Sunday, 1 February 2009

Hole in ground shot breakdown





First Crack shot

My intention of the next series of shots was to show the audience the devastation the Lambton worm was creating with-in Darlington town centre. When I first designed this project I was going to create a series of shots that showed the ground cracking. I created some early test shots. However I found that the animation did not look right.

I then tried to create a simulation using a 3rd party plug-in for Maya called blast-code. Basically with this program you create the surface (nurbs suface) , you then create a bomb and play with the settings so that the ground cracks. What I found is that the ground cracks pretty well. However the only problem I found is that the geometry seems to collide with its self. This moves me on to the next problem I came across. I wanted to create a camera projection of the road which was pretty easy. However I also wanted to create a texture for the inside of the road. The problem with this is that Blast-code could not handle sub-surface texturing.

Knowing that Blast-code wasn’t producing what I wanted I decided to take a different approach. I decided to show the devastation the worm had all ready created. This meant that all I had to do was create a hole in the ground.

I decided to use 3D studio max for this problem. The reason I decided to use this piece of software because I found I can produce photorealistic renders with less effort then say XSI.

The first thing I did was that I imported the picture of the shot that I was going to create. I then lined the grid up with the picture so that it matched the ground and the perspective. I then created a ground plane and applied a shadow matte shader to it. This is a special texture that makes the plane transparent; however it also has the ability to receive casted shadows.

I then created another plane for the hole. I simply created a displacement map so that it appeared that the hole had depth and detail.

After looking through my research I found it necessary to create some debris. To create every piece by hand would have taken hours. So I devised a plan and created the digital debris in particle flow which comes with 3D studio max. With particle flow you create a small groups of objects (in my case rocks). You then create a plane to tell the debris where it should be placed. After setting the amount and the randomness you get a field of rocks all shapes and sizes.




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