Animating the beast

When I started working on a car model, I had no intention of animating it.  But after seeing Blender 2.5 being able to crank out gorgeous frames after frames at insanely high speed, it would be a waste not to at least attempt to make an animation out of the model.  Besides, this car model is probably not detailed enough for high resolution still images anyways.

Render Stats for the above screen capture:

~1.6million Faces
~10MB of texture
~3 light sources + 1 HDR EnvMap
~Ray traced reflection, refraction, and Approximate Ambient Occlusion
~500MB RAM use
~Intel Quad @ 3.0Ghz
720p resolution at 1 minute a frame. (5 minute a frame when 5x motion blur is enabled)

Edit:

No crazy DoF effect on this one…  I also found out that approximate ambient occlusion causes some artifact on the car body, mainly in how it treats subtle curved panels.  So I am going back to real AO.

15 thoughts on “Animating the beast

  1. Looks awesome man. You should seriously consider writing a tutorial for your lighting and rendering setup. :)

  2. Okay so the general consensus is that the depth of field is too shallow. I can accept that. (But in my defense, this is part of an animation, and I feel that DoF helps to tell the story, though it does look strange in a still image)

    I will post the source file in a month or two. Meanwhile, I have posted my setup here: http://blenderartists.org/forum/showthread.php?t=174417

  3. That’s really great! 3d car models are my favorite art. It’ll be interesting to see animation. I’ll visit this page again to see the movie.
    And what about lowpoly. Do you produce lowpoly cars?

  4. It is very beautiful. Clean, yet not sharp. Smooth and well-blended [lol], if only all cars looked like this. =D

  5. @BileyG, I use sub-surf extensively for modeling, so generating a low-poly car shouldn’t be hard at all. Nice driving game by the way! It’s refreshing to see a completed Blender game.

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