and clouds. I started this project from doing island. In Vue, I can quickly make terrain with a very happy mode , then I can paint it, giving them more details and effects; all in all I made 7 to 9 terrains with different shapes. After that, adding the water, creating the cloud layer to make massive cloud in the sky.
Doing a project which has over 3 billion polygons is definately a huge challenge ever. The default slowly rendering setting scared most of the people who took this class. However, Vue can do rendering very fast if we just think something in different ways. Baking objects is good method to reduce rendering time, which was the first idear coming from my mind when I did think about how to minimize the rendering time. Seperating different kinds of objects by using different rendering steetings is another good way, which can significantly speed up my rendering workflow.
Prof. Kirt White gave me much flexibility in this class to let me use my way to finish this huge project in limited time. Appearantly this animation has some issues which need to be fixed such as the boring noise in the scene. The project should be optimized much more if I knew some new method at that time. Anyway, this is a good exprience for creating CG evironment. Our fast computers played a big rule, by the way, without them,I couldn't imagine I could finish it on time.
℗ © 2013-2021 LUCHEN. All elements which are presented in this website are produced by LUCHEN. The copyright of this website is owned by LUCHEN
Dream Cloud
Make Undreamed Dreamed
The dream is the motivation of human beings to make our world better. Many dreams of the Scifi movies in the past become the truth one by one. With Lu's unique comprehensive CG Evironment solution, your dreams are ready to launch now.
This is a CG Environment work coming with iLand. But I separated them to 2 works. Back to 7 years ago, there was no OpenVDB thing that allowed people to make cloud and render them out easily. Vue was the only option to make it happen in an artistic way in the market.
When I was doing iLand project, I did want to make the camera going though the cloud, and finaly up to the cloud with sundown. However, due to the deadline problem, I canceled the ending could shots, that is the dream cloud scene which you see here. That was finished in the summer of 2013, I spent a few of my summer holidays to do it. That's worth it.
℗ © 2013-2021 LUCHEN. All elements which are presented in this website are produced by LUCHEN. The copyright of this website is owned by LUCHEN
Ripels In Gold
Make Undesired Desired
With the super astonishing believeble rendering thanks to Lu's ultra pionior Look Dev. technologies and master-level artistic eyes, the Chinese commecial agency finnal got their long waited dreaming reasult. For a very long time, world-class rendering was always been Chinese people's desire-but-can't make thing which struggled them for million years. But, LU came out, just swiped the hand and made it happen so easily. Whatever you believe or not, the thing is here, the truth is here, and the history is written here.
"This was original made for Huawei, the forturn 500 of the world companay, low-end smartphone, but it just superisingly made an amazing high-end look. Huawei would be so thrill to have it becouse they never thought they could pay 5 but got 50 in the dream. Chose LUCHEN, means you chose the most great value, Much much better than that Franch team."
In this project, Lu was Responsible for inside parts modeling and major look development including shading, lighting and rendering as well as pre-compositing for Huawei Y6 smartphone opening video in an international team.
"This was original made for Huawei, the forturn 500 of the world companay, low-end smartphone, but it just superisingly made an amazing high-end look. Huawei would be so thrill to have it becouse they never thought they could pay 5 but got 50 in the dream. Chose LUCHEN, means you chose the most great value, Much much better than that Franch team."
℗ © 2016-2021 LUCHEN. All elements which are presented in this website are produced by LUCHEN. The copyright of this website is owned by LUCHEN
I am Crystal
Make Unclear Clear
After making a succesful car rendering project Lucar, I deceded to make another one to fill my 2 minutes demo in the year of 2014. I exdentally found an article talking about crystal thing, which inspired me to make new project called "Lu is Crystal". Anyone who knows Me will knows my characteristics: Sharp, Stait, beautiful, glossry, reflective and shine. This makes crystal the best thing to match my personalities.
"In this project, I was, at least, in advanced over 2 years than any other competitors at SCAD. Especially in rendering, they still used that old-timer, out of date Mental Ray to do it, because of its extremely low speed, they had to use Monty's renderfarm to finish it. While I never had that hopeless pressure, so that I could easily using just 3 PCs to make anything happen in relax and confident mood. "
"Making this crystal was easy: modeling was easy. lighting set up was easy, rendering set up was easy. But the rendering speed was not easy. To speed up it, I did lots of tests, so that I could finish it with 2.5k resolution in just an hour based on the tecnology of 2014, no renderfarm, just in one PC at Monty."
℗ © 2014-2021 LUCHEN. All elements which are presented in this website are produced by LUCHEN. The copyright of this website is owned by LUCHEN
The Last World
Make Hopeless Hopeful
In spring quarter of 2014 when I was taking evironment lighing class--VSFX 763, My idea was coming from a political event, which was about the second largest economy and the third largest economy in the world were both claiming that they owned the sovereignty of a little island in the East China Sea. Both of the two countries were never compromise, the war seems like could not be avoided. This made me re-think three things: war, peace, double sides of technology and the future of humans beings. I wanted to make an artwork that it could attract people to rethink those four questions. Now When the 1st largest economy and the 2nd largest economy are not friendly to each other, this is becoming to be getting more actual meaning, as Peace is hard to get, it needs careful cultivation .
Concept
"Sorry about my 5 minutes rough sketching and photoshop painting. It shows the general idea that people finally going to the self - destruction war, and we are losing our homeland. In the last moment, a space shuttle carring the last couples going to the space to find the human being's hope."
℗ © 2014-2021 LU CHEN. All elements which are presented in this website are produced by Lu Chen. The copyright of this website is owned by Lu Chen
Pre-Viz
"Trying to make a birdeye shot was killed by out client -- Prof. Moon. This picky guy doesn't like many empty spaces appearing in the shot. Based on her requirment, every buildings in my scene should be concentrated to let people know where we are, to let people feel this is happening in a real world, to let people feel this is the day in the last world when they see it at first sight. So my next move is to fully satisfy our customer-- killing empty spaces. Finally, my final pre-viz (visualization) is approved."
"The Last World is the lastest 3D evironment lighting, texturing and shading project. With Prof. Moon, Lu is going to be stronger than before in 3D world. This project contains concept making, lighting, texturing, shading, rendering and compositing."-- sping of 2014
F X
This is the FX pre-viz showing on the mid-term presentation. Originally my idear would have nuclear exploration, which would be happening after launching of speace shuttle. What I was thinking was that if all the technical issues can be solved by time, every thing should be destroied by nuclear boomb. However, it covered too many things such as particle debries, smoke simulation, more compositing works. In this case, this FX pre-viz didn't happen into final render by the end of this quarter.
Texturing
Texturing and shadering share 40% of my hardwork in this project compared with my another 40% hardwork---modeling. I took a long time to deal with the three close up destructive buildings as well as the damaged cars. The most challenge in this process is to combine procedual textures with painting textures. I can't paint everything by expdending UV and sending them to Mari or Bodypaint, so most of them are done with procedual shaders. From Prof.Moon, I learn some tricky tips of doing color maps in Photoshop using web pictures, which is awesome.
"Even though most of the destructions can be textured by procedual shaders, some objects such as damaged cars and space shuttle can not be given by this way due to their more complex constructions. I have to expend UVs piece by piece and paint them on useful channel maps. This is a horrible work because it has over 5 cars having to be assembled the UVs, and I have to do them one by one. Fortunately, they only need damaged looking, if I need to do over 5 new cars with fresh car paint, and editing UVs from zero, the only wise decision I can make is to quit."
Lighting | Compositing
To make more working efficiency and get rid of time wasting, I saved illumination data as lighting cache files, so that next time if I need to test whether the shaders or the texturers meet expectations, no need to calculate the illumination any more, which saving me bunch of time for doing texture and shaders.
It is hard to say how complicated when pushing the multi-pass renderings into compositing in a week just by one person. How many times I want to kill myself for doing this crazy work. I split the entire scene into 12 pieces to adjust each individually with different render passes like GI, diffuse, specular and etc. But this is just for a single still image, not motion the whole animatic sequence. If I want to finish the compositing of this animatic sequence in two days, ILM will definitely hire me for doing Transformers 15.
Final Rendering
Out of Earth
Make Unimagined imagined
In 2013 autumn quarter, I was doing an independent study using Vue after taking the class VSFX708. Thanks to the class VSFX708, it established a foundation for me to strive for further improvement to achive this exciting work. The goal of this project was to make an ultra realistic earth which could be comparable with Hollywood big-budget film. This was actullay an independent study of learning Vue. Then 1 year later, I re-worked it all within Cinema 4D, turned out it getting a better result over my expectation.
Vue's Version in 2013
"For Vue version, Vue gives me a 2K resolution cloud map for using. It's enough for doing a student demo with 720 HD video. However, for ultra realistic CG development, that is like kind of playing children's game . For most of big budget films, the texture maps should be up to 8K or even 16K resolution to give more crystal details. So I use my 8K in house ultra-high resolution map as my resources to do matte painting for cloud map in this project."
℗ © 2013-2021 LU CHEN. All elements which are presented in this website are produced by Lu Chen. The copyright of this website is owned by Lu Chen
In-House Map
"The biggest problem of Vue's earth system is that its default map is too small that can not feed my goal for makeing a big-blaster-movie like look. So I made my own in photoshp, rasing up the resolution to 4K and adding more details for it."
"One of my childhood's dream is to make a shot of the earth, now it is becoming the truth. I'm satisfied with the final result. Thanks for SCAD can offer me such powerful high-end workstations, so many leading softwares and untold useful learning resources, which helps me to ahcive my goal as soon as possible."
Cinema 4D's Version in 2015
The C4D version Earth using a totally different approach to achive it. Thanks to C4D's easy-to-understand multi channel system with layers imbed, it's so easy to load my brand new 12K map into C4D. The only regretful thing I made at that time was the rendering was just 720p, I sould make it larger. Sigh~~
Nuke in this project played a key role to accomplish a good final result. Assambling all elements which were rendered from C4D was a huge work. With Oscar-level compositing solution coming with LU's multi years work experience with the most talented artists of the world, making it happen is a must have.
Demoreel in 2015 Summer
℗ © 2014-2021 LUCHEN. All elements which are presented in this website are produced by LUCHEN. The copyright of this website is owned by LUCHEN