Heres an old one. Spent 4 weeks on this, couple of people jumped on for a few days.
300+ unique buildings, 6,500 half-million poly proxies, pflow, camera matching etc. The full animation was done as seperate shots for another company to edit in to their 20 minute odd film - this is just an internal edit of the better CG shots from it I did 2 weeks ago.
If anyone knows norwegian, I apologise :lol: I just edited together what looked good with no regard for what they’re actually saying.
Used standard cameras, sun/sky, irradiance map and brute force. Full vray motion blur on every shot (god damn I love it) DMC AA.
totally insane… i really loved it. The lighting is spot on and integration of everything is topnotch… any insights into the project are welcome offcoarse…
Some of the bigger shots were hitting an hour a frame but it probably averaged about 40minutes by the end, at 1280x720 with motion blur on. Although the tracked shots were done at 1920x1080, just to give some breathing room and it was rendering pretty quick anyway (somehow).
gfa2 - Did do some tests into that, but it wasn’t working very well and I didnt have time to play around much. Next time!
Dan - thanks! The terrain was poly modeled as one piece with 3d CAD linework used as a guide/reference, I just pulled the under water bits down bit by bit to get it to look natural combined with the fog on the water. Water took a bit of tweaking to get right, but theres nothing special about it.
Yeah, this was all done with boujou. Fantastic piece of software when it works, but when it doesnt you’re near-fucked. :lol:
When we first started i’d done plenty of tracking before (~ 3/4 times, hah) but it just couldnt give us an accurate solution, in the render there was quite a lot of sliding around the corners which drove me mad. Not knowing the lens that was used on the camera apart from ‘a really really wide and distorted one’ meant re-doing some of the tracking shots 4/5 times until it was close enough.
Tracking looks good to me. We use syntheyes - cheap and I really like it. Boujou is too expensive.
I’ve always wondered how the “animated building of buildings” is done, if you get me. Is it just done manually?
I’d imagine that if it were done manually, then having your models built in max would be the easier way of doing it, becuase maniuplating max created geometry is easier. When our guys model a building in CAD it’s more difficult to maniuplate the model after becuase of how it brings stuff on to single layers e.t.c. and you have to stick an edit mesh on top of it. I find it a bit messy.
I like how you’ve treated your footage here - can you shed any light on that process? Looks film-like which I always find nice. I’d guess a number of render passes and composited in maybe After Effects?
No render passes unless theres footage behind it - all rendering is done straight up. Theres a little bit of colour adjustment in combustion and thats about it. I’m very much a purist when it comes to rendering, I try to use as little post/layer work as possible.
The animated buildings growing are done 2 ways - the swimming pool area and smooth slides are all done manually - using slice planes and keyframe animation (some people here may remember my 9pm panic stricken thread when those shots started crashing :lol: ), something panel based (like the tower and offices) are done with particle flow.
I never model anything outside of max now - causes far too many issues later down the line.
I really love the level of realism in the movie. I watched it without sound, and it look like that guy was trying to hit on the girl with very cheesy lines…