View Full Version : previz of an vfx short that i am working on

01-14-2009, 08:15 PM
Hi all,
Before you go "arg, what a crappy short!", I have to say this. This is not the complete thing. The purpose I did the previz is to layout the shots, get the animation flow and camera looking right. There isn't any lighting as I used mainly maya defaul lights, the shading is still in its primary stages, effects like smoke and explosions are all preset based. Lots of things in my head that i plan to add, but will be in stages. Most of the stuff I did are in my first trial, including modeling the car. Please post comments or critique, and I will look into them!

Stuff I plan to add/change:
1) In the opening shot, I am thinking of adding a god's ray effects to create a more dramatic sky look. I am thinking of either a gust of dust flying by or some leaves flying by or BOTH.

2)For the shots with the sky, there will be changes as some are just still shots and I really feel that without some partial movements of clouds, it really feels dead.

3)Heads up display or HUD, is my first attempt. I know it look amateurish and I am thinking of ways to polish it up. Is the amount of details on it alright or too little? I am thinking of adding some screen noise, like those tv/computer monitor effects. Comments?

4)For the smoke effects, i am thinking of changing it from a particles shader to a fluids shader to make it look more realistic. Going to experiment with that.

5) For the explosion effects, they are too little details. I planned to add some primary and secondary debris flying out. Might add a shockwave effect.

At the end of the day, I am making this for my fx-td portfolio. Instead of a plain effects here and there thing, I try to create a small small short film that I can include with some storytelling as well. Please critque this previz and I look forward to your comments!

For those who prefer to download a better quality(~38MB), this is the link:

Software Used: Maya, Nuke, Photoshop and After Effects.



01-18-2009, 05:48 PM
Hi all, this is a new mech model i did within 1-2 days. It is regarding to the previous previz i posted and I got quite some comments. I am most likely changing most of the stuff and I thought I would really need a new mech which looks decent and much more soldier-like. Well, this is it I guess. The previous mech will be regard as the "evil" one and this will be regard as the good one. Alright, comments are welcome!

More changes coming up!

01-20-2009, 12:41 PM
Nice idea. Simple and doable. I would try some more dynamic "cinematic" camera angles to beef up the idea.

Eg, when the chicken bot comes into view the first time, it is not very dramatic. The very first shot (overhead) goes very quickly and the next one is a long shot with the bot casually strolling through the midground. A cooler (but used a lot) type of shot would be something like a ground level closeup of a flower and then one of the mechanical feet slamming down crushing it and then lifting off, leaving a crumbled mess of asphalt and plantlife :)

Same with the directly front on shot. Perhaps the camera closer to the ground again, or off centre.

With the weapons arming, perhaps a tight closeup from a slight angle where one cluster is in focus while the other is out of focus.

When they launch, how about the camera behind to show off those awesome trails and then a camera attached to one of the rockets as it speeds towards it's target?

In other words, it's the same story, just framed so it appears more badass!

01-20-2009, 05:34 PM
DoubleSupercool: Thanks for the comments! Yes,I have got some feedbacks that the camera is too stiff, mainly because I am using still photos and I have got no video cam to shoot and I have very little knowledge about tracking. I have remodeled a new mech, which you can see here and I will be working on the crucial parts first, which is the firing of the missiles and exploding the cars. The front part will have to wait I guess, mainly because I would like to add these effects shots to my portfolio.

An insight of the new mech:

Next update will be in a day or two depending on the progress! :p

01-22-2009, 12:58 AM
An updated previz of the part where I am gona work on. Implemented the new mech,
changed the camera angles.

Going to work on the effectand shading in the next process.

01-27-2009, 05:26 PM
Hi, for the past few days, I am trying to create a missile trail using maya particles, shaded using fluids shader. It is inspired by overburn and the cgtalk maya fluids smoke thread. It is my first time doing something like that and currently the results:

More updates coming soon!

01-29-2009, 01:30 AM
Looking good man :) You might want to check out reference footage on missiles. To the best of my recollection, they tend to have very hot, small exhausts with a lot of white smoke, as opposed to a fireball look.

I would love to see all the missiles firing out with the trails, like in Robotech!

01-29-2009, 01:37 AM
Looking good man :) You might want to check out reference footage on missiles. To the best of my recollection, they tend to have very hot, small exhausts with a lot of white smoke, as opposed to a fireball look.

I would love to see all the missiles firing out with the trails, like in Robotech!

Hey DoubleSupercool, thanks for the feedback again! :)

Yes, the test was just to get started and making sure that the particles can be shaded with fluids shader. I kind of power up the incandescence on that to see what it will do. oh well, I have to lower it and change the ramp of the incandescence. Yea, I notice white smoke too on video clips. Will work on that. Right now I am trying to figure out on the environment.

01-30-2009, 05:36 PM
I have shaded the mech with a mental ray shader to give the chrome and reflective look with glossiness. Next will focus on simulation and effects like missile trails and explosion.

Gold plated, anyone? Reminds me of my old Bomberman toy. haha.

02-01-2009, 04:38 PM
Multi Missiles smoke trails test.

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