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amazing work man, did you also do all the moddeling in those 6 weeks ?
perhpas you can share a bit how such a large project unfolds.
proberly you start with an storyboard, etc
amazing work man, did you also do all the moddeling in those 6 weeks ?
perhpas you can share a bit how such a large project unfolds.
proberly you start with an storyboard, etc
Heya, we had some assets like cars, people, boats, trees etc that are part of our library. But all the buildings, parks and masterplans were made during the project. In fact the buildings that are used on the main island were modeled and textured and made into vray proxies ready to render in about 2 days (there are only 8 different types of them). The buildings were pretty much designed as they were built using a few style photos for reference. The modeler made a few quick macros up to speed things up like automatically creating glass panels and railings for each floor once you fed it the base slab (mostly just copy and paste from the macro recorder with some minor script tweaks)
The masterplan for the roads and the other islands in the palm took one of our guys about 3 weeks I think.
Most of our cameras are from the masterplan level which is one master file with a bunch of generic stuff going on around the place like cars driving and point cache animations of people walking around in straight lines (randomly placed around by hand)
Only specific detailed scenes are there own files which are detailed modifications of the masterplan scene.
While the modelling was being started I was knocking out all the previs (using the client supplied blocking model from sketchup). we had a very rough storyboard which was done by the marketing arm of the client. IN the first couple of weeks we worked closely with them pitching our concepts of what we could do for the budget and worked back and forth, they did a rough storyboard to pitch to the end client but we relied more on blocking stuff out in previs to figure out the flow. We especially needed to figure out how the filming component would work as we only had a limited studio space and green screen size.
Yea ive been to dubai a million times and let me teel you the water is no where near that aqua bahamas blue lol... especially at the coast all the construction has made the water super murky. lol Here some real images of what the water looks like.. hehehhe ENJOY !!!!!
Yea ive been to dubai a million times and let me teel you the water is no where near that aqua bahamas blue lol... especially at the coast all the construction has made the water super murky. lol Here some real images of what the water looks like.. hehehhe ENJOY !!!!!
Sup OLI !!! madd busy over here. lol ....
Yeah I know, we had some much more realistic water in the first version of the animation, which we based off some heli footage we took in dubai, apparently it was too dark and blue so we had to make it lighter and brighter yech!
How did you manage to use so many proxys trees? we tried that on a proyect and at the end we have to change every plant to a billboard.
We used to have problems with proxy trees till we started doing a couple of things, Firstly dont have your leaves as transparency mapped poly's. They should be low poly modelled leaves. It is much faster for vray to render them than trying to trace through lots of transparencies.
Secondly we stopped turning an entire tree into a single proxy. What we now do is basically make vray proxies of a single branch structure. We make three or four of these and construct about 8 or so new trees out of the same sets of proxy branch structures. This will give you many tree variations using much less memory than proxying a single massive polygon count tree.
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