Hi everyone,
I would like to show my latest work. It was done during 1 week (modelling, texturing, animating, lighting) plus revisions (a lot). I was responsible for everything but postproduction and sound design.
You can watch it here:
http://www.youtube.com/watch?v=2ulItTanSXY
The agency was willing to create a compelling effect in which a coin is about to lose its inertia when it suddenly starts moving again, with the sentence "Your help keeps us alive".
They tried to shoot it practically, but with no success, so they decided to take the CG route.
- The animation -
At first, i thought dynamic simulations would be a great choice, and created many variations using different values for friction, gravity, etc, all in reactor. But after the first feedback, it became clear that this method wouldn't provide the flexibility this project required, since the angle, speed and timing of the coin had to be controled on a per-frame basis.
I studied real footage of coins moving and set up an animation layers system. I had the moves split by "rotation from axis", "inclination towards the floor", "Z position from the floor" and "translation". This way I was able to change each one individually...and I had to do it a lot! I guess it would have been almost impossible to meet clients demands with a simulation approach.
-Modelling -
Nothing fancy here. Turbosmoothed polymodels for both the coin and money box.
- Lighting -
My first approach was a HDRI based lighting. But again, I had to use MANY manually placed lights, especially for highlights and reflections. Agency needed the highlights to be placed at specific locations, so I used the "exclude" options in Vraylights to affect only those elements I was interested in. I didn't use indirect illumination in this, since it was a 1080p commercial and time was limited. Instead I used a HDR-mapped domelight for illumination which provided a clean solution, while using planar lights for reflections, like in a real stage.
I tried to use motion blur in post, but results weren't stellar, so I ended up using Vray motionblur, which looked pretty cool.
- Texturing -
I had problems creating the subtle coin relief. Displacement looked great, but it had a huge impact in render time, so I switched to normal maps. It didn't look as nice, but with all that motion blur, it wasn't critical. Moneybox textures used a Vrayblendmaterial, which allowed to control plastic material properties independently.
- Rendering -
I always use Linear workflow, with 32 bit output. This commercial was rendered using Vray 1.5 sp2. Postproduction was not done by me, so I made sure they would have all the information they needed inside the delivered EXRs. There was a 35 mm transfer output as well, so I was interested in mantaining at least 10 bits along the postproduction pipeline, so that resulting 10bit DPXs would show nice gradients without banding.
I hope you like it!
I would like to show my latest work. It was done during 1 week (modelling, texturing, animating, lighting) plus revisions (a lot). I was responsible for everything but postproduction and sound design.
You can watch it here:
http://www.youtube.com/watch?v=2ulItTanSXY
The agency was willing to create a compelling effect in which a coin is about to lose its inertia when it suddenly starts moving again, with the sentence "Your help keeps us alive".
They tried to shoot it practically, but with no success, so they decided to take the CG route.
- The animation -
At first, i thought dynamic simulations would be a great choice, and created many variations using different values for friction, gravity, etc, all in reactor. But after the first feedback, it became clear that this method wouldn't provide the flexibility this project required, since the angle, speed and timing of the coin had to be controled on a per-frame basis.
I studied real footage of coins moving and set up an animation layers system. I had the moves split by "rotation from axis", "inclination towards the floor", "Z position from the floor" and "translation". This way I was able to change each one individually...and I had to do it a lot! I guess it would have been almost impossible to meet clients demands with a simulation approach.
-Modelling -
Nothing fancy here. Turbosmoothed polymodels for both the coin and money box.
- Lighting -
My first approach was a HDRI based lighting. But again, I had to use MANY manually placed lights, especially for highlights and reflections. Agency needed the highlights to be placed at specific locations, so I used the "exclude" options in Vraylights to affect only those elements I was interested in. I didn't use indirect illumination in this, since it was a 1080p commercial and time was limited. Instead I used a HDR-mapped domelight for illumination which provided a clean solution, while using planar lights for reflections, like in a real stage.
I tried to use motion blur in post, but results weren't stellar, so I ended up using Vray motionblur, which looked pretty cool.
- Texturing -
I had problems creating the subtle coin relief. Displacement looked great, but it had a huge impact in render time, so I switched to normal maps. It didn't look as nice, but with all that motion blur, it wasn't critical. Moneybox textures used a Vrayblendmaterial, which allowed to control plastic material properties independently.
- Rendering -
I always use Linear workflow, with 32 bit output. This commercial was rendered using Vray 1.5 sp2. Postproduction was not done by me, so I made sure they would have all the information they needed inside the delivered EXRs. There was a 35 mm transfer output as well, so I was interested in mantaining at least 10 bits along the postproduction pipeline, so that resulting 10bit DPXs would show nice gradients without banding.
I hope you like it!
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