![]() And as we were going into the project and doing some of our general R&D.let's see, I'll pull this up quickly. ![]() We do a lot of oversea renders, and we kind of have to be really nimble about our approaches. We had a really tight timeline, a very small staff that we're working on, here, we don't have a massive render farm or anything, really, that we're relying on. And then we had this major scene that you're seeing right here, where we had to, kind of, create this illustrative, kind of, cell-shaded-style approach and render, and then this more of a CAD-style approach to kind of showcase all the bits and all of the engineering that really goes in when you're designing a car from the ground up, like they recently did with the new Mustang. So essentially, we had three major sections that we had to worry about for the film some general clean-up and your general v-effects approach. And that really, kind of, came to a very specific, kind of, point with a recent project that we did for this documentary called, A Faster Horse, and I'll show you guys that real quickly, some shots from it. Every single piece of software has its own quirks, has its own kinks to it and rendering for 3D is a major, major item that also has a lot of debugging and a lot of, kind of, work that has to go into it. When you do a lot of experimental work and you do some more straightforward work you have to have a really firm understanding of, kind of, the technology that you're using, and the ability to, kind of, fix it if there's a problem. The first thing that I want to kind of touch into, though, a little bit, is really for us. It was easy enough to, kind of, do R&D and for us to kind of feel comfortable that we can toy around and, kind of, play and have fun in 3D in a way that we really hadn't been able to do in other packages up until this point in time. Cinema and Maxon turned to kind of this Grand Central Station, where it, kind of, turned into, kind of, the bedrock of a lot of the projects that we do. And once we found Maxon and Cinema, things just seemed to kind of click, and from there it really. ![]() We'd dabbled in some of the different packages, but it'd just never really taken hold it never really spoke that well to the arts, kind of, driven community that we have at our offices. So, really, up until we kind of bounced into Maxon and Cinema 4D, we hadn't really been much of a 3D house. Today, I kind of want to, kind of focus in on the idea of C4D as a bit of a platform for us. My main focus over there is kind of heading up a lot of our 3D, and a lot of our look dev, but why don't I start us off by just showcasing some of the recent projects that we've been doing? ♪ ♪ So that's some of the recent projects that we've been working on over at Ghost Town. I guess I'll start off by.so I'm Brandon. ![]()
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