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Chicago animation


Tommy L
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Hello folks, a long time since i posted any work. This is a frame from an animation, very much a work in progress. I need to come up with some other way of illustrating the context buildings, brown boxes is a bit dull. I only want a few blocks of the city in detail, along with the parkland.

Any other advice/comments would be great too.

Thanks,

Tom.

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I am actually heading into the city tomorrow. Could take some shots if you need them and also have some photos looking out the window of the top of the prudential building right by your site.

 

you can IM of PM me if your looking for something specific.

 

Mike

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Thats a very kind offer indeed, but i kind of need a solution thats going to work for all the background buildings. The site will be seen from all directions, so i just want an NPR technique that will sit comfortably in an animation where the 'foreground' (being the surrounding couple of blocks) is made to to look as real as i can make it.

Thanks again though.

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did you model the base city? or did you get it from somewhere? That whole area around by the northern piece of grant park is going to change here in the next couple of years. The Childrens Musuem is going to be putting in a underground building in addition to renovating one of the field houses.

 

Let me know,

 

Thanks,

 

Mike

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any ideas about an npr style that sits well next to 'real' style?

 

Just about anything can work, you just have to be consistent.

 

You are treating a few buildinfs 'real' and then go right to brownbox, but leave the ground as a photomap, which actually exceeds your 'real' in looking real. It quickly becomes soup.

 

Find a concept and stick to it. Maybe it's that your client's building(s) are given look A and everything else gets look B. Or the 'real' fades away within a few blocks of the subject, reverting to a certain basic treatment. But whatever that is, the ground texture should obey the rules!

 

Your example simplifies both the shapes and treatment of the surroundings, which may be too much. At least add some parapets and roof boxes to the brownboxes, for example.

 

In the end what is the goal of showing certain features one way and others another--is it to say this is different in some way, sets itself apart from its context? Or is it that the budget isn't there for full detail? That's not something you want the work to communicate.

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Ernest.. great comments..

 

I suppose what you could do, is centralise a gradient over your scheme, bit like in p'shop, and then as you say, the real fades away, and the "brown box" effect is left.

 

I think that would look really cool, especially if the gradient gave you a building that was half in detail, and then faded away to a very simple box.. and indeed keep that detail the same on the landscape as well.

 

But how would you get that gradient effect in Viz / max..:confused:

 

Andy

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Ernest, Alfie, thanks a million, youve hit the nail.

 

In fact thats made me really optomistic about this one. The beauty is, theres no real deadline. Ive just been told its coming up and to work on it between jobs and whilst waiting for other renderings. Woohoo!

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Are the faces just bitmaps on your buildings? If so, how did you get the reflections in the window panes?

 

Went though all the bitmaps and made a b/w reflection map, put the map in the reflection slot of the material, set to about 50% I think it will pay dividends in the animation. Adds a bit of interest and depth to the elvations.

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Ok, heres a few renders. You can see where im going with it. Texture on the roofs will help alot. Needs a lot of modelling on the ground. I will obscure most of the google earth map eventually and the park geometry will be modelled and rendered in the edge texture. Im going to try and keep the camera work tight to the proposed building as much as possible.

Any suggestions?

Thanks.

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