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A video of the model in action can be viewed here.
Well, after a week of my poor PC rendering, this is what I have so far. I rendered each key area in layers, so any mistakes in rendering (fortunately there were few) meant that only that section had to be rerendered, rather than the whole thing, which saved a lot of time.
I'm still adding layers as I go - the rendering hasn't finished, but here are some examples of the layers used so far. If you click on the first image, then press the right arrow key, it will scroll through each image:
Background

Helicopter

Fog (against a black background so you can actually see it)

Lens effect (not particularly prominent in this frame example but included it anyway)

Tail rotor smoke

Composited together

Things to fix:
- remove the random black object just before impact
- position the helicopter closer to the ground for final resting position
- do something about the random scenery objects (and lack of)
- fog/mist?
- smoke & explosion effects (doing in post)


For a preview before the test render, click here.
Used a 2008 car, because I didn't feel the need to make a 2009 car... and the 2009 cars look horrible (apart from the slicks, which I have used).
Many things to fix, and some things to add (like a driver and smoke).
Main thing to note is the car rig, which I have updated to allow wheel spin and oversteer, and enhanced weight shift, which are all apparent in the video.
The video (at 4x speed because it's boring with nothing specific happening) is of a flythrough of the vehicle motion. You'll be able to see some of the tricks used, particularly at the end. Needs more vehicles, and more difference in the vehicles used, particularly in the colours... it's surprising how you don't really notice too much the same car going past as many times as they do until you stop to think about it....
Some grass and foliage tests I've been working on. The video is of randomly (although you wouldn't think it from the brief video) moving and populated grass. The image below is static, but also randomly generated from a series of grass blade model meshes.
I'm leaning towards the style from the video, simply because it's animated and also is quicker to render, although for a still image, the static would obviously be better as it looks slighly better - although I will continue to work on the animated grass.
The final video can be viewed here.
Further tests included using displacement textures, which, depending on the amount of grass I need, may prove to be the best - certainly for long range. Because it isn't actually using polygons, it renders much faster so is better for larger areas. There's also a small amount of moving grass inside the displacement texture map area to hopefully provide a better result.

This may be the method I use for wider angle shots, and then for closer shots set it up to use the completely animated style as in the video. This should be less of a problem where the camera is in motion, as it would be difficult to actually tell exactly how the grass looks when it's more of a blur.
I'm also using this opportunity to experiment with other render methods including lighting and mental ray raytracing and shadows.

Bloom and lighting effects, as well as camera effects such as vignetting and depth of field:

Sky change, trees, specular highlights, road textures, lens blur:

More objects added. Close to being ready for vehicles and animation now - need to dirty up the textures really first though I think...



A few renders of the Black Hawk model I created. A final video of it in action can be viewed here.



I decided to abandon the last animation and I'm tweaking it slightly to turn it into a vehicle animation, rather than character animation.
The image is a slightly out of date render of the environment for the first part...
Should be familiar if you've seen any of my UT3 City work. I thought I'd use it in an animation at some point since the assets are all there.
Anyway, here's a draft render of the animation so far to check the lighting, textures and glass breakage effects.
The main thing left is the building explosion so the whole thing actually makes sense. And he needs a gun as well to shoot at the glass so the glass doesn't spontaneously explode as it does at the moment.
Still very much work in progress - textures, animation and obviously special effects still need working on, but you can see roughly how the animation should end up.
The idea is he's running from a bomb that he planted in order to kill something evil, although I've not yet decided what this evil thing is, or even if we'll see it. But in my head at the moment, it's something like a tank (not my upload) from Left 4 Dead... but I'm not sure if I'll go as far as doing a section prior to this, and may decide to just go onto learning Maya, which I've been putting off for a while.
Here's what I'm working on for an as-yet untitled animation that will be first rendered in 3D Studio Max, then exported and reconstructed in a game engine for comparison.



View a small, low-bandwidth version above, or click on the link below for a higher resolution version.
Other variants of the demo reel are also available on this site. There is some overlapping, mostly because nearly all of the animations I have made have contained both special effects and animation, but each one hopefully draws enough attention towards that particular area.
View a small, low-bandwidth version on the right, or click on the link below for a higher resolution version.
Other variants of the demo reel are also available on this site. There is some overlapping, mostly because nearly all of the animations I have made have contained both special effects and animation, but each one hopefully draws enough attention towards that particular area.
View a small, low-bandwidth version on the right, or click on the link below for a higher resolution version.
Other variants of the demo reel are also available on this site. There is some overlapping, mostly because nearly all of the animations I have made have contained both special effects and animation, but each one hopefully draws enough attention towards that particular area.
Obviously still a long way to go, but it's recognisable, I think...
Nothing here is representative of what it will finally look like, except perhaps the character.
UPDATE: View the finished version here.
I'm lying. My demo reels aren't online any more because I'm making new ones as they get out of date too quickly. Look out for a newer demo reel post some time shortly!
My show reels are online, links below. It comes in three flavours, one demonstrating a variety of animations, one to show special effects, and the other to mix them together and also demonstrate other related things I have done.
Demo Reel
Demo Reel - Animation
Demo Reel - Special Effects
Other videos are viewable on the videos page.
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A quick video to show progress on the project I'm currently working on, along with a model of the real life car I created a while back for comparison.
Has an engine...