environment :: busy street :: animation (3D)

hi

this is the firt scene of an arch viz movie, we’ll post more scenes in the next days/week

please send comments about lighting setup or anything you want

and this is the first scene to see
http://www.urbansimulations.com/pro/cgcf/test00/

thanks

sorry, i failed writing the link

luis rivero
art director
http://www.urbansimulations.com

Very good work Luis, great lighting ideed. I like how the light changes as the camera goes down. Really realistic. Great job like always.

I’ll keep expecting to see more…

:wink:
Carlos Serrano

thanks carlos

i will like to get some critiques from you

cheers coruñes partner

This looks cool - what is the amout of cg in the clip?

Hmm, i thought it is all CG

Looking great, the movement of the traffic is very natural, well as natural as machines can be. Two things stand out though. First is the car going around the corner drives like me and speeds up for the turn. Second is when the bus pulls out it is confusing with the second bus. Also the lighting change feels just a little odd.

I enjoyed seeing your work at the 3D Awards, looking forward to more.

very nice picture! :slight_smile:

Very realistic :shock: Great Job :!:

--Jon

Congratulations, great scene, very realistic, the lighting are cool.

Recuerdos a Fabian y al malagueño loco.

very cool … how many poly’s ??? … Billions :lol:

Good job, esp.lighting and texturing…but:

To prevent flickering on the railings you have to do a simple calculation: calculate the (scene) distance where the railings become less than 2 pixels. Beyond that blend the railings with the underlying color or better make slightly round railings and use a transparency falloff so the railings become more transparent on the edges the further away from the camera. Because I have a Lightwave background, with the use of a plugin that works on userdefinable edges (HD_EdgeFX), this trick also works on close horizontal (mesh) lines, that give a lot of flickering: even on detailed instanced trees that go beyond a certain distance…Don’t know if such a thing exist for MAX…I’m still waiting for my copy :cry:
Also the characters on the right of the street could use some smooth walk cycles: because of the slow and stiff/expressive walks they don’t fit in the busy environment. Personally I would like it more in this situation to make them move faster and let them stop once in a while, to cross the street or s.th. Maybe over the top but this is the thing that shows skills beyond architects capabilities 8)

trick: mmm… the trouble with flickering we had resolved with a higher AA.. and it don’t makes the render time grows a lot.. we will post the final scene.. and thanks for the trick, it could be necessary in more complex scenes
about characters, walks are ugly but it was a matter of time for this preview and we have a lot of good jobs with characters, even to be architects… and we are not the only guys that tell it… look here who are the 3dawards winners for the arch category this year 2004 :wink: :wink: http://www.cgarchitect.com/news/newsfeed.asp?nid=2142
and check our website http://www.urbansimulations.com :lol:

malaguit: thx, se los dare pero dime quien eres, sera mas facil :wink:

j_bug: thx

mengxutao: thx

RErender: good comments, we found the same troubles talking with more people, thanks

Geddart: full CG, around 6million polygons

Would it be possible to adjust the exposure settings more slowly? Or is that some sort of volumetric light that the camera is passing through that is brightening up the scene about 2/3 of the way through?

The cars look like they’re making an emergency lane change to avoid the bus. Might smooth out their trajectory a bit.

Otherwise, it looks really awesome. Can’t wait to see the rest.

You know, it would be a crime not to share more information about such a truly awesome project. Can you give us a workflow or let us see some wireframe details of the modeling, or something?

Great job.

Nos conocimos trabajando en Valladolid para R|P en la feria de la junta de castilla, q al final se rompio el traje de captura de movimiento. estabamos rip, jjblasphemy, kekoo y yo.

Pos eso q un abrazo… :slight_smile:

…look here who are the 3dawards winners for the arch category this year 2004…

I know your work from Infarq, so I was a bit surprised by the quality of your characters. I just guessed, if you go through all the trouble to get such a perfect lighted, textured and animated environment for a preview, then why not give a comment about the not so perfect characters, especially since your databases hold perfectly motioncaptured figures…I never doubted your capabilities… :smile: :smile:

I really like the work you guys do. Great attention to detail.
Do you guys build your own characters? Amazing stuff.

SunnyC

particlerealities:

to adjust the exposure settings more slowly
yes, this is a postpro effect in AFX
The cars look like they’re making an emergency
we are working in corrections for the whole scne
share more information
in the next weeks i’ll post a complete workflow for the whole movie that contents 6 scenes with interior scenes of an old theatre… and of course i’ll post a full makin’of the movie, render engines, pipeline, plugins, team details…
thanks for the comments

malaguit: hey, i knew the story about a lot of malagueños talking and the gallego colleague didn’t understand anything, hahahaha (sorry, it’s a joke) yes, he told me about good guys from malaga, i’ll send him the greetings

trick: yes, we have a lot of troubles with characters, personally i hate everything about character studio and the fuc.. crashes it makes adn in this preview we found a lot of troubles of time, i promise you to not fail in the final scene :wink:

sunnyc1: yes, we build our own characters from internet photos or our friends… thanks for the comments

…i hate everything about character studio…

I suppose you know all your options in all other software, but do you know PointOven from www.ef9.com: this gives an easy, stable and memoryefficient way to do characteranimations at rendertime. Even if you animate inside MAX you can export(=bake) to MDD and do an import to do memory-eficient and stable characteranimations for networkrendering. Something to consider if you have 50+ chars to animate, especially since it only costs $99…

hi

thanks for the link i have sent it to the tech dir to check it out

but troubles aren’t with memmory, we experience troubles managing characters with character studio, a lot of crashes and abnoramlly corrupted files without anything strange done..those kind of problems that you’d find in large projects, unexpected troubles that hold you in the same place for days

thanks again

I haven’t used CS since V1 (which also was to reason to look for other options). I suppose v4 is more capable when animating lots of characters, but what I have read from users it seems that when using it on huge scenes there are a lot of memory leaks (it’s always a memory problem; not about the quantity but about the correct handling)that give unexpected crashes. I know from programming experience that this kind of crashes are hard to track and can only be circumvented by baking in all animation (by key, by expression, etc) as much as possible. I do it with 50+ characters in LW all the time: and that should say s.th. since I don’t think LW’s strongest point is stability. This is s.th.that goes beyond the subject of this thread, but sure is worth investigating. The moment PointOven supports XSI you will have the Crowd/Behaviour option which is way more stable then CS: expensive but worth it. Since it was my last chance to upgrade my MAX3 license, I thought it was time to replace Lightscape with MAX/VRay, but personally I hope to see an extra possibility for easier character animation in CS (and the CAToolkit) that I can export via PointOven to LW.