Watch Our Latest TV Commercial During the World Cup Games!

We have just recently finalized a TV commercial for TarOMar flying insect killer product and it will be shown before and after every football game during the World Cup football matches on IRIBTV. The client (Fouman Chimie) wanted us to create an action-filled 30 second long commercial based on a theme they have used in the past to good effect in their marketing.

Aie Robot Short Film

This is our very first short film created circa 2004. We thought we should post it here for everyone to see just for the fun of it.

Exterior Architectural Pre-Visualization

One of our recent architectural exterior shots.

Interior Architectural Pre-Visualization

This living room was created for one of our clients and an animated TV ad

Kaam the Persian Warrior

This is another character from the Persian Warrior series of four characters. Kaam is a ruthless giant who is at a head and neck taller than the other warriors and brandishes a huge sword with golden engravings. He is of royal descent but has become a soldier of fortune after years and years of war and fighting.

Aladdin and the Magic Lantern

In our latest project we were asked by Avijeh Mehr Architectural Consultants to create concepts for an amusement park they are constructing. We were charged with two of the theme rides, Alice in Wonderland and Aladdin and the Magic Lantern.

Vishka Studio - Broadcast Media Content Creation

Vishka Studio is an independent production company created in 2003 by founder Reza Ghobady in Iran. Our mission is to create compelling and engaging media content for the entertainment industry including broadcast, mobile, games and film sections.

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Latest Posts on our Blog

Superhero Tutorial

Head over to CGSo­ci­ety to see a great mod­el­ing and shad­ing tuto­r­ial by Jeff Miller. Although the tuto­r­ial doesn’t get into all details it is still extremely edu­ca­tional and fun and shows us just how a pro­fes­sional like him works and pro­duces his works of art; and art it is! Just observe the level of atten­tion to detail and the artis­tic vision that has gone into this piece and you’ll under­stand why the tuto­r­ial is so sim­ple and easy to follow.

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Blur Studio’s New Commercial

Blur Stu­dio, the cre­ators of great shorts such as “A Gentleman’s Duel” and “In the Rough” have recently com­pleted a ten-spot series of com­mer­cials for Pep­peridge Farm Gold­fish crack­ers via Young & Rubi­cam, NY.

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Ghobad the Persian Warrior Archer

This entry is part 5 of 5 in the series Game Char­ac­ter Models

This is our lat­est Per­sian War­rior char­ac­ter in a series of four. Ghobad is the leader of the group and what he lacks in strength and brute force com­pared to the other war­riors he makes up for it using his cun­ning wits and his excel­lent marksmanship.

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Dubai Character and Licensing Fair

This entry is part 1 of 1 in the series Dubai Char­ac­ter Fair

I just got back from vis­it­ing the Dubai Char­ac­ter and Licens­ing fair and decided to post a mini-reportage of this fair and inform you of what’s hap­pen­ing here in a series of posts enti­tled “Dubai Char­ac­ter Fair” of which this is the first part.

The fair started on Tues­day 27th of Octo­ber and goes on till the 29th but next year the date will be moved by a month and it will start in Novem­ber. The orga­niz­ers decided, and rightly so, that the show was too adja­cent to other impor­tant shows like MIP­COM, which is one of the major events of the year.

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Kaam the Persian Warrior

Fol­low­ing our last post con­cern­ing the mod­el­ing of our char­ac­ter called Armin, this is another char­ac­ter from the Per­sian War­rior series of four char­ac­ters. Kaam is a ruth­less giant who is at a head and neck taller than the other war­riors and bran­dishes a huge sword with golden engrav­ings. He is of royal descent but has become a sol­dier of for­tune after years and years of war and fighting.

This char­ac­ter was mod­eled, shaded and ren­dered by Bahram Najand using 3DMax 2009 and ZBrush 3.1 based on con­cepts by Faraz Shan­yar.

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Persian Warriors Characters

This entry is part 4 of 5 in the series Game Char­ac­ter Models

As promised in the lat­est post of this series , here is the final model of our game char­ac­ter called Armin, a myth­i­cal Per­sian war­rior who clob­bers his ene­mies with his two gigan­tic maces.

This char­ac­ter was mod­eled and shaded by Reza Ramezani using 3DMax 2009 and ZBrush 3.1based on con­cepts by Faraz Shan­yar.

armin_persp

Armin war­rior char­ac­ter concept

armin_closeup_final_comp0000

Armin final closeup

armin_final_comp0000

Armin final model

The model was tex­tured in Pho­to­shop and ren­dered using Vray and the whole process took approx­i­mately eight work­ing days (we weren’t work­ing on it full time). Most of the process was pretty straight­for­ward except a few prob­lems we had with Vray’s sub-surface scat­ter­ing mate­r­ial. We were try­ing to obtain a rather real­is­tic but at the same time styl­ized look for the skin of the char­ac­ter but we kept bump­ing into lim­i­ta­tions on this shader.

armin_model2

Armin war­rior ZBrush model

We had never done sub-surface shad­ing in Vray before and we didn’t have any detailed doc­u­men­ta­tion on the work­ings of the sss shader so we tried all the para­me­ters and finally decided to use a blend mate­r­ial with the sss shader in one slot and a vray mate­r­ial with the paint map in the other. It worked pretty well and we reached 80% of the result we were try­ing to achieve and decided to add the rest in post. To do this we ren­dered another layer of skin using Men­tal Ray’s Fast Skin shader which gave a very good result and we added this to our char­ac­ter in our Fusion comp.

Here you can see some of the tex­ture maps we used for this model:

armin_textures

Some of Armin’s textures

And the light­ing of the scene which con­sisted of two spot lights, one act­ing as a key light and the other act­ing as a rim light. The rest was envi­ron­ment light­ing and envi­ron­ment maps.

armin_lighting

Armin scene light­ing setup

Here you have a screen­shot of our ren­der set­tings but we didn’t really fine-tune these since the ren­der was pretty fast and we were get­ting a decent result:

armin_rendersettings

Armin’s Vray ren­der settings

These are some of the ren­der passes we used to com­pos­ite this image. We hope we’ll have the time to rig and ani­mate this char­ac­ter pretty soon and we will give you an update on that as soon as it’s available.

armin_passes

Armin ren­der passes


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