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ooo
01-15-2008, 08:12 AM
For those who didn't see this on Maxon frontpage yet:

http://www.maxon.net/pages/dyn_files/dyn_htx/htx/2238/02238_02239.html

And straight to the animation:

http://www.maxon.net/pages/dyn_files/dyn_htx/htx/2238/02238_02239_6_l.mov

Great job and also very informative about their techniques!

odo

Srek
01-15-2008, 08:18 AM
When i first saw this i was simply blown away. One of the key members in the team was Naam, whom many CINEMA 4D oldtimers will remember as a grandmaster.
I'm realy happy to see him back in action again, especialy with such an exceptional piece of work :)

Cheers
Björn

okazaky
01-15-2008, 08:37 AM
Really a masterpiece - and all done with my favourite 3D software :thumbsup:

ThePriest
01-15-2008, 08:45 AM
Amazing, great stuff and really nice post work.

Maybe Naam could be invited by to be asked a trillion questions.

ClassicGamer
01-15-2008, 09:17 AM
Woah! incredible and all done with my favourite software.

This is the kind of thing we all aspire to creating I think and with time and very hard work like these individuals that have created this masterpeice, we could all create something like this.

However I think i'd need to learn C4D for another 10 years before I could churn out beautiful artwork such as this!

Truelly incredible work.

Well done to all involved.

CG

lllab
01-15-2008, 10:37 AM
very cool stuff, good to see c4d is used for such great productions:-)
cheers
stefan

designbytes
01-15-2008, 11:51 AM
I am so depressed....how do I get *there*?

wow!

PaulS2
01-15-2008, 11:59 AM
Wow!...nice work and a great step by step presentation. Makes me want to run out and buy C4D:-)

nycL45
01-15-2008, 12:06 PM
Wow! Smashing! Great way to start the day! Gets the juices flowing.

rareseu
01-15-2008, 12:14 PM
mindblowing work !!! truly shows off the power of C4D, very very impressive

bobzilla
01-15-2008, 12:19 PM
Wow indeed...

I still have Naam's IK tut on my harddrive from waaaaay back when.

vid2k2
01-15-2008, 12:58 PM
I remember naam from v5 days as well. Truly a first rate person.
Great to see him work again.

Love the extended notes. Hope this starts a precident.

pjpankras
01-15-2008, 01:37 PM
thanx for the kind words guys! That really made it worth the work in the short period of time we had.

I'm sure Naam is reading this as well.. since we all got the link of this discussion. Btw I don't think he was ever away.. just working his ass off ;)

Thanx again guys (and girls off course) :)

Peter

castroman
01-15-2008, 02:08 PM
awesome piece of work. a lot of good post work done in that piece.

anobrin
01-15-2008, 02:14 PM
Yeah I remember Naam
didnt he have a site called happyship.com??

Great Cinema Work thanks for the link

bobtronic
01-15-2008, 02:22 PM
I totally agree with Srek here. When we saw it here at the MAXON office everyone was blown away by the quality of the production.

cheers,
Matthias

Joseppi
01-15-2008, 02:41 PM
Congrats to the team! I still have the VHS tape of "The Joust" Naam and Happy Ship did...

Joe

wonky
01-15-2008, 02:41 PM
just that. WOW.

gildattack
01-15-2008, 05:01 PM
Ultra Super Incredible!!

soccerrprp
01-15-2008, 05:17 PM
EEESH! Fabulous!:thumbsup:

Shademaster
01-15-2008, 06:29 PM
LOL this is fantastic! Funny thing is I live almost next to the Batavia (the ship they modeled and filmed at). My mom is giving tours there every weekend and I usually tag along with her. I saw the ship being built from scratch till what it is now.

If I knew about this project I would have definitely applied for a freelancer position!

VERY cool work!!

boxy
01-15-2008, 09:41 PM
Simply stunning and inspirational.
Cheers
Boxy

wesware
01-16-2008, 12:28 AM
Yeah, yeah.... it's ok.


Just kidding. Thanks for the heads up... fantastic. The attention to detail is amazing.
I'd like to know how many hours of research are logged into this sucker.

govinda
01-16-2008, 01:11 AM
Killer!

They didn't do a cam track on the guys climbing the rigging, so I wonder how much they could show them without them looking like image maps. The only other thing is that sailors know not to climb their hands on the horizontals (the ratlines) but holding onto the verts (the shrouds). I mean, c'mon! That wrecks the whole thing for me!

Okay, now to be serious, the compositing is awesome. Amazing stuff and so inspiring.

ThirdEye
01-16-2008, 09:06 AM
It was so awesome i had to plug it on the front page, congratulations guys!

[plugged]

soccerrprp
01-16-2008, 10:26 AM
Once again, LOVELY! But I do have a question:

In the making of the storm, what does Rain (plate) mean?

Thanks!

Richard

Srek
01-16-2008, 10:36 AM
I think he is refering to one or more 2D planes (plate) layered over the image to create the main rain.
Cheers
Björn

soccerrprp
01-16-2008, 10:44 AM
Bjorn,

Thank you. That makes sense!

Richard

kraemchen
01-16-2008, 11:16 AM
Wow!
Congratulation to these phantastic images! Nice to see great water animation which was done without oscarwinning fluid technology but clever shading and excellent compositing.

Markus

R-K
01-16-2008, 12:51 PM
impressive, thanks for the breakdown!

Staszek
01-16-2008, 01:11 PM
Composition work is fantastic!
All work is greate!
first class!

otomo
01-16-2008, 01:31 PM
amazing, indeed.

and I learn from it.

VirtualFM
01-16-2008, 01:47 PM
thanx for the kind words guys! That really made it worth the work in the short period of time we had.


Hello Peter! Congratulations for the excellent work. That's top noch quality!

You mention a "short period"... how short are we talking about, how long did this take?!

Djampa
01-16-2008, 02:04 PM
Superb !

Thanks for sharing ! 10 stars ? :D

Srek
01-16-2008, 02:27 PM
thanx for the kind words guys! That really made it worth the work in the short period of time we had.

It's outstanding work and i realy hope to see more of you in the future :)

Cheers
Björn

Martin Kay
01-16-2008, 02:55 PM
Wow!...nice work and a great step by step presentation. Makes me want to run out and buy C4D:-)

...and you know you should!
I'm steeling myself for the £700 upgrade price. Its worth it to get to vRay.

BUZZFX
01-16-2008, 03:15 PM
An excellent animation and modeling work. I was wondering were the splashes that hit the ship added in AE or using C4D? and what movie was this made for? A very impressive reel and I feel tired just thinking about all the work that went into this. :)

AAAron
01-16-2008, 03:17 PM
Following the rest with a big :bowdown:

Outstanding work, both on the 3d and the comping part.
It would be interesting to know what application you used for the comping part, no matter what it really shows it in the hands of experts.

Intervain
01-16-2008, 03:47 PM
woah - stunning! and man tall ships are just the best!;) :bounce:

PaulS2
01-16-2008, 03:52 PM
...and you know you should!
I'm steeling myself for the £700 upgrade price. Its worth it to get to vRay.

Well, I have been tempted but have decided to wait till the next release - for me it's like buying everything from scratch now as my older version isn't worth much in the upgrade route. I do wish C4D could import native trimmed nurbs without going the poly route first.

I've been greatly enjoying the beta of Brazil4Rhino as of late....but, back on topic. Quality work like in the example of this thread does show the power of C4D in the right hands.

pjpankras
01-16-2008, 06:44 PM
Hey guys,


Thanx again for all the kind words, I will try to answer if you have any questions.

Let's see if I can remember all the questions.

About r&d.. there wasn't much time for that so it was basicly r&d from beginning to end.
While I was working on the ship model itself, naam wrote custom tools and plug-ins for the ocean waves, ocean shaders, rope attachment system, and rope dynamic system.
Naam also made some custom stuff so we where able to start of blocking scenes with a stand in of the boat, and replace the entire boat or parts of the boat with higher quality models.
The reason we did this is because we worked in version 9.6 the entire production and wanted to have the project management option now available in version 10 and up.
This basicly worked with dynamic instances, where we could just throw a new Hull group for the boat in the rig or a new mast group and it dynamicly updated everything that was attached to it to keep the animation rig in place.
Don't ask how it works exactly.. naam does all that sort of abra cadabra for us.. :)

with the characters on the mast. In the first place we said there was no time to do any character work on the boat, so came up with the greenscreen stuff and matched it.

That's also why there are no people on deck.. there simply wasn't enough time.

the foam on top of the waves was another problem.. it was really hard to do that only in 3d realisticly.. in the end it's a mix between 3d particle effects and real foam composited on top of it.

the rain was added in post. A rain plate was shot for that.. simply rain filmed in front of a black background.. and composited over the shot.

it was a nice project to do.. especially since too many people think "great stuff" can only be done with maya and/or max. They all thought we where going to do the ocean stuff with maya..

I think we proved that C4D can kick butt in every department.

Peter

Srek
01-16-2008, 08:07 PM
there simply wasn't enough time.

How long did you work on the project over all?

JohnDes
01-16-2008, 08:27 PM
Wow!

A quick question? Are the Ocean shaders , waves, and typhoon/tornado, controlled by expresso Thinking Particles, or COFFEE?
If so...wow! I didnt know you could control or program animated or other parameters into/with C4D shaders.

If so thats on par with Mental ray and Renderman, right?

govinda
01-16-2008, 08:29 PM
The world needs more Naams, I say!

pjpankras
01-16-2008, 08:37 PM
we basicly had 3 month to do it from scatch.

But we worked until the final day before final color grading.
So in the end we did it in around 4 months. But we didn't really count the days.. just worked our butts of until the very end to get the job done.

The rough boat took about a month, but we added and modified various things per shot right until the very end. The dynamic instance system setup made it pretty brainless for us to swap 1 mast for a higher detailed version.

The rendering was a challange as it all had to be rendered in various layers per shot at 2K resolution.

To minimize re-simulation time we simulated the sails with cloth and baked the simulation to reuse it in a number of shots..
Same with the flags on top of the masts.

peter

waltsimonson
01-16-2008, 08:38 PM
I have a question!
How do you make all the renders blue-ish in the final renders?
Is that to do with the color correcting? I've noticed that over and over again
in the special features sections of dvd's ect. that it starts out really bright,
and the final composites are always blue, and looking really sweet.
This is great also, your movie!

moka.studio
01-16-2008, 08:47 PM
very inspiring!

pjpankras
01-16-2008, 08:48 PM
for the ocean stuff naam used the same formula's found in various tech papers to write an ocean wave generator plugin. Plus added a pretty complex layerd shader with all sorts of nifty noise and displacement layers..

It's a basic formula used for example also in former ocean stuff from arete and also now used in maya. with an added naam twist off course.

Peter

oh.. and one naam in the world is more then enough!!

The blueish effect is indeed all compositing and color correcting magic. :)

mohammedbood
01-16-2008, 09:08 PM
I saw the work some time ago, and I greatly impressed by :eek: ...
Team wonderful and fantastic :thumbsup: ...
I hope the work of the meeting with this group to learn more about them :) ...

Enjoyed ,,,

waltsimonson
01-16-2008, 09:26 PM
Thanks! I figured it was compositing magic for that blue pro look!
That must have taken forever to put all those effacts layers together!

Fumetsu
01-16-2008, 11:11 PM
Amazing! the final composites are totally mind blowing!

fr3sh
01-17-2008, 12:08 AM
your animation is realy awesome

Can You tell as which programs you use for this --> "blueish effect"

THNX

krelnarb
01-17-2008, 01:05 AM
Wow to the 9th.

Fantastic. And inspiring. I better get back to work!!

pjpankras
01-17-2008, 06:41 AM
for compositing afterFX was used, after that it went to final grading together with the filmed material and then it was printed back to film.


peter

Theropoda
01-17-2008, 08:34 AM
That is just amazing, like all the others said:
incredibly impressive work, on both the 3d and the compositing side.

One question to the ocean simulation:
There is the plug-in "Add the Sea" which, as far as i know, already does very good wave simulation and also has foam shaders etc (haven't used the plugin myself)... so why didn't you use or extend that existing solution but rather write your own?

And another one:
I guess you used Advanced Render/Net Render, right?
What machines did you use for rendering, and what where the rendertimes?

Wonderful work!

Günter

pjpankras
01-17-2008, 11:58 AM
we looked at various option for the ocean stuff.

if i remember correctly , when we started the project "add the sea" was not ready yet,
and i've been an alpha and beta tester for years, same story for naam.. we where scared to use it without knowing if it would work for us. and again.. not time for trying..
We do plan on checking it in the future, since we've been contacted for other movies that involve water.

We wanted to use the ocean stuff from a german company (forgot the name) , looked damn realistic. We spoke with them but they don't rent or sell licenses. The only option was that they did the ocean stuff en we the rest. But that really wasn't an option for us because of the short time frame. There was not much time for discussion and working together with other studio's.

We also looked at using maya's ocean system and doing the rest in cinema.
I've worked with maya for years in the past, but really didn't want to go through all the hastle of going back and forth.

So decided to write our own stuff.. so you can make it the way you need and want at that time.. and leave thing out you don't need .

plus we wanted to show that cinema is also up to such more complex tasks.
If you know your way in cinema, and know how to code and use the tools under the hood, you can write a lot of things yourselve.
Too many people claim you have to use package a or b..

Rendering was all done on 8 quad cores. Render times is hard to say.. since everything was rendered seperate per shot.

Peter

ThirdEye
01-17-2008, 12:36 PM
We wanted to use the ocean stuff from a german company (forgot the name) , looked damn realistic.

Guess you're talking about Scanline.

pjpankras
01-17-2008, 12:39 PM
Yes! it was scanline indeed..

bobzilla
01-17-2008, 01:11 PM
And, you guys aren't working for MAXON, why??

Naam? If you can make an IK rig in C4D in 1999, and make it work, anything is possible now!

Srek
01-17-2008, 01:31 PM
And, you guys aren't working for MAXON, why??

We can't afford artists of their caliber ;)

As a matter of fact Naam (and many other old time users and betatesters) had much more influence on the development of the software than most people can imagine.
CINEMA 4D wouldn't be what it is today without their help.

Cheers
Björn

JohnDes
01-17-2008, 01:35 PM
Awesome creativity with creating your own tools!

...."If you know your way in cinema, and know how to code and use the tools under the hood, you can write a lot of things yourselve."....


If you wrote many of the ocean tools yourself to make the water, what was it written in? C++ or COFFEE?

Sorry if this questions's answer may be obvious to some but I would very much like to know how writing such tools and with what is possible.

Thanks for replying!

pjpankras
01-17-2008, 01:39 PM
haha.. we're very cheap!


just give us the occasional newest next-gen console, and a game once in a while..
shiploads of coffee.. and we're happy puppy's! :)

Peter

ps. for some other cinema stuff you can always check at www.planetx.nl (http://www.planetx.nl)
the meteor was done entirely in cinema, and the coparck videclip shots where also done in cinema.

and make sure you mark the month september this year.. as Happyship will be bringing you a new animated short. Can't tell you anything about it.. just wait..

pjpankras
01-17-2008, 01:48 PM
That's all done in COFFEE.. together with a lot of real coffee on the side.. :)

JohnDes
01-17-2008, 02:09 PM
Thanks for the reply...I think youve sold a lot of VFX programmers onto Cinema as well! (me included!)

AdamT
01-17-2008, 02:15 PM
We can't afford artists of their caliber ;)

As a matter of fact Naam (and many other old time users and betatesters) had much more influence on the development of the software than most people can imagine.
CINEMA 4D wouldn't be what it is today without their help.

Cheers
Björn

... and in Naam's case, one of his shaders (Chanlum) is actually included in the program.

Great work on this project!

naam
01-17-2008, 02:46 PM
Hey Guys!

Nice thread you got going here. I'm kind of late to the party I guess. In any case, thanks for all the nice words! Good to see some of you oldtimers still at it as well! In short, as pj said, been an awesome projecdt to work on. We raised quite a few eyebrows here in the Netherlands, doing this stuff on a shoestring (time)budget (well in hollywood terms in any case). People here aren't exactly comfortable with special effects in movies. Partly because they often look like sh*te (tiny dutch audience eguals tiny budgets and tiny expectations), partly because there's more of an 'actors-film' tradition here. But I guess (hope) we showed them.

Wanted to clear up a few things, though most questions have already been answered:

for the ocean stuff naam used the same formula's found in various tech papers to write an ocean wave generator plugin. Plus added a pretty complex layerd shader with all sorts of nifty noise and displacement layers..

Well, that's what I started out with (it's the classic technique of generating a certain type of noise in the fourrier domain, for those interested). But I couldn't make it work, got nasty echoe-like waves, and didn't have the control I was looking for. So in the end I wrote a deformer in coffee (in an Xpresso tag) simply using coffee's brownian motion noise, and layered that onto the geometry a few times, eyeballing the waveheight/speed ratio mostly. Was terribly slow, but controllable, bake-able, and, especially when adding a few hand-controlled spline/wave deformers, gave the effect we were looking for.

Rendering was all done on 8 quad cores. Render times is hard to say.. since everything was rendered seperate per shot.

Ah we wish! 8 2GHz dual cores :). And we only got that little farm halfway through the project. Before that we only had 6 1GHz singles, creaking and smelling from old-age (had those since Zephyr, if anyone remembers).

The boat itself rendered like a charm. We didn't need too fancy lighting since most shots were supposed to be stormy overcast affairs, no need for AO or GI, or even area shadows there, just a bunch of soft shadowed spotlights and bitmapped textures. Waves were a lot slower, even though there was almost no lighting to speak of on them -- must have been the layers and layers and layers of voroni-distorted voroni-masked voroni-noises ;). On top of that we rendered a wet and specular pass for the ship, also taking quite some time. Luckily, since we just couldn't get particle spray to work the way we wanted it to in the time alotted, we saved quite some rendertime :). The 2D crew did wonders with rotoscoped real-life seaspray there!

Ok, so far so good. On with the interesting questions!
naam

bobzilla
01-17-2008, 03:55 PM
I can imagine, Björn...

Well, maybe we can coax Naam into at least writing some plugins. He and Cactus Dan seem to work the same way: Hit a problem? Just write a plugin!

JCAddy
01-17-2008, 04:12 PM
That's absolutely beautiful. Such great work!

TheCheshireCat
01-17-2008, 05:54 PM
Amazing work, really nice seeing how you can make great stuff using not only the most popular programs (maya?) but others as well.

NicoAdri
01-17-2008, 06:52 PM
Hi

NAAM.

I have to admit to being blown away by what you've managed in terms of the COFFEE script/compositing for the sea.

Obviously you're not going to give too much away as regards the code itself but any hints or tips as to where to start programming such a plugin would be very very welcome.

It's the one bit of C4D that I haven't yet had a look at but I have a programming background so even though I'm sure I wouldn't be able to emulate your sea it'd be nice to have a play.

I've not seen much on the MAXON site as regards tutorials...

Anyway, well done on the project!!!

TIA

Nick

NicoAdri
01-17-2008, 06:57 PM
Oh,

And is there a download available of the movie in larger format?

TIA

Nick

govinda
01-17-2008, 07:38 PM
Obviously you're not going to give too much away as regards the code itself but any hints or tips as to where to start programming such a plugin would be very very welcome.

Rui's book (http://www.ruimac.com/coffee_book/) is a good place to learn. They're based on his tutes in 3DAttack, which is where many people learned including me. Though I exaggerate--I'm barely getting along with the basics at present, trying to squeeze in time to learn a little every day.

The reason I say 'we need more Naams' is that people like him and the rest of the talented project crew actually create work for users like us by doing high-quality 'proofs of app' for otherwise skeptical people who control the purse-strings on projects. We need more of a lot of those people, many of whom post here regularly, who do the technical/coding work that allows Cinema to stretch out and be workable on collaborative, complex projects.

cermit
01-17-2008, 08:05 PM
masterpiece in every aspect

MatteoM
01-17-2008, 09:36 PM
GREAT! :eek::eek::eek::eek::eek::eek::eek:

Mat

shtl
01-18-2008, 07:20 AM
Impressive sequences!
Congrats guys!

This is very nice to have you arround giving even more details than the cool making off allready avaible. This makes me wanna go back to r9.6 (haha! no! just a joke ^^)

All in soft shadow, no AO no GI, that must have been pretty fast nowing the excelent rendering speed of cinema4d. Except thoose voronoi that are indeed pretty slow :( But I guess that was the right one to use, if you say so. (also thanks for that info by the way )

Respect!

May I ask the polycount of final ship ?

Beautyfull work, for a very special team !


Thanks again for sharing :)

Theropoda
01-18-2008, 08:29 AM
Ok, so far so good. On with the interesting questions!


I'd be really interested in how you did the tornado. The making-of shows that it is based on a polygonal, twisted cylinder-based shape, but then how did you get it look so volumetric? Which shaders did you use, did you also use additional particle stuff (i assume) with pyrocluster or other volumetric particle rendering?
Or is it again some magical stuff you have programmed on your own :-)

Thanks for answering our questions!
Günter

naam
01-18-2008, 09:40 AM
Obviously you're not going to give too much away as regards the code itself but any hints or tips as to where to start programming such a plugin would be very very welcome.

It's the one bit of C4D that I haven't yet had a look at but I have a programming background so even though I'm sure I wouldn't be able to emulate your sea it'd be nice to have a play.

Well actualy, I mostly simply use the c.o.f.f.e.e. node in Xpresso, so they're not really plugins even though they can contain quite a bit of code. Simply feed the coffee node some variables you think you might need (the object you want to control) and go fishing with its settings. Great way to prototype code-experiments, especially since you won't have to deal with interface code and plugin code registration etc.


All in soft shadow, no AO no GI, that must have been pretty fast nowing the excelent rendering speed of cinema4d. Except thoose voronoi that are indeed pretty slow :( But I guess that was the right one to use, if you say so. (also thanks for that info by the way )

Respect!

May I ask the polycount of final ship ?

Displaced voroni is excellent for small to medium waves, especially when attenuated a bit to make the valleys rounder. What makes the sea though is the foam shaders, which also feature a lot of layered displaced voroni's, distorted to 'crawl' over the surface. As for the polygon count, had to look it up but it's about 500K. Not sure if that includes all the sweepnurb ropes. Scenesize was typically 130-200MB, depending on length (sails, sea, flags etc were cashed, ropes sometimes as well). We had only about 47MB of textures. Sounds miniscule, right? :) Mind you we were towards a gig for textures, with huge maps for the main body of the ship, but decided to go for 256 color indexed textures at a certain point as there was no noticable difference in the final renders. That sure saved a lot of headaches :).


Thanks again for sharing
I'd be really interested in how you did the tornado. The making-of shows that it is based on a polygonal, twisted cylinder-based shape, but then how did you get it look so volumetric? Which shaders did you use, did you also use additional particle stuff (i assume) with pyrocluster or other volumetric particle rendering?
Or is it again some magical stuff you have programmed on your own :-)

Yes, started out with a basis shape of twist-deformed sweep nurbs: 3 sets of 4 or 8 layered sweeps with small offsets to get the volumetric effect working, making each set less visible as it was layered more on the outside. In the end, though, I turned the sweeps off completely as the pyro-particles did a great job on their own. There's a few sets of them at work: huge sharpish noisy balls being created at the bottom, spinning along the spline, travelling with it with a small delay, and slowly rising upwards for the main core. Then, more misty particles that fly around the scene and get attracted to the spine in a vortex-y way, getting sucked inwards, upwards and sideways in relation to a point on the spline with the same Y height as they have themselves. Kind of a cheat, but it worked :)

hth,
naam

Lex1968
01-18-2008, 10:13 AM
Very very impressive guys ! I've done Cinema4D jobs with water myself so I know it's one of the toughest jobs to get your hands on.

Could you (Naam or Peter) tell us a bit more of how you seamlessly blended the foreground waves into the waves in the background? I see that the actual wavy mesh is in fact just a square mesh. What did you do behind it towards the horizon?

Cheers, Lex de Prieëlle, Breda NL

ritter
01-18-2008, 11:34 AM
Fantastic work !

pjpankras
01-18-2008, 11:40 AM
thanx lex,

The ocean is indeed a square.. to extend the ocean towards the horizon, the compositing crew added reall ocean footage in the background where needed.

Peter

shtl
01-18-2008, 12:38 PM
Hey thanks alot for the feedback Naam. Again very impressive: pretty "light" projects for this result. Well, don't have such experience in that domain yet, but this is gonna be my ... reference (don't know the right english word, sorry :blush: )

Also thanks for the bonus tips about colors! Would never have tryed that one.
Learning a lot from your comments guys, this is very interesting.
I'll sure keep eyes on you for next to come :)

:)

davedavidson
01-18-2008, 06:32 PM
very much respect to the team. its such a pleasure to see cinema4d in action
impressive work peeps

davedavidson
01-18-2008, 06:38 PM
very much respect to the team. its such a pleasure to see cinema4d in action
impressive work peeps


damm server acted up so i say soooo good i said it twice :)

tinytimw52
01-18-2008, 06:49 PM
that is really good, but this could also be made in mostly any other 3d package as well.

ThirdEye
01-18-2008, 07:32 PM
that is really good, but this could also be made in mostly any other 3d package as well.

No one said the opposite :shrug:

NicoAdri
01-18-2008, 09:54 PM
Naam,

Thanks for the reply and the hints. A quick question as I'm starting to mess about with Xpresso following 3dKiwi's tuts. Was the sea created out of an xpresso'd plane object?

I'm guessing it was a lot more than that but...hey it might have been!

I know that I'll give up on it as nigh on impossible but it's fun to have a play anyway.

Cheers

Adri

firstsingle
01-19-2008, 08:04 AM
My Goodness. This is really amazing.
Great job to all involved.

Rich-Art
01-19-2008, 08:50 AM
Yes it is a real masterpiece..
Nice to see that this will put Holland on the map. As shademaster wrote, when you have the change to come to Holland, you must visit the Batavia. It is a great ship.
One of my friends was one of the builders of the Batavia. (the replica of course) :)

Peace,
Rich_Art. :thumbsup:

smurfted
01-19-2008, 11:06 AM
Stunning..

soccerrprp
01-19-2008, 11:07 AM
Dang, I have long wanted to model a Revolutionary War Era frigate, but couldn't muster up enough courage. Now I am totally inspired. Can anyone suggest a video tutorial on modeling ships like the one here? I don't care if it's for Maya, etc. as long as the techniques are transferrable.

EDIT: Actually, i just need a nice plan of a ship to follow:)

I hope I'm not hijacking this thread by asking this.

Richard

pjpankras
01-19-2008, 01:43 PM
richard,

the ship was modeled using the origninal drawings they used to build the full size replica.
We got the drawing from the shipyard.

To model a ship I suggest you do the following.. at least that's how I did it for the batavia.

Make sure you have plans that show you all the cross sections of the hull.
These ships have a fairly complex hull shape that is almost impossible to eyeball.

I scanned all the hull crossection and just used it as a background in the camera.
One for the side, and one for the front.
Then trace all the curves of the hull ribs.

Then basicly use these as guides to model the main hull.

Once you've got the main hull nailed you can progress by adding the decks, the walls of the decks, the railings. We also used a plastic scale model as reference, but they are not that accurate.. but then again.. all the drawings we had, plus the plastic reference and the original boat where different anyway.

we added the masts, and when the animation rig was ready it was on to the fun part..

ropes!... my god.. and there are a lot of ropes on a ship of line.
I had a book from the guys at the shipyar.. only about the ropes where they are, what they are for and how to place them on the batavia.. I dreamed about ropes a couple of nights.

The ropes are not a real problem, but we had to add a very good structure into it to keep track of what rope went where and how it was supposed to behave. NAAM figured out a workflow for us to do that and wrote a couple if handy tools, so that it was easier for him to enable the entire dynamics system on the ropes.

We didn't add every single rope there is on the origninal, just all the most important onces and some extra's.

then it's on to all the details.. the stuff on the decks, ornaments, etc etc..
oh.. and offcourse uv-ing and textureing.

For the textures and modeling reference we shot hundreds of pictures from the origninal replica and constructed textures of it in photoshop.

just search for hull modeling in the internet, and you'll get some handy tips.
I backed up all the stuff on the boat, so don;t have any reference drawings at hand.

good luck! it's not that hard..

soccerrprp
01-19-2008, 01:54 PM
pjpankras,

thank you for that! i will look for a detailed plan of a ship that I would like to model and search for hull modeling. i think there's one at c4dportal.

thanks again!

Richard

naam
01-19-2008, 03:42 PM
Naam,
Thanks for the reply and the hints. A quick question as I'm starting to mess about with Xpresso following 3dKiwi's tuts. Was the sea created out of an xpresso'd plane object?

Basically, yes. A simple polygonal object, and I accessed the pointcloud via a coffee node. That seems to be quite a bit faster than using the point iteration nodes to do the same, also it allows you to keep some initializing procedures out of the loop (like noise generation). Still was mighty slow though, as we had to layer the same deforming code few times over. But baking it once it looked good was trivial.

naam

Justame2002
01-20-2008, 12:00 PM
Amazing work, wich is rare coming from the Netherlands, it really reminds me of the 2000 movie with George Clooney "The Perfect Storm".

pjpankras
01-20-2008, 01:27 PM
there is enough talent in the netherlands.. the problem here are the directors and producers that don't know where to find them.. or how and when to get them involved in the process.

they always seem to "know" a relative or friend ho claims to be up to the job.

There are a lot of companies who think that if you for example buy 10 seats of whatever good 3d package there is.. they can also do it..

they always seem to forget the people behind the keyboard that actually do the job.

..

is that good that it remind you of a movie made 7 years ago?? hmmm :) I think we have to do better next time then.. ;)

peter

swedishnitro
01-20-2008, 08:35 PM
That was a really informative video that illustrated how these scenes are created, I am blown away by the sheer amount of work and the results that go into the shots. Keep up the good work.

Jay

booletwins
01-20-2008, 11:26 PM
Top class work , I am really impressed
Congratulations to the Planet X FX team , they're super pros!

EsHrA
01-21-2008, 08:06 AM
what else to say other than excellent!

:)


mlon

JacquesPena
01-21-2008, 01:23 PM
That was an amazing movie, very inspiring for a Cinema 4d User like myself. The breakdown was amazing to find out.

patrickkrebs
01-22-2008, 02:40 AM
Absolutely incredible. Nice job!

enian82
01-22-2008, 02:56 AM
Hello Folks
I am blown away by the quality of work ..which is involved....Its simply Amazing......
I am speachless.....great work.......
Cheers
yesh

StructAural
01-22-2008, 10:05 AM
Wow! Nice job.

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