Ruben Coers

@rubaration

CG Generalist at @ghostvfx 📍 Netherlands 🇳🇱 @rbn_crs
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De anatomie van een meermin (The Anatomy of a mermaid) @deanatomievaneenmeermin This movie has now also been selected for the @nederlandsfilmfestival * For our graduation year we had to do VFX supervision and work on multiple films. For “DAVEM” our task was to create a full CG establishing shot. Together with @mats_bomers_dropje , @b.g.venis and @woutereng , we created this shot all from scratch. Mats focussed on the heightfields and terrain and trees, while Biniyam focussed on the needed FX, like mist, tree scattering and other additional work. My main responsibility was animation, lighting, look-development and rendering. Using #houdini & #solaris I lit this shot using the #karma render engine. Using the masks originally created in the height fields, we created masks for compositing. With these masks we gave Wouter E the full control he needed in compositing to carry our work to the next level. Because we didn’t have enough time to simulate the river too, we opted for a UV re-projection in compositing. Using ST-Maps and found footage we “faked” the streaming water effects. Overall this was a very fun and rewarding shot to work on, and carry until final. A lot has been learned and put into results.
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1 year ago
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1 year ago
Some stills from our recent 3-Day film project at @vfx.nfa I was mainly responsible for lighting and lookdev in these shots. -Assets have been created by Leen Driessen. -FX has been done by @miloboot and @jelle_koster -Additional shading has been done by Celine Fransberg. -Animation is done by @moker.vet -Comp by me, @moker.vet @miloboot @lars.baltus @kaideleeuw_vfx
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2 years ago
Grand Theft Auto | Roffa - HD version in bio - For 3 weeks, on and off, in the evenings, I worked on this render/comp. I spend approximately 30 hours on it. Using data from #googleearth ,tweaking textures in #lightroom ,rendering in #maya and compositing in #nuke ,I tried turning #rotterdam into a sandbox city! There’s still a lot of room for improvement, shading and compositing wise, but I wanted this to be a quick and fast little project, so there had to be an ending somewhere :) My original idea was to create a chase scene, but I quickly figured out that the scans from Google didn’t hold up enough, so I scrapped that idea quickly. I also spend some time on the building interiors, which sadly aren’t very visible in the final. @rockstargames
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2 years ago
DISPOSAL - Little 1 day render. Wanted to play around with lighting a little bit, so I collected some scans and mocap from the internet. 8 hours later we got this! #maya #nuke #cg #cggeneralist #mocap #xsens #arnold
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2 years ago
Sfeerionary 2022! HD Version in bio. During this 4-day film project we made a super short film that has been inspired by the style of #emmanuellubezki My main focus this project was on the 3D side. This includes Motion Capture, 3D Camera capture, Scene lay-out, Lighting and rendering. Because of the extremely short time I wasn’t able to hammer out the imperfections in the motion-capture, but I still think it turned out pretty fine. I got loads of help from the team who collected assets, relinking the textures, some additional modeling and terrain generation. @ties_flippo @eva_stuurop The motion-capture performance has been played by @elivanherwaarden The compositing side has been done by @woutereng and @annedirkxx , making the final image look more vibrant and stylized. A big thanks to everyone for making this final feel alive 🔥 Disclaimer: The knight model has not been made by us! Rendered in #Maya #Arnold Composited in #Nuke
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3 years ago
Dynamics - Portie Bitterballen. (HD version in bio) I have created all the assets using Photogrammetry (except for the pipes/box at the end). Scene done in #maya / #renderman Vellum simulation done in #houdini Tree simulation done in #speedtree Photogrammetry done in #realitycapture
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4 years ago
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12-2019
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