Spectacular 3D Entry: James Kaufeldt


#561

kick ass thread!!!
the aehmm award is well deserved.

cheers
marcom


#562

Oh yeah now this is really spectacular, the lighting on the last wip looks oustanding, the cars looks like real and nothing else :wink: I can a bit imagine how the final will look, good luck!


#563

damn,i’m really impressed:eek:…Keep going James


#564

very very wow :thumbsup:
jdd


#565

really so realistic scene.congratulations.
goodluck…


#566

hi James … the last test looks great with the cars! i like what u have done to that bridge :thumbsup:!
cheers man!


#567

Incredible…I had to read through the whole thread to make sure those cars were actually 3d! Awesome!


#568

BIG thanks for all your comments!

I don’t have much time for talk at the moment, but hopefully in a few days.

Updates below:


#569

Made a bunch of low-to-mid res cars, rather sloppily put together, but they’re going to be pretty much wrecked anyway, so I didn’t spend any time tweaking or detailing.

In the meanwhile I’ve made a few dynamics simulations with an airplane fuselage proxy on a simplified copy of the bridge together with a bunch of really simple car proxies - the plan is to refine that simulation, bake the animation tracks and finally replace the car proxies with the “real” models. This will result in the necessary amount of chaos and also ensure that the motion blur will make sense according to the trajectory of the cars.

Oh, and it’s a lot of fun doing those simulations… that was probably the main plan, the rest is just sideeffects :slight_smile:


#570

… also started a little bit on trying to make some nice cracks in the asphalt, and I’ve added the previously missing streetlights (or technically ‘bridgelights’ I guess…).


#571

brilliant symphony of destruction, scary good! keep it up mate, imprrressive progress!:thumbsup: :thumbsup: :thumbsup:


#572

Excellent. Those cracks look great!


#573

james …nice cracks:scream: !!! … maybe increasing the amount of cracks in order to the smaller

pices will show the bridg biger and more natural with a nice randomise on smaller pices(my apinon)

rock on :buttrock:


#574

If you keep this up you might just get yourself another award. :slight_smile:
Looking great - and the simulation sounds really fun!


#575

Angel, Maytridy - Thanks dudes

Visualact - True dat. Lots more left to do in terms of cracks etcetera.

Gunilla - Hope it’s not another rubbersuit :scream: And, yeap, simulations are fun, but the best thing is that I get the necessary animation data… would be a nightmare to keyframe something like that manually.


That aside - In terms of modeling, I’m sort of more than half-way done with the geometry needed for the full scene. Soon enough it’s time to start adding bitmaps and/or procedural shaders where needed, and then move on to particle effects and debris etcetera etcetera.

I’ve got the logistics of the final render passes more or less worked out in theory, and it’s going to be fairly tricky in some areas, but there are no unsolved problems as far as I can see at this point.

The only thing that’s bugging me now, is the fact that I’ve worked on this like as if it was a VFX shot of some sort (and I’m pretty happy about how things are turning out in terms of realism since I’ve never really tried to achieve that in the past, being more interested in stylised things and rather non-mainstream concepts… but now it’s more like a Jerry Bruckheimer production in progress) and this makes me feel that the shot as such lacks style.

It’s just like a set of replicas instead of something arty… so my main struggle will not be that of models/textures/renders, but rather the issue of getting some STYLE into this, without breaking the realism. I’ve got a few different ideas on how to solve it, either by incoorporating some more sketchy model details, and/or by doing some creative colourwork in post (along the lines of, say, selective desaturation for instance), and/or by adding a slightly graphic-designish framing to the final elements… time will tell.

My original goal was just plain realism, but now it feels like that’s not really enough.

.


#576

It is gonna be very impressive. Good job with the cars. They look great.


#577

That´s a difficult problem, dude. I have no hint to give but in case you solve this probelm jerry bruckheimer should take a look on this artwork to get inspired.
with or without the special note - the spectacular impression is nailed perfectly.

.


#578

It’s just like a set of replicas instead of something arty… so my main struggle will not be that of models/textures/renders, but rather the issue of getting some STYLE into this, without breaking the realism. I’ve got a few different ideas on how to solve it, either by incoorporating some more sketchy model details, and/or by doing some creative colourwork in post (along the lines of, say, selective desaturation for instance), and/or by adding a slightly graphic-designish framing to the final elements… time will tell.

Interesting thoughts regarding style vs realism… I understand what you mean. I think this might work well since the scene itself is rather unreal, but if you need some subtle style things… how about arranging the explosion fragments in patterns? Some psycedelic swirls could be very cool here.
I’m pretty confident you’re going to sort it out :slight_smile:


#579

procedural animation :beer:

keep it up


#580

whats going on here this is really good piece :thumbsup: :thumbsup: