Do you use these tricks to improve your animations?

Have you noticed the credits of any animated film?

How many people is involved?

How long has lasted its execution?

This is the record of Avatar.

Previously, I told you about issues related to modeling and attention to detail.
Today I will tell you things about texturing and lighting.


Texturing and lighting

When an architectural visualization company like ours, does not have independent departments (lighting, rendering, modeling, …), his working method is multidisciplinary.

Each team member carries out his task but takes into account the rest.

In our study, the process is not linear. We take advantages of the first 3D geometry verifications to check the first results of lighting and texturing.

The balance between good modeling, proper texturing and successful lighting, results in a good image. If any of the three fails, the set also does it.

You will find a “honey” test of texturing in the texture of the paddle court, the erosion of the pavement in the central service zone.

Later, we learnt that they are 4 to playing paddle and the service zone is not at the center. 🙁

We could discuss much more about texturing, but, this time, I prefer to talk about light.

MC-025

The color temperature

There is a storyline based on enlightenment, or rather, in the course of illumination along one day.

Sequences initially occur at a daytime lighting. The subconscious, when we are thinking about our ideal home, claims light as an argument of comfort and desire.

Later, next to the pool, we simulated a “time-lapse” that allowed us to move from the day to sunset. The sun also has its evocative aspect when it disappears. Its absence, and in Zaragoza, is an advantage.

Throughout this luminous course, we encountered many different situations in terms of color temperature.

Thus, we can see:

Morning light,

MC-007

evening daylight

MC-029

a combination of natural light (warm) with an artificial (cold)

MC-042

another warm natural light with artificial one…

MC-049

inside, only natural light, …

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or, as in the case of the night view, only artificial light.

MC-069

The correct simulation of the different light conditions is essential to achieve good results.

 

Cameras

There is also a spatial plot. This one, although not essential, seems advisable to place the viewer.

We start from the outside of the plot,

MC-002

MC-003

We visit the residential area,

MC-006

MC-012

we enter one of the houses,

we go back outside by the time-lapse,

MC-002

to approach the terraces,

MC-067

and finally, the attic.

MC-073

In our work, we try to escape the “walkthroughs”. We understand it is a language of videogames. The subjective perspective, maintained over time, is boring. It also forces you to circulate through spaces that may not be relevant.

The change from flat to court, allows us more flexibility and rhythm at the time of the final assembly.

A tip: you should always rendering more images than necessary. That will allow some leeway in the final assembly.

Another one: if the assembly requests deleting, do it without fear.

It is better being too short than being boring with the duration. In this animation it happens something like that.

Within a few days, I will discuss the other work we developed simultaneously.

We will talk about depth of field, post-production of images and something else.

Aspects that I could also comment here, but I think I have abused your time.
 


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We "photographing the non-existent" for over 24 years. We are a team to help you in the visual communication of your project with this aim: to seduce your client.

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