So I thought I would share with you guys what I did during the past summer.
I was looking for a job and applied literally everywhere that offered something related to the 3d field. For 2 months, I got no response, and the ones I did get were almost all negative (In the sense that they told me they had enough employees ect.). Then one nice summer day, I open my email (I almost stopped checking it at this point because I didn't believe I would get any), and there in front of me was an unread email.
It was the director of Integrated Talent asking me to a phone interview for a Microsoft Private Cloud/Hewlett Packard campaign video. I went NUTS.... After calming myself, I did the interview later that day, and ended up getting the job over 25 other applicants. The deadline was really harsh with less then 2 weeks to complete my assigned tasks. I ended up staying till 5 in the morning a lot of nights because we kept changing things and going through revisions as I sent in updates.
I was assigned 2 main (Hero) vehicles and from those, I had to create the interior, exterior, and about 4 variations of each. Please note this was my first job.
Please enjoy.
Concept of both vehicles:
(I was provided storyboards too)
With out further a due here are some work in progress pics:
SPACESHIP ENGINE DESIGNED BY ME:
SERVER HIGH POLY:
SERVER HIGH POLY WIREFRAME:
LOW POLY:
LOW POLY BAKED:
BAKED AND TEXTURED:
RANDOM SHOT:
CAGE:
ALL TOGETHER:
FRONT:
INSIDE:
SPACESHIP
Here is the link to the final product on the Microsoft site:
http://www.microsoft.com/en-us/server-cloud/private-cloud/overview.aspx
Here is a link to a direct video:
http://vimeo.com/30453133
Enjoy.
More pics in next post:
Replies
INSIDE:
no wires included in this shot:
Edit: Animator was Anthony Pauzie. Great guy.
Out of curiosity, did they ask for game-art assets, or were you given that prerogative from your director? It seems like it might have taken longer to do this for animation, especially if you needed to do various revisions, like you mentioned.
@Razgriz; Thanks man!
They wanted assets that would render "efficiently" and "quickly". So I decided to make them like game assets and create high poly first, then make a normal out of it for a low poly.
I think it took me about 18 days to fully complete everything, even with revisions. What I would do is just keep sending the director emails with renders/screen shots and change it as quickly as I could if he wanted it changed. Of course I ended up staying very late into the nights, but I think it was worth it as both IT and Microsoft were very happy from the results.
Hope this answers your question.
@jeffro; Thanks a bunch man.
Found it on YouTube now too:
[ame="http://www.youtube.com/watch?v=WKQJjAgt9xo&feature=channel_video_title"]Marcom Cloud Computing Lecture Series #2 - YouTube[/ame]