Porsche animation

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ralf_breninek
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Hello all,

I just uploaded a video to vimeo and youtube, wherever you prefer to watch it ;)

https://vimeo.com/197413155
or


For this personal project I started with a model of a Porsche 911 GT3 RS by Vedat Afuzi (vedatafuzi.de/) and did some retopo here and there in Cinema 4D. My main goal was to practice material shading, lighting and camera movement with Otoy´s Octane renderer. As always I did the compositing and cut in After Effects mainly using Magic bullet looks and a bit Denoiser 3 on some of the scenes. I replaced the car´s logo because German law is very strict about registered trade marks.

Visuals by http://www.pixelasm.com | https://www.youtube.com/user/ralfb1981 | https://vimeo.com/pixelasm
http://www.facebook.com/pixelasm | http://www.twitter.com/RalfBreninek |http://www.instagram.com/pixelasm/ | http://www.behance.net/ralf_breninek

Service: Creative direction, art direction, retopo, lighting, animation, compositing, grading, audio / video cut
Software: Cinema 4D, Octane, After Effects, X-Particles, Magic bullet looks

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C4D R21.207 / Octane for C4D 2020.2.4 / Watercooled 4 x EVGA Geforce RTX 2080 ti
http://www.pixelasm.com
Interface and motion graphics design for interactive interfaces and animations on TV, web, mobile and automotive from Köln / Cologne Germany
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niuq.cam
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Hello Ralf,
You seem truly sincere in your approach and I would like to give you some advice to make you progress.

I believe you lack an essential element of understanding to move forward.
It is the expression of enlightenment.

Why are your renders so flat and so blurry ? Why your materials seem almost identical apart from their color?

As I have already said, takes a simple detail of a car with a precise and simple direction of light. Look at how your materials behave. Displacement, normalmap, specularity, roughness, forced shadows.
Look at how much you can improve, make them more different, richer.
Direct your light as a director of the photo. Adds detail wherever you can.
Module tone contrast, your colors, your atmosphere, etc ...

It is not the best wishes for a beginning of the year but it is a sincere encouragement.

Anyway. Happy new year.

Niuq
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ralf_breninek
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Hello Niuq,

and thanks for your critique some of which I can process and some of which I can not (yet).

"Why are your renders so flat and so blurry ?"
In the video it is due to the compression. The screenshots on the other hand were exported from AE, so part of the blurryness here comes from the motion blur and the blurred vignette effect.
Looking at the renders now I got the feeling that automotive add campaigns try to squeeze every bit of sharpness into their stills, which makes their renders pop a lot more.
Lesson learned: Better produce dedicated renders for stills

Why your materials seem almost identical apart from their color?
Could you please hint to which you are referring to? Or which objects seem to have materials with to similar properties?

Could you post a link to an automotive animation with an "expression of enlightenment"?
I find it quiet hard to understand the deeper meaning of this, maybe you want to express that everything looks so tied in / flush but nothing pops or catches the eye, right?

A late happy new year to you too Niuq :)
Cheers Ralf
C4D R21.207 / Octane for C4D 2020.2.4 / Watercooled 4 x EVGA Geforce RTX 2080 ti
http://www.pixelasm.com
Interface and motion graphics design for interactive interfaces and animations on TV, web, mobile and automotive from Köln / Cologne Germany
RealGrupa
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Really nice job, keep it up man!
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niuq.cam
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Exactly, nothing catch the eye.
Plastics/rubbers/grids, windshield/frontlight look identical.

An example. Take a look at this picture. Just an HDRI, a box and good materials.
Et voila.

I do not like much when black levels are low like this but it is an example
that shows that with four really different materials and an assumed illumination,
you can get an image that has more character.
Attachments
Ferrari Garage.jpg
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ralf_breninek
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Thanks for the example this helps a lot.

Oversimplyfied I would say roughness and strength of reflectivity is what is to similar on my materials, right?
C4D R21.207 / Octane for C4D 2020.2.4 / Watercooled 4 x EVGA Geforce RTX 2080 ti
http://www.pixelasm.com
Interface and motion graphics design for interactive interfaces and animations on TV, web, mobile and automotive from Köln / Cologne Germany
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Refracty
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Hallo Ralf,
gute Arbeit.
Schön zu sehen, dass du wieder viel Zeit mit Octane verbrings.
Great work.
Cheers
Nando
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ralf_breninek
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Hey Nando, thanks for the appreciation :)
Unfortunately I only had time to work on this after the office at night and sometimes on the weekends.
I would say at max one hour per day over the time of 4 months or so.
Learned a lot about retopo and car paint shaders, although I left the flakes away in the end.

My next sparetime project is going to be something interactive in Unity again, nothing automotive related though. After the interactive projection mapping (http://pixelasm.com/wp/portfolio/intera ... prototype/ ) and Kinect prototype (http://pixelasm.com/wp/portfolio/hologr ... kinect-v2/) I built and programmed I still want / need to learn some more C# :P

Cheers
Ralf
C4D R21.207 / Octane for C4D 2020.2.4 / Watercooled 4 x EVGA Geforce RTX 2080 ti
http://www.pixelasm.com
Interface and motion graphics design for interactive interfaces and animations on TV, web, mobile and automotive from Köln / Cologne Germany
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niuq.cam
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ralf_breninek wrote:Thanks for the example this helps a lot.

Oversimplyfied I would say roughness and strength of reflectivity is what is to similar on my materials, right?
Yesssss ;)
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