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  • Concept scheme animation

    I've never posted an animation up here - to be honest, I've always been a bit paranoid of, dare I say it, 'theft' and of my clients confidentiality, but I'd welcome any comments on the following animation we have just finished.

    Some stats:
    1 Project completed in around 10 days
    2 Modelling undertaken in ADT
    3 Vray 1.48.03
    4 GI Irmap/QMC
    5 Average render time, after irmap calculation, 4 min per frame
    6 All trees as Vraymeshes (which 'rule' BTW!)
    7 One sun - vrayshadows, sharp only
    8 Environment pale blue
    9 Most frames were a single pass
    10 A few PP effects have been applied


    Can't think of anything else - see what you think. Personally, I think I have put a bit too much PP noise on it, but hey, we live and learn. (oh, and BTW, its about 38MB or so)

    http://www.birket.co.uk/public/sketchscheme.wmv
    Kind Regards,
    Richard Birket
    ----------------------------------->
    http://www.blinkimage.com

    ----------------------------------->

  • #2
    Re: Concept scheme animation

    Very, very nice. And for 10 days, too! The buildings are a little simple though, but pretty cool (and you did say it was a "concept" animation). I like the shots you took as well, very fluid and avoid the traditional "walkthrough" feel. A couple of questions:

    How did you do the people?
    What are the tree models?
    How much of the surrounding site did you model and texture?
    How many people were working on it?

    Great work! Now how do I get your watermark off so I can get that on my website ?

    David
    www.dpict3d.com - "That's a very nice rendering, Dave. I think you've improved a great deal." - HAL9000... At least I have one fan.

    Comment


    • #3
      Very impressive job

      Only 10 days.. Are you supermann??

      Congrats
      Architecture & design Sàrl
      global solution for architecture
      www.architecture-design.ch

      Comment


      • #4
        Very nice.

        Soooo....may I ask, what you guys charge for something like that?
        I mean, just a ball park figure.

        You go by the hour? 10 days x 8 h x 3 people = 240 hours?
        So, price tag ranging from USD 25K to 35k?

        Or this one was by badget?

        Thank oyu, congrats again,

        regards

        gio

        Comment


        • #5
          Nicely done! That's the most convincing animated water I've seen. Trees and plants are maybe a little too saturated. Amazing for 4 minutes/frame.
          "A severed foot would make the ultimate stocking stuffer"
          -Mitch Hedberg

          Comment


          • #6
            That is pretty damn sweet!! Love the water.

            Was that 4mins per frame on a single machine? or on a heard of DR nodes?

            Comment


            • #7
              Originally posted by Giovanni
              Very nice.

              Soooo....may I ask, what you guys charge for something like that?
              I mean, just a ball park figure.

              You go by the hour? 10 days x 8 h x 3 people = 240 hours?
              So, price tag ranging from USD 25K to 35k?

              Or this one was by badget?

              Thank oyu, congrats again,

              regards

              gio
              is that what you would charge for somthing like that in the us?
              about the animation , what did you use for people they have a black line around them + i think it would be better to use those damm moving rpc in this case.
              Gili
              http://www.3dvision.co.il

              Comment


              • #8
                Thanks guys.

                A few answers, in no particular order:

                There were two people working on this - probably around 12-14 hour days. Trees are Bionatics, but converted to Vraymesh ('cause Bionatics, in many ways, sucks!). 4 mins per frame was per machine - we had 12-15 working on the rendering (most of them X2 Shuttles with 2GB RAM - very nice). Buildings are simple as its really just a concept at this stage - the main area of focus was on the ground level stuff (life, activity blah blah blah). People were based on lowpoly people, but we made a clever use of vrays toon edges which I had never used before to try and stylise them a bit (in fact, our client has come back and asked if we can re-jig the animation to have moving people - any suggestions? We are chatting to a local games company about helping out on this, but we have also enquired about Massive Jet - anyone used this?). We went to shoot panoramas of the site before christmas on a grim, dull, overcast British day.
                Kind Regards,
                Richard Birket
                ----------------------------------->
                http://www.blinkimage.com

                ----------------------------------->

                Comment


                • #9
                  i think it would be better to use those damm moving rpc in this case
                  Do you honestly think so??? General Rule of Thumb Number One: Only use RPC if hell freezes over.

                  (can you tell I don't like them??)

                  People are currently the most tricky thing to sort out for an animation in my opinion. Its always a compromise at the moment.
                  Kind Regards,
                  Richard Birket
                  ----------------------------------->
                  http://www.blinkimage.com

                  ----------------------------------->

                  Comment


                  • #10
                    http://www.lowpolygon3d.com/

                    maybe?

                    Comment


                    • #11
                      in fact, our client has come back and asked if we can re-jig the animation to have moving people - any suggestions?
                      I have used the low poly static people to great effect so, yesterday I tried a low poly person that has animatable abilities - applied a .bip motion file to the biped and it walks, answers its mobile etc... very convincinly indeed.

                      regards

                      N[/quote]
                      www.morphic.tv
                      www.niallcochrane.co.uk

                      Comment


                      • #12
                        We have purchased and tried some of the lowpoly animated people, but we had problems in that all the characters seemsd to 'lean backwards' and basically look a bit like gimps!

                        This is more than likely down to our lack of knowledge about biped, but it was also a time thing. Perhaps we will take another look when we get chance.
                        Kind Regards,
                        Richard Birket
                        ----------------------------------->
                        http://www.blinkimage.com

                        ----------------------------------->

                        Comment


                        • #13
                          very impressive work!
                          Daniel Westlund

                          Comment


                          • #14
                            Still downloading, but if you need animated people Metropoly (axyz) has some low-poly people that are Biped rigged, and you can purchase motion captured animation from them also.

                            There's also http://www.complete-characters.com/ - I saw them at the NY max 8 demo, and they worked well.

                            Comment


                            • #15
                              Great job! The water does look fantastic.

                              Comment

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