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Hello!

Here are some behind the scenes test renders from Force Feeding. 

When rendering in Iray, which is a form of ray tracing for those that don't know, getting the lighting right from the start is very important. That's why I always do tons of test renders and animations before moving forward.

I also like to create as many "start assets" and presets as possible before rendering out the actual animation. That way I never have to do the same thing more times than necessary. Like with the blaster in the test render here, I've set up an asset that I can key to "fire" at any time and it will generate a bolt from the barrel of the blaster, that will travel to a target, automatically. I can then key an "impact" generated by that same bolt at the point of impact. All these assets are baked in, so that I could generate a slur of fire towards a wall and with simple clicks, generated the impact with lights and particles and everything. It would only take me a minute for each blast, which could otherwise have taken me 10-20 minutes. And there will be a lot of blasting in this!

The lightsaber proved harder to set up and render than I thought. I wanted it to "flicker" like it does in the movies. Difference is that in the movies that's all done in post. My saber emits real light in the scene, so that had to be balanced and animated. Getting the right look took some experimenting, and I've now generated an animation set that I can apply to the saber which will make it flicker, without me having to manually keyframe it (saves tons of time).

Just a little behind the scenes report here. Take care guys!

Files

Test renders Force Feeding by TheWiking2000.mp4

Comments

SW Riddick

This is looking GREAT! I know it's not permanent, but the blaster bolts and sound effects coming out of a pump action shotgun made me laugh.