Sondre Fagerborg - student projects selection
Hey! This is a selection of my favorite and most successful student projects from the last 2 years. While studying and learning 3d and compositing.
Rookie Awards 2024 Entry
Selection of my personal favorite work from the last 2 years, studying Visual Effects at Kristiania, Oslo. (Watch breakdowns and information below)
01 | Spaceship Sequence
A short VFX sequence, but heavy in regards planning creating somewhat custom assets, shooting, R&D and post production.
A lot of work went in to planning and coordinating what, how, where, and when to do everything. Lot's of R&D on how to technically do different things, and lot's of trial and error in total.
A lot of work on cg assets, doing the suit textures and kitbashing a lot of details. Needed something quite high-res because of the closeups, so quite a bit back and fourth before nailing all the details and the final look. The layout of the corridor is done by Denys and is based on a set scan of where we filmed.
The interior furnishing & corridor lookdev and lighting is done by me.
I also went through some pain to rig the suit and making it work well with rotomation and object tracking. And of course a lot of track and animation work, as well as rendering and compositing.
Some Screen Recordings of Different Parts of the Project:
Credits:
-produced, directed and vfx: Sondre Fagerborg
-DOP: Theodor Hjelmtveit
-starring: Amanda Robertsen
-Helmet modelling: Bruno Peres
-Corridor base layout/textures: Denys Kostenko
02 | Sci-fi Car Landing
Plate projection and Cg Integration. All aspects, but not modelling, by me.
A VFX shot created using a 16K spherical image as the plate, giving me the full flexibility of rotating the camera however I want. This would have been a lot harder using a standard filmed plate.
Having the measures from set, the simple shapes of the location it was pretty straight forward to model out. When having this setup and clean plating the lights I could get accurate interaction between the plate and cg. This was especially important because of the wet ground and overall reflective surfaces.
A lot of different layers for rendering, including bty, shadows, different reflection & light passes, as well as haze passes & thrusters. As this was part of a school project with little time the compositing has quite some technical errors and room for improvement.
For rendering the ground interaction i keyed the original plate i used to project to get a high quality matte that i could put into specular roughness to get some nice highlights on the ground, a more accurate way of working than doing it all in comp as you can see in my "wet car cg composite" project.
©All Aspects by me (not including modelling and UV)
03 | Cryo Odyssey
Full Cg Teaser - shot selectionPart of a bigger School project in collaboration with Sebastian Sveen.
The scene is mostly put together using different elements from cargo.
credits:
-fx, model UV, and help with doing the pods, and layout help by Sebastian Sveen
-suit texturing, animation, lighting and compositing by Sondre Fagerborg
-Charlotte Beau Vinuesa Created the amazing suit rig making these animations possible!
04 | Wet Car Cg Composite
Early Experimental project testing plate and cg workflow and different compositing techniques for the first time.All aspects by me (not including car model and UVs)
05 | Another Suit Cg integration
An earlier experimental cg suit shot created with a combination of unreal engine and maya. Read more about it Here
All aspects by me (not including suit model and base textures)
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