Lightwave

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"OW Media Projects Tutorial" by "Cesare DeRossi"

 

   

"OW media projects" is an italian media design agency.

The following article describes the making of a 20 sec. commercial i did for the above mentioned company, in charge as 3D animator and concept artist.

It tooks me one month to sketch out the project, model and surface, animate and render using Lightwave 3D
Composite and post-process all the frames with After Effects.

The entire work had to be done on a single workstation (1 cpu).
Final render took almost a week.


Some screenshots (reduced from the original D1/PAL resolution)
Click to enlarge


   
MODELING  
   
Let's start from the cityscape.

Before, just let me say this is not the best way to build up a cityscape but for sure it's fast.

The technique is simple.
Just create a disc (do not exaggerate with sides...).
Then place some points in a new layer (try to follow a scheme, we are building up a city).

Point Clone Plus
(play with random scale and random size).
You'll get several discs with different sizes.

Then BEVEL
(with -/+random values for inset and shift)...
You'll see the buildings coming up all together at the same time in different shapes.
Repeat the last step several times until you're satisfied.

You'd get something like

<--------- this
   
At this point, as you may guess, i needed a different kind of buildings.

This time i'm beveling out some faces from a grid plane.
Once again... BEVEL with -/+random values for inset and shift.

(at the end, remember to get rid of all the polygons you don't need)


Hhmm... someday i would like to make a new "Tron".
   

The OW corporation building!

Just created a 2D polygon (octagon)... then used the BEVEL tool to build it up.

The circular item on the top was modeled beveling out a disc several times.
   
As i was advancing with the cityscape, wanted to enhance depth and sense of movement.

The train tunnel was modeled beveling a shape... array tool was used to duplicate the piece.
Some cylinders were added to complete the item.
   

So, once the tunnel is complete... how about a train?

It was modeled using the same tunnel's cross-section.
Just few point editing to shape it a little bit better.

Train's motion was fast, running away from the camera...
and of course we love tasteful motion blur right?
So had no needing to detail it too much (waste of time and polygons).
   

It's time to add some life to the cityscape...
Nothing better than airships flying through the sky... right?

The model is pretty simple but again... fast action, motion blur...
there was no needing to waste time with advanced spacecraft design and increase unreasonably the global polygons count.

The subpatch models were rendered with a low patch division.
Also, since subpatch... it was easy, with a few point editing, to create various aircrafts starting from the same main fuselage.



QUICK TIP:

A nice way to create dense air-traffic should be
PARTICLE SYSTEMS
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(i'm sure you'll figure out by yourself what i mean).
   
The guide bot.

As main actor, of course it required a good amount of detail.
(enough to stand any extreme close-up)

It was modeled starting from a sphere (converted to subpatch)
SMOOTHSHIFT
the primary modeling tool

Some primitives to add the small detail
Discs and BEVEL tool to create antennas and lens
Point clone plus to duplicate mechanics (random scale)
RAIL EXTRUSION to extrude the black cables
   
"Smooth shade" OpenGL preview.

As you may guess, a good value for patch divisions was necessary to obtain smooth surfaces and perfect edges.
   
LIGHTING  
   
The scene lighting (outdoor) consist of 74 lights.
LW's ambient light set to 0.0

73 lights (the skydome light, in place of lw's default ambient light) were placed with the help of "Lightswarm"plugin.
Each skydome light is a spotlight with shadowmaps and subtle light intensity.
It faked global illumination producing soft-shadows (also had no needing to place any fill light).


Since it's an outdoor environment, there is a distant light (key-light) with raytraced shadows.



James Busby wrote a very good tutorial about this lighting rig.
   
OVERCASTER  
Talking about how to fake global illumination...
An excellent alternative: OVERCASTER

Written by Erkki Halkka, it's a very useful collection of premade lighting rigs (it uses the spinning light trick).

 
SURFACING  
   
The guide bot was surfaced totally with procedurals textures.
(so had no needing to create UVmaps, saving further time)


Picture and explanations right below.
   
It was made layering procedurals as PuffyClouds, Turbulence and multi-fractal (through Color, Diffuse, Specular, Reflectivity, Bump channels).
It worked out very good producing some realistic rusted/weathered surfaces.


I really suggest you to check out DAVE WILSON's online portfolio.
His "making of the MTS Arach" contains a full description about this surfacing technique (also i really like his work).
   
Several panelry maps were used to surface both cityscape and ships (though i wished, had not time to paint custom maps).

The maps were layered through different surface channels.
Projection was standard planar, cylindric or cubic.



THE KIRBY METAL SURFACING:

Just found that an interesting metal surfacing effect can be achieved using a panelry texture map (reflect. channel) stretched along Y axis... the purpose is to shape reflections.
It may sound weird but... it produced what i named the Kirby metal surfaces.

Just check out the renders or simply CLICK HERE and have a look at the buildings (the circular ones at the sides).
If you know Jack Kirby's comics and his (wonderful) drawing style, you'll know what i mean with kirby metal surfacing.
   
It's always a great thing to increase photorealism level adding a fallof to reflections, transparencies (FRESNEL).

I just used gradients (incidence angle as input parameter) to improve glass transparence and metals reflectivity.



TIP:

Feel free to experiment gradients to control any surface property... not just reflectivity and transparence.
   
ANIMATION  
   
All the motions were created keyframing the items in different positions, then tweaking axis values (motion and rotation) with the graph editor.

Noisy channel plugin was used to add a slight random noise to the motions (Bot and Camera)... to simulate heavy gravity and thrusters.

Finally some Fog (yellow desert color) was added to make the air dense increasing depth and mood.
   
 
 
Hope the article was inspiring and useful someway.
For any question do not hesitate to drop me some lines.
(it may just take me a while to respond, but i will).


Feedback will be greatly appreciated.

E-mail the author


© Cesare DeRossi 2002 - All rights reserved.
You cannot reproduce or use this article for any purpose without expressed permission from the creator.

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