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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Columbia “Omni-Grip” Illustrations

Posted in Illustration on July 29th, 2009 by sketchbookinc

Here’s another illustration Jason and I we worked on for Columbia. Jason sketched some initial concepts and I helped realize the idea by building these mini 3d environments which show each tread type that is used on Columbia footwear. Renderings were done in c4d using AR3.


Columbia “Contour Comfort” Illustrations

Posted in Illustration on July 29th, 2009 by sketchbookinc

My office mate Jason just showed me this illustration we worked on last year for Columbia. They’ve started using it in their catalogs. Not online as of yet. Jason produced sketches at inception, and I modeled and rendered this crazy complex insole. Holes, grooves. Insane! Renderings created in c4d using AR3.


Columbia Fabric Technology Illustrations

Posted in Illustration on July 27th, 2009 by sketchbookinc

Above are 3 fabric technology illustrations done for Columbia Sportswear. Omni-Shade, Omni-Tech, and Blood-n-Gutts. Jason Laramie created some preliminary sketches for these and I built the rest in 3d. I later animated these 3 fabrics using realflow for the rain and the stain. These were rendered in c4d’s AR3, with GI, and then composited in Photoshop as well as Aftereffects.


Columbia Techlite Finals

Posted in Illustration on January 29th, 2009 by sketchbookinc

Final illustrations for Columbia. techlight_finals

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Columbia Techlite Sketches

Posted in Illustration on January 26th, 2009 by sketchbookinc

Second set of illustrations for Columbia commissioned through BSSP. These are the sketches which were signed off on. Finals on this are just about done. Possibly getting approval tomorrow.techlight_sketches

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Columbia Omni-Shade Finals

Posted in Illustration on January 22nd, 2009 by sketchbookinc

Here are the finals for Columbia created for BSSP. Hopefully will be seeing these in advertisements going forward. omni_shade_final

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Columbia Omni-Shade Sketches

Posted in Illustration on January 22nd, 2009 by sketchbookinc

Ok, here are the 3 final sketches for first half of illustrations for Columbia, as commissioned through BSSP. Next post will be the finals. Check here for more information on what Omni-Shade does. Pretty cool fabric technology.omni_shade_sketch

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New Columbia Illustrations for BSSP

Posted in Illustration on January 12th, 2009 by sketchbookinc

Got a call the other day from an ex-Character SF employee who now works at BSSP (Columbia’s agency of record also located in SF).

I was introduced to BSSP a couple months ago, as they asked me to resize some animation assets I created for Columbia. Now my old contact from Character works there as an Art Buyer. Somehow she found out I had done these Columbia illustrations and animations, and asked if I was interested in making some new one’s. Yes please. Small world eh?

Timing on this project is pretty tight. I was given a final go ahead on the project early Saturday, and sketches are due on Monday. Fun project however. I’ll take Illustration over 3d rendering any day :)

Will post some images when I can.


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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Columbia Sportswear Illustrations

Posted in Illustration on December 8th, 2008 by sketchbookinc

My studio mate Jason Laramie was recently hired to create about a dozen illustrations which will be used to show off Columbia’s fabric and footwear technologies. Omni-Tech is Columbia’s flagship fabric technology, which would compare to Gore Tex or Nike’s Storm Fit. All the other technologies would probably not be as recognizable to the general consumer.

Jason, in his first meeting with Columbia, realized that many of the illustrations could benefit greatly from 3d, and he mentioned my name as a possible partner on the project, and they agreed it would be a good idea to utilize me in the process.

Jason and I then sat down and brainstormed a bit regarding what we needed to do, and it was clear that the vast majority of the work should be done in 3d, with some post photoshop work as a final touch.

Jason’s first job was to provide Columbia with some rough sketches of each illustration, and we agreed it would be good to get a comp in front of them of what a more final illustration would look like in style. We decided that the Omni-Tech illustration was the most important of the bunch, so we did some research on what Gore-Tex, Nike and all the other companies with similar technologies were doing for technology illustrations. Most were pretty similar.

Big Giant created a series of hangtag illustrations for Nike several years back which were very nice yet they were a vastly different style from what Columbia was wanting.

Final images look great. Will post once things become public.