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REDVERTEX - AQUAROSA 3D animation

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  • #16
    This is really breathtaking! You all did an amazing job. What have you said about just 4 weeks, including rendering time??
    --> http://www.tobyatwork.de
    --> http://www.scriptspot.com/blog/toby

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    • #17
      Hey !

      Still waiting for those pure renderings and post-prod work with the moving GI objects ....

      I really would like to find the correct workflow for this. (I use Nuke for post-prod).

      thanks !

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      • #18
        anyone know where i can find royaly free music like this composition? i want a site that would sell single songs rather than the whole CD
        in canada i used to use firstcomm but now im back in barbados and firstcomm doesnt sell to my region i dont know who to go for

        ---------------------------------------------------
        MSN addresses are not for newbies or warez users to contact the pros and bug them with
        stupid questions the forum can answer.

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        • #19
          Once again, than you for your kind words
          Here are some answers:

          @ Toby - yes, 4 weeks starting modeling from scratch. 10 hours every day, no weekends. The total 3D animation which is more than 4 minutes was rendered on 18 PCs Q6600@3.02 with 6bg ram. We tried all the scenes to fit in 6gb ram. It was really tough month.

          @muoto - sorry dude .. I forgot. Tomorrow I'll post few pure renders and will describe about the moving objects. The post was made with Eyeon Fusion.

          @ Da_Elf - we payed for this one. It was not free. www.methaphorce.com

          I just missed software issue: 3DSmax9x64 + Vray15.sp2 + Fusion
          It was the best ever Vray performance for us. Probably finaly we learned something about it's settings
          REDVERTEX
          redvertex.com

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          • #20
            I'm just curious how you guys finished this HUGE piece of work in such little time. The amount of shots that you have compiled into one animation is amazing. It seems as though it should have taken more time especially because clients aren't the quickest people to get back to the artist or they decide to change their mind just at the moment you finally finish a scene. With the amount of work your team put into this piece, I have to say that this is one of the best arch viz animations that I have ever seen. Congrats.

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            • #21
              Here are the promissed pure renders. Compositing with Eyeon Fusion.





              REDVERTEX
              redvertex.com

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              • #22
                Very impressive - nice work!

                b
                Brett Simms

                www.heavyartillery.com
                e: brett@heavyartillery.com

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                • #23
                  very impressive with such a short deadline...

                  just a few question that come to my mind:

                  did you have all the props prepared (vegetation, trees, preanimated lowpoly people) or did you prepare those just for this project? i because i always have the feeling i "loose" most of the time on preparing all the "organic" stuff, the client requests or which i think would be good to have.

                  and how about changes made by the client with such a short deadline. did you get perfect plans or did you have to come up with a lot of design ideas?

                  i love all those little "ideas" you incorporated (koi, ducks,...) but i also get the feeling that a lot of athmosphere gets killed by quickly animated lowpoly peepz.

                  the aerial shots, especially the fields and greens, are great. i would love to know how you created those.
                  -
                  render forza!

                  -----

                  Office Le Nomade, Vienna

                  web: www.oln.at
                  blog: blog.oln.at

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                  • #24
                    Amazing especially considering the timeframe. I wonder how well you could do with twice as much time! The cg people and animals are fine in my opinion but a little more attention to materials would have helped a lot. They just look too plastic and bright. But that's nitpicking
                    "A severed foot would make the ultimate stocking stuffer"
                    -Mitch Hedberg

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                    • #25
                      How heavy was the 3dsmax file ? Didn't your computer exploded when rendering ?
                      I suppose you got 64bit and plenty of ram...

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                      • #26
                        Originally posted by tricky View Post
                        Yes, it would be amazing if the people were all live action green screened comps, but then it will be something very different. The fact that the people are scaled and lit correctly (as they are in-scene) is great IMO.
                        All true - however low-poly's are really bad. I would use either off-the-shelf greenscreen like Marlin, or try a stylized approach with white transparent people. IMO the people 'detract' from a good animation - where you only need to make it look busy and provide a sense of scale.

                        Timewise its pretty good - although working to a deadline many people forget the power of animation that is latent in a well constructed model and the clever use of mapping. A+ on both fronts!
                        Immersive media - design and production
                        http://www.felixdodd.com/
                        https://www.linkedin.com/in/felixdodd/

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                        • #27
                          Originally posted by deflix View Post
                          I would use either off-the-shelf greenscreen like Marlin, or try a stylized approach with white transparent people. IMO the people 'detract' from a good animation - where you only need to make it look busy and provide a sense of scale.
                          I do agree - we've used low poly people before (static) but always retextured them in a stylised manner and the look great. As you say, its all about textures (and lighting), but I certainly wouldn't write off low poly poeple generally.

                          (accepts fiver under the table from low-poly-people company!)
                          Kind Regards,
                          Richard Birket
                          ----------------------------------->
                          http://www.blinkimage.com

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

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                          • #28
                            Beautiful work, it's amazing what 5 people can do in a limited amount of time but I'm amazed at the level of detail you were able to incorporate. Can you break down how much of your time was spent on the different areas of the project like modeling, texturing, lighting, and animation?

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                            • #29
                              good work for good time
                              ARCHITECTURAL VISUALIZATION
                              www.projects3d.com

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                              • #30
                                @ muoto

                                the file is not that bis as you expect We have different file for every camera scene. This way we can handle this amount of detail.

                                About the time schedule. NO, we do not count the exact time for modeling, texturing, light, etc. Everyone has his personal responsibilities. Just from time to time we need some shout and yell on each other

                                Next time we'll try something new with the people.

                                Once again .. THANK YOU !
                                REDVERTEX
                                redvertex.com

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