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European Figure Skating Championship Tallinn 2010, graphics + making of

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  • European Figure Skating Championship Tallinn 2010, graphics + making of

    Everything is rendered with Vray.
    Especially we liked how Vray handeled very high motion blur values. It really helped to get nice variations to the streaks in the air.

    clip: http://www.youtube.com/watch?v=wi9HMir-zRw

    making of: http://www.youtube.com/watch?v=sYCTHoUVLXQ

  • #2
    Nice work guys!
    Torgeir Holm | www.netronfilm.com

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    • #3
      That's superb! What made it for me was how you created your environments - that was great! They looked so simple when you pulled back. How did you do that? Did you use a package like imagemodeler?

      Regards,

      Judderman

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      • #4
        Nice.. and thanks for the making of.
        Alain Blanchette
        www.pixistudio.com

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        • #5
          Nice!
          Great camera projections and compositing
          Chris Jackson
          Shiftmedia
          www.shiftmedia.sydney

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          • #6
            it's cool, and always inspiring to have a look into the making of.

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            • #7
              Great done, the making of is really cool !
              That's great to see the building as they are eheheh.
              =:-/
              Laurent

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              • #8
                thank you very much for the kind words everyone. really heartwarming.

                judderman - no, we did not use any special modeling tools - we made only one photo at the location, then just blocked out the rough geometry really fast and projected the photo onto the geometry. since the camera moves are quite subtle, it worked out really well. since it is shown all over europe, the client wanted to integrate some shots of the city into the clip, but the budget did not include filming, so this kind of photomapping was a perfect solution.

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                • #9
                  Raino,

                  I did't know there is a "making of"

                  Beautifull work. Damn good!
                  REDVERTEX
                  redvertex.com

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                  • #10
                    Great work! So all the blocking in of the rough geometry was done in MAX? Did you use per pixel camera mapping?
                    -----Dwayne D. Ellis-----

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                    • #11
                      Did you camera project using a 3d app or was that created in post with something like Nuke?

                      Nice job!

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                      • #12
                        I wish more people would create these "Making of" video's, you can learn more in a few seconds than spending hours working through tutorials! This is beautiful work, can you explain the camera projection method you used in more detail?

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                        • #13
                          What i wonder about this projection mapping is if the simple geometry is just approximated...as far as the position goes..or is it camera matched...then projected.
                          -----Dwayne D. Ellis-----

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                          • #14
                            Thank you for you kind words!

                            Camera mapping is done entirely inside Max. In second and third shot we used only one photo:
                            - this photo was taken inside 3dmax at first as a background picture.
                            - then you have to create a camera and set it approximately to the same angle as it was while you took the photo. Also match the focal length.
                            - then start putting basic objects (planes, boxes, cilynders or spheres) into the scene matching the background image. Important is that you have a dense mesh and lots of polygons on these objects because then somehow mapping is more accurate.
                            - To every object you have to add camera map modifier and the same picture as a texture.
                            - important is that mapping takes place while you pick camera to the camera map modifier.

                            The same mapping can be done entirely inside Nuke or Fusion. I chosed to do it inside max because I needed the same geometry to render reflections and light passes on the ground and house walls.



                            Here is also longer final version of this shot:
                            http://www.frostfx.ee/projects/err_s.../s03_ver08.m4v

                            With best wishes,
                            Heiki Luts
                            Last edited by frostfx; 31-01-2010, 09:52 AM.

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                            • #15
                              Thanks for clarifying a bit more...again...great work!
                              -----Dwayne D. Ellis-----

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