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View Full Version : VFX Shot | M808


wreath
11-01-2009, 01:21 PM
Hey guys, just finished a new shot so wanted to share.

http://yeatvfx.com/stuff/808.jpg

high quality(26mb Quicktime) (http://yeatvfx.com/works/m808.html)
low quality (4mb FlashVideo (http://yeatvfx.com/works/m808--low.html)) (http://yeatvfx.com/works/m808--low.html)

Used, Studio Max with FumeFX for the dust,smoke,explosion,fire simulations and Thinking Particles for all the particle setups.
Rendered with Scanline / Mental Ray, compositing done in Digital Fusion.
Mech model & rig is a purchased stock, plate is a 2d still image.

Nothing special with the shot just some fx stuff that I love make :D
cheers :beer:

d4wn0fF473
11-01-2009, 02:45 PM
The effects are working really well, and the animation on the mech feels really cumbersome which is great.

There is some movement in the animation that seems too organic for what is going on. For example when the mech turns to fire on whatever is off screen firing the tracer rounds it anticipates it and makes this big organic motion. It really doesn't make sense for it to do that since the tracers dont seem to be affecting it at all. If you want to show that the tracers are affecting it make the hits knock the mech back from the first shot progressively getting more and more powerful as the hits accumulate. Realistically with how the situation is going on now the turret would just turn and fire instead of the big anticipation and follow through. I se what you were going for, but it just doesn't seem natural for something as mechanical as a mech to do that. If you watch footage of tanks in battle its very much rotate, fire, fire, fire, dead, turn again, fire, fire, fire, etc... Mechs are just tanks with legs, it doesn't mean that they have to be treated like an organic form.


The lighting is entirely too dark. You are losing the silhouette of the mech entirely in the beginning. I first viewed it in the flash and switched to the quicktime thinking it may be a little brighter, but the quicktime was actually darker. I get that its under a cloud of dust that is covering a majoirty of the light, but your back plate indicates a huge light source on the right that is barely adding rim light to the mech. With how powerful that light source is it would definitely be showing up on the mech much more significantly. And when it is apparent its only for a couple frames and then its gone. Also the muzzle flashes and rockets that come from the mech don't really cast any light at all. The minigun would create enough light especially with the fire its emitting to illuminate most of the top portion of the mech. The tracers as well would illuminate that side panel of the mech, Best bet is to just through a single light into the tracers or do it in post. Another thing that would be nice to see is when the tank explodes a slight illumination of the mech for a little visual flare. It will really add that like sort of heroes hair being blown by the wind of an explosion thing. A shockwave would be nice as well. That could also add a little more to the effectiveness of what is going on.

Over all really nice work though, just needs a few tweaks. Keep it up.

PexElroy
11-01-2009, 06:52 PM
The scene is very cool, a bit dark, but still cool. I like all the smoke and the smoke interaction as the heli falls through it. Great sound and camera motion. Overall very cool FX. :twisted:

kogden
11-08-2009, 07:49 PM
Agreed shot is pretty dark....but man!!! I wanna cry after seeing your site I need to pull my finger out I'm falling really behind. lol

Nice shot!

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11-08-2009, 07:50 PM
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