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Finally Inside

503 days ago by pixtur

After our first unlucky attempt with this topic, it took us over a year to touch the material again. Luckily, Drumhead had a nice soundtrack in the queue and so we completely redid the whole production. We had some issues with the quality of our SSAO passes. So finally, we decided to celebrate the noise which worked quite nicely in some of the scenes. Everything else got hidden behind thick layer of motion blur:


Below II (2011) - open-gl render-test

Forward (2011) - Screenshot from open-gl realtime animation

To me "Outside" felt like an extremely promising topic that I failed to play properly for various reasons. Since then, once in a while, I was creating more assets. Exploring a more traditional architectural work, potentially reanimating some training from university, I invested some evenings to combine Piranesi with Socialist Brutalism. Obviously I had a great time:


The tower with details (2011) - Sketch in Photoshop

Dirt (2011) - open-gl render test


The bleeding tower (2010) - Screenshot from open-gl realtime animation

For the inside of the tower, I created some kind of 3-maze construction-set of a couple of stair- and bridge-elements. As usual, time ran and I ended up placing them by and instead with a script.


Upside down (2011) - Screenshot from open-gl realtime animation

However, nothings beats mesh-importer bugs, when it comes to creating chaos.

To our all surprise, Finally Inside won the Scene.org-award for best direction 2011. This is, obviously, a huge honor for my. Finally, I can stop wasting my time with demos and can spend my evenings going bowling.

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