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Mining Animation : Koolan Island LOMP

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  • Mining Animation : Koolan Island LOMP

    Hi people.

    I posted our showreel a few weeks back and most of the comments and questions were about our mining stuff.
    I figured people might like to see another example of this kind of work as it is quite a niche area.
    Hopefully I am not being too spammy.

    This was recently produced for a local mining client, showing the Life of Mine Pit:



    3ds max, V-Ray, Forest Pack, AE, coffee were the main tools.
    No sound as it was made to be spoken over in live presentations.
    It was a pretty quick turnaround so a few things had to be rushed (re-timing in post, no moving vehicles etc.) but the client was very pleased with the result.

    Thanks for looking!
    Toucan Creative
    Linkedin Profile

  • #2
    Nice Thanks for sharing
    Chaos Vantage and V-Ray for Unreal Team Lead
    vladislav.vulchev@chaosgroup.com

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    • #3
      Looks great!
      Troy Buckley | Technical Art Director
      Midwest Studios

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      • #4
        Pretty satisfied with how this turned out given the tight deadline. FWIW, this took 36 man hours to produce from commencement to delivery, so while there's definitely a lot more that I would have like to have added/fixed/touched up, I'm just happy that I could get this done on time!!

        - Matt
        Toucan Creative Pty Ltd
        toucancreative.com.au
        Perth, Western Australia

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        • #5
          The ground textures are great! Any secrets for getting such realistic texture variation? Every time I have to do landscape stuff it ends up looking like crap.
          - Geoff

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          • #6
            Originally posted by YoyoBoy View Post
            The ground textures are great! Any secrets for getting such realistic texture variation? Every time I have to do landscape stuff it ends up looking like crap.
            Thanks for the compliment. However, all is not what it seems, haha. Getting aerial imagery from the client goes a long way in providing a nice canvas to work from. Because we had an awesome high poly real-world terrain model, combined with a matching high resolution aerial image (5cm/pixel), 90% of the work is already done.

            Because there are "fictional" pits that evolve over time, these obviously needed a different texture. So to do that, I took some nice even textures from within the aerial image I was given, and made them tileable in PS. From there it's a matter of separating out the walls, floor and roads within each pit into a multi-sub, and get to work on layering up the textures I created, using grungey masks to blend between them. This is the quick hacky way to do it, and if you take a look at the pits in the following video you can see a different technique where I have custom textured the entire pit. Much more time consuming, but produces a much more natural looking result. Textures were pulled from a nearby mine, and then the full texture created in PS.

            Hope this answers your question!
            Toucan Creative Pty Ltd
            toucancreative.com.au
            Perth, Western Australia

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            • #7
              great work....I checked out your website and was inspired!

              Sean
              Sean MacNintch

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