If you get a sec today, please take a look at my my newly finished animation "50A, Roland Road", along with my new company website Rivermill Studios. Thanks:
http://www.rivermillstudios.com/video_roland.html
It was created in Maya and rendered in VRay, with post production and editing done in Adobe After Effects and Premiere respectively.
The animated short explores architectural visualisation, but in a less traditional sense; instead of aspirational and expensive, the location is generic and functional. Through lighting, composition and music, the attempt is to find beauty in the mundane.
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The link was missing an 'l'. Unfortunately I can't view Vimeo at work... :<
Really nice stuff. Think the only part of the scene which gave away that it wasn't real was the water in the water filter.
Shame my room doesn't look like that. Pot noodle pots everywhere and just cans and cans of energy drinks rolling around :>.
Anyway loved the video. Watched the making of as well. Good stuff! How long did it take you guys to get from start to finish?
Great choice of music in the video as well. What's the name of the song?
http://www.rivermillstudios.com/video_roland_making.html
Cheers
Ben
first off most of it really did look photorealistic! the first thing I noticed that was really superb was the glass coffee table, the material is spot on perfect, i love that frosted glass with the holes of regular glass.
the music was lovely to listen to, i love hearing violins though so it's a personal preference haha.
Great selection on hot fuzz being in the dvd's - one of my fav films.
Now for the things that stuck out to me as not being real was the couch cusions on the back, they were too wrinkled, generally couch cusions are stretched fairly tight and even older ones aren't that severely wrinkled.
The only other thing was the really old wrinkled stickers on the washing machine - the problem is the machine and entire environment looked brand new and perfectly clean, so why was this one element disheveled and old looking?
Overall though it looked truly realistic, the wood textures are dead on and the material seperations are absolutely perfect.
My biggest curiosity with this sort of thing is how do you unwrap high poly assets for texturing? My best guess is you unwrap the non-turbosmoothed (or for me subdivided) model and then subd it?
Great work though!!