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xmas calender competition entry

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yesterday was the final deadline for a competition at franklintempleton.de submitting a design for their chocolate christmas calender 2008 (10.000 copies will be made of the final one). The winner of the competion will be announced within 14 days.

I and a friend made this family house design entry within 1.5 weeks for fun. Our root idea was to make something without those commercial creatures like the xmas man, nicolaus, the reindeers or the other stuff that defines the usual commercial environment around december in the western world. Instead we thought about key messages (family, warm & secure environment,..) and tried to show this.
So after 2 days of rough ideas we decided to go with a building seen from the side like a side scrolling computer game with lots of details - showing parts that had to do with christmas.

mockup & details
this version lacks the Logo and the door numberings

xmax2008_calender_mockup_version.jpg

[3d models]
After a week or so most of the 3d models were done (using xRef in max to work better parallel)- one with the master file and the other one supporting with xtra furniture models. We used cloth physics for some textile objects also some custom maxscripts came in very handy to manage instances or do common operation with single clicks.

[textures]
Because after that week there wasn´t that much time left for texturing, lighting, rendering, layout,... ect. the textures and uv´s of the objects were done within 2 days and thus in some cases very rough. Neither was there time for specular or unique bump maps partly also because there were simply to many objects to texturize.

[2d drawings of the figures]
My friend drew these figures on paper, scanned them and colorized them in Photoshop. We used screen mapping (instead of Camera mapping because that only works on perspective cameras) to place them behind or infront of objects. At first we wanted them to cast shadows and recieve others but it messed up the rendering beeing to sensitive to the glare shader ect.

[rendering]
The rendering isn´t perfect there are some shadow map errors here and there and some little glitches at some spots. At first Mental Ray (our renderer) puked errors not supporting feature X because of the orthographic camera setup, later max wouldn´t continue to render because of the huge output size (can´t allowcate enough RAM,...).
So we used again a maxscript to split the final rendering into 16 parts to stitch them together in the end- but even a 1/16th size required 2GB of RAM to render anything below that again striked with a error message during rendering.
At the end our final resolution was something like 3000 * 4400 pixels (all 16 images stitched together).


the full shot (25% of actual size [400 ppi ~ A3]) (again door numberings and logo are missing)

xmax2008_calender_bigshot.jpg

some crits myself (after the deadline).
- lots of shadow map glitches
- some seams here and there
- snow looks not so snowish
- could be filled up with more unqiue objects and details
- more characters

I hope you guys like it,- will post some viewport shots within the next days
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