Barclays Ishares for Euro RSCG

Posted in 3D, Animation on March 18th, 2010 by sketchbookinc

Here are a few test  stills from an animation done for Euro RSCG for a Barclays iShares microsite. I think it’s been about a year since working on this project. That’s how behind I am on posting work! The site was comprised of 3 sections, each with a different 3d animation at it’s core.

The first section was a stack of cards, the second a bucket with water, and the third a dartboard & darts. Cards animated with c4d’s mograph module. Realflow and Vray also used heavily.

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Columbia Bugathermo boot animation

Posted in 3D, Animation on October 10th, 2009 by sketchbookinc

Another Columbia Sportswear animation done in Cinema 4d, and rendered in Vray. This was a modeling challenge. The sheer number of polygons on this boot is out of control.

See full Resolution Quicktime version here

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Columbia Omni-Tech Animation

Posted in Animation on October 10th, 2009 by sketchbookinc

Here’s an animation we did last year for Columbia Sportswear. Rendered in Cinema 4d using AR. Water simulation done in RealFlow.

Columbia Omni-Tech 3d Fabric Animation from sketchbookinc on Vimeo.

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Nike Shox

Posted in 3D, Animation on April 23rd, 2009 by sketchbookinc

We recently modeled a high rez Nike Shox shoe for a Nike spot that was created by Ryan Rothermel (Decoy) and Spilled Karma. Linus Jodwalis textured and animated the shoe in Maya. Great work to all!
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Nike Mobius Portal from sketchbookinc on Vimeo.

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MSR MoRoom Tent

Posted in Animation, Flash on December 25th, 2008 by sketchbookinc

My office mate Jason Laramie hooked me up with Cascade Designs recently. He’s been working with them for a while on various illustration projects. Cascade is the the parent company which owns MSR (Mountain Safety Research), Therm-a-Rest, Platypus, Seal-Line, and Tracks.
tent_exterior_flyCascade’s goal was to animate one of their new tents, to match something RIE has been doing on their site to present their tents. A company in Washington is hired by REI to take photos of their tents in 360 degrees. The take about 2 dozen photos around the tent with and without the fly, and also take a photo of the inside of the tent. Cascade was wondering if we could do something similar in 3d which would be not only nicer, but less expensive and would run in flash.

tent_exteriorSo they sent us one of their tents, and we modeled it from scratch, down to the zipper pulls. Fitting the tent into the studio was a task. We also used cloth simulation to get the wrinkles and stretch marks in the tents so it looks more real. Vray for c4d was just out when we were working on this project, so we used c4d’s basic render engine. No GI – just a bit of ambient occlusion.

We rendered the tent in 360 degrees with and without the fly. A frame for each degree. We then rendered a camera move from outside the tent into the inside, as well as a 360 shot of the interior.

We then pulled all of the image sequences and imported them into flash, created a scripted interface using easing for the rotation and all camera moves, and tied it all together in a test interface.

You can test it out here. It’s pretty amazing the how smooth it all works. Not only is the tent rotation perfectly smooth, but the fly matches the camera angle of the tent exactly, so we scripted in the ability to control the opacity of the fly, at any camera angle. The camera move into the interior of the tent also is seamless with the exterior view. And instead of a single photo of the interior, we have a 360 degree rotation.

Note the interface is a test interface. All functional, but not designed or branded. Ultimately we will be sending MSR our image sequences and they will load them into the interface and tie them to custom buttons via XML. The final interface will also have the ability to zoom in at any frame to a high res image of that frame. Now that vray for c4d is out, the next round will also look much more real. When Cascade does send us their tent line, we will need to find a larger office!

Nike EXP Guard Animation

Posted in Animation on December 21st, 2008 by sketchbookinc

exp_stillOver the last couple years we’ve done several 3d animations for the Nike soccer group. Used for internal marketing, these animations tend to be low on creativity and high on realism and function.

This animation was done for the new EXP guard – which is the ultimate protective soccer shin guard.

See the Animation

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Nike Concept Store – Round 4

Posted in 3D, Animation on December 20th, 2008 by sketchbookinc

I worked on the first round of this project with Ziba. After that Nike took this project inhouse. I worked on this round briefly. As I recall I was filling in for someone.

Round 3 as far as I know went to Eight Inc. In San Francisco.

This most recent round Nike hired Skylab Architecture (Jeff Kovel).

Below are some renderings for this latest round. These were rendered with c4d’s Advanced Render. We also created a 3 minute flythrough of the space in Max using Vray. See the Animation

We had to rebuild the entire store in 3ds max due to c4d’s animation limitations at the time.
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Microsoft Zune Animation for Nervo

Posted in Animation on December 16th, 2008 by sketchbookinc

nervo_zuneWe were responsible for the 3d animation of the Microsoft Zune in this spot for Nervo. We also rendered all the glass pieces. Nando Costa was the designer/animator for all the rest.

The image to the left was rendered at the beginning of the project. We were given the Zune model, and within about 2 hours had it cleaned up, textured, and rendered as shown. Almost an exact replica of the Zunes images we were given as reference.

We ended up scripting a custom reflection rig within cinema which allowed us so get the reflection just right throughout the animation. HDR’s were not cutting it. All rendering was done in VRay.

Zune Attract from sketchbookinc on Vimeo.

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Columbia Fabric Animations

Posted in Animation on December 13th, 2008 by sketchbookinc

Recently finished up another project for Columbia. They asked me to animate the 3 fabric technology illustrations I worked on recently. The animation was extremely easy for the most part – with the exception of the RealFlow simulations I created. I spent weeks on this – as I am definitely no RealFlow expert.

I have been learning as I go, and am amazed as much as I am frustrated by this program. I need it from time to time, and was using a contractor to create the realflow elements in my animations. At some point I realized it would be best to buy the program and learn it for myself.

So for the Columbia animations, I had to create several simulations. The first, and most challenging, was rain pounding on the fabric and running off the edge. It’s tough enough getting one stream of fluid doing what you want – but even tougher to get hundreds of little rain droplets behaving. The toughest part of RF is getting the water to take on the properties of real water. Sounds like something that would be built into the program right? I mean, if you have a scale object with real world units inside the program, you should be able create “real world” behaving water right? Nope. You have to build your water from about 2 dozen individual characteristics. Viscosity, density, internal pressure, external pressure, etc. And beyond the fluid properties, you have about a dozen different settings for the mesh which builds around the particles which RF uses during simulation. This is your fluid actually – particles. The mesh is what you render in your 3d application.

In the end I had to look up a custom script which changes the properties of the fluid upon contact with another object. So for the Fabric animation, the rain would come down, and I would swap out each particle at the precise moment that the particle collides with the fabric. You can then add different settings to this second fluid, so that your splash could be more like what you were hoping for. I thank Dan at Columbia for pressing me for a better looking simulation as I went along. My rain was looking like bb’s for a while.

My second simulation involved creating a very viscous fluid like syrup interacting with the material. Not quite as difficult, but definitely a challenge. This particular simulation also involved a lot of tweaking with the fabric properties. As if all the other properties weren’t enough!

Lastly, I worked on several simulations for moisture particles which move up off the body and up through the fabric. This was a pretty fun simulation actually, but in the end we didn’t end up utilizing it. Just way too complex. RealFlow has gas particles, which act differently than fluid particles, and this is what I used for the simulation. I utilized an emitter under the fabric and had hundreds of particles rise until they encountered the fabric – at which point they would collect under the surface. After a time, they would pass up and through the fabric, which created a neat looking animation. Tough part was that we had to work with the illustration which we had created originally, which shows 3 fabric layers pulled apart from each other. So if you are to simulate gas (moisture) going up and through the fabric, which layer does it interact with? The middle layer is the layer which performs all the magic, but do you just ignore the other layers? Ideally this animation would be good if it were done on a non-separated section of cloth. Otherwise it becomes too complex – which it did.

I look forward to posting these animations soon.

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Columbia Boot Animation

Posted in Animation on December 11th, 2008 by sketchbookinc

My second project with Columbia involves creating a 3d animation of the Bugaboot – Columbia’s premier winter boot. I can’t speak about the specifics of the animation nor the boot due to NDA, but I can speak some of the complexity of this 3d boot’s creation.

Columbia gave us a sample boot as reference, and we modeled everything from scratch, including an insanely complex tread. Wild. Wish the animation was a little more complex, as the detail in this shoe will never be seen at the resolution we rendered at. I’ll have to do some rendering on my own of some close-ups. This boot looks absolutely real.

I don’t have it in front of me but the boot geometry alone was hundreds of thousands of polygons, and that’s before any type of smoothing. The tread alone was around 50k polys. Sadly, Vray had a bug with bump and displacement maps when using UV coordinates, so I am glad the boot is fairly small in the frame of the animation. Vray 1.1 for c4d is now out, and we will have the ability to really improve on this. Not to mention 64 bit rendering, which will handle the millions of polygon’s without blinking. I will post images as soon as I this boot hits market.

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Aperion Speaker Animation

Posted in Animation, Flash, Web on December 10th, 2008 by sketchbookinc

bravus_microsite1I was contacted by David Stewart regarding an animation for a new speaker from Aperion Audio. I’d never heard of the company, but from the looks of it they make some great home speakers and they are right in my backyard to boot!

The focus of the animation is a new kick-ass subwoofer called the Bravus. The animation was to be kept simple, and would be scripted into flash for an online microsite. Check it out. It’s a fairly simple animation, and was actually my first in Vray. Very impressed with this new render engine.

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Under Armour Animation

Posted in Animation on December 2nd, 2008 by sketchbookinc

ua_stillI was hired by Under Armour a few months ago to create a simple animation showing off their new footwear fixturing program. The UA footwear fixtures are a system of interchanging parts, and allows for a great deal of flexibility for the retailer.

This project was extremely quick turn. We built all of the assets from scratch, animated and rendered everything all within 1 week. Even were able to use RealFlow in one section.

All in all, it’s not the sexiest animation – but for a weeks worth of work I can’t complain.

See the Animation

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Nike TreadLock Glove Animation

Posted in Animation on October 29th, 2008 by sketchbookinc

Nike Gridlock Animation from sketchbookinc on Vimeo.

Nike asked us to create an animation showing the features and benefits of some new football gloves. The gloves have channels that are built into the palm, similar to the tread on a tire.

As with all of the animations we create for Nike, we are typically given a written script of the wording that will be shown in the animation, and then we create storyboards and attempt to create a story behind the animation. We rendered this in VRay and E. Scott Morris provided the voice over.

See the Animation

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Nike T90 Confidence Glove

Posted in 3D, Animation on October 13th, 2008 by sketchbookinc

We worked on a glove animation for Nike a while back. The actual animation is not very interesting as it’s just a simple presentation of the gloves features and benefits. I won’t bother posting. However here are some stills of the glove. This was rigged in Cinema 4d, and rendered with C4d’s basic render engine. The images turned out pretty nice, and Nike decided to use some of the stills for printed collateral, instead of shooting with traditional photography.omni_glove1omni_glove2

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