DBall :: The Animation
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Official selection Artimation 2007
DBall :: More Thoughts
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Posted :: 10-30-07

High resolution render
The animation was rendered with the 3DSMAX scanline renderer, using only 3 lights in the scene. I spent some time pondering how I might fake indirect illumination so that I could cut down on render times. I ended up making the ambient light about 70% and added a negative light below the scene, a positive light above the scene [directional, low intensity and no cast shadows] and a directional light for the sun. The top and bottom lights make the shadows on the characters a little more believable.
I spent quite a bit of time working on the environment and realized that you really don't get to see much of it in the animation, so here are a couple of complementary shots from me.
DBall :: FINAL THOUGHTS
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Posted :: 9-24-07

low poly wireframe :: specular and normals :: ambient occlusion :: final front :: final back
The D-Ball guys were my first normal mapped models. The high poly was finished up in Mudbox and projected in 3DSMax. The guys over at CGTalk pointed me to Ben Mathis's normal map tutorial, it was incredibly helpful for adding normal map detail in PhotoShop
I had a really tight schedule so the legs and hands were the same low poly mesh for both models. The normals were a bit different for each, so I still unwrapped and projected them separately.

body and head diffuse detail |

legs diffuse detail |
All the objects in the scene were normal mapped. The dumpsters, cardboard boxes and trash cans were unwrapped, the rest of the objects and environment had basic repeatable texture maps on them. The trash can and dumpster's normals were projected from a high poly version.

low poly wireframe :: diffuse :: specular and normal:: final low poly model:: ambient occlusion bake
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