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3XN's Sexy Animations

Ross M

Hi,

So 3xn have some really nice animations for each of their competition proposals. They're simple, sell the scheme, and allow the viewer to add their animation (which I think has an advantage over the polished/finished render look)

Anyway, how the hell do they do these?

http://www.youtube.com/profile?user=3XNielsen&view=favorites

http://www.youtube.com/watch?v=2b-ABwSa6IY&feature=channel_page

Specifically the latter (library in Utrecht). I'm almost 100% certain they use Rhino (photos of their office show rhino on the PCs).

Is this a stylised sketchup animation (is SU better than it used to be)

Is it penguin or bongo or whatever is native to Rhino?

Is it a stylised export to max or something similar?

Many thanks.

 
Sep 6, 09 9:01 am
toasteroven

definitely not sketchup in the utrecht project because it cannot do morphing - looks like they probably use max (or rhino) and rendered with some kind of "cell" material (i.e. cartoony type material).

also - looks like there's quite a bit of post work in "adobe after effects" (or similar video processing app - kind of like photoshop for video) - the entourage (people) and effects (glowy bloom effect, change in video speed, etc..) most likely have been added in after rendering out the animation. You cannot achieve something that looks like this straight out of a single 3D package.

the dirty secret with good looking 3D work is that you never use just one program... usually it's somewhere in the neighborhood of 3 or 4...

Sep 6, 09 12:40 pm  · 
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not_here

on the london school of economics animation:

there is definitely quite a bit of post processing.

but as far as the renderings go, the way those whites look and how the light hits those white shapes, i'd dare venture out and say that they are using either max or maya to do the animation.

max more likely.

maxwell would leave some noise, and there's barely any at all.
rhino's penguin and flamingo don't really provide with easy to work tools for animation, so if they are using those, they are wasting their time.


on that library in utrecht one:

you can use mental ray to get stuff to look like that, but so far, the best cartoon shading system i've ever seen is cinema4d's.

if i had to do something like that, i'd do my modeling in rhino, push it to cinema4d to get the shading right and the base animation going while keeping some green screens in certain areas so that i can then push the animation into premiere, combustion and/or some other compositing and/or video editing apps.

Sep 7, 09 9:32 am  · 
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trace™

Final Render has a great cartoon plugin too (Final Toon).

Sep 7, 09 10:26 am  · 
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Ross M

thanks for the insight guys, much appreciated

Sep 9, 09 9:08 am  · 
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Peru

They are all done in 3ds Max. The earlier projects (ones without GI) are rendered with brazil toon shaders and the newer ones are with vray toon material. The modelling is Rhino and formz

Sep 9, 09 9:25 am  · 
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Ross M

Peru - thanks for that? Did you work for them or something?

Sep 9, 09 9:55 am  · 
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Peru

Yup

Sep 9, 09 11:22 am  · 
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LML

did max do the animation of people, escalators, etc for the interior shots?

there must have been some after effects or flash or something for the added video bits, and for panning/zooming on the polished still renders....

Sep 9, 09 11:29 am  · 
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Distant Unicorn

That was like watching a music video from 1994.

That music was also awful. Sorry.

Sep 9, 09 11:35 am  · 
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LML

while were on the topic, who's got some more?

http://www.byhook.com/video/telematics.html

Sep 9, 09 11:56 am  · 
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toasteroven

LML - it is possible to add in video as a material in max/vray (mapped as a series of images), but I personally think quality is more reliable if done in post.

Sep 9, 09 12:17 pm  · 
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Ross M

Thanks Peru, looks like a nice place to work. Very nice concepts coming out of there.

LML, I'd say it's very safe to say there's some after effects on top of that.

Sep 9, 09 12:17 pm  · 
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not_here

toasteroven, there's video shaders in mental ray for maya, i assume you can do that on max then.

Sep 13, 09 11:08 pm  · 
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