Artwork > Finished Works and Works in Progress
Mission: Backup Earth!
Arik_the_Red:
Those unfamiliar... Mission Backup Earth would NOT be here, frankly, if not for Anim8or. A core of Anim8or designers were integral to the initial concept development for this project, and if not for that core, the 3DCG team that Mission Backup Earth is highly dependent upon would likely have never taken off. Even to this date, Tony (Ensoniq5) is the powerhouse of the 3DCG team, I believe still doing much if his basic model-building using Anim8or, prior to porting it to other production software for the higher-end works.
I think this is significant because MBE is an internationally viewed, well-received and highly recognized webseries within its circle of peers.
Actors and stage folk behind, I believe Tony is right near to the Mission Backup Earth creator Alexander Pfander himself in importance to this ongoing webseries project.
You're awesome, Buddy!
ENSONIQ5:
Thanks Kevin for the link, much appreciated, and thanks Arik for your support! All my modeling is done in Anim8or, I'm yet to find a better modeler to be honest. Its tools are simple but utterly free of malarky, and the ability to wrangle multiple objects within a single project is absolutely crucial to creating really complex models without going insane. For example, the hotel ('Hotel2.jpg') is a single huge model built entirely in Anim8or. I can't overstate the importance of being able to build elements in an uncluttered 'workbench' object before cutting/pasting into an 'assembly' object for eventual export to Carrara for rendering (and adding plant objects). This simple ability is conspicuously absent in many other modelers, forcing the artist to construct and assemble meshes in a single, increasingly complex workspace.
The only reasons I render with Carrara rather than Anim8or relate to speed and material complexity. Anim8or's ART renderer makes really beautiful images but isn't fast enough for our production requirements. I also prefer Carrara's very powerful material editor whose channel-mixing functions are capable of almost infinite complexity and control in surface texture definition.
Of the five attached stills:
EngineRoom4: Modeled by team member Daniel Maland, I'm not sure what modeling software was used. I added the graphics to the display consoles, lighted and rendered.
HershelCorridor: Modeled in Anim8or with the door/frame element supplied by Daniel. Rendered using mirror elements to extend the length of the corridor.
KofiAnanBridgeTest1: Modeled in Anim8or with some elements supplied by Daniel.
Hotel2: Modeled entirely in Anim8or with plant elements added using Carrara's plant generator.
SlaveQuarters3: Primary model/set provided by Daniel, foreground container elements modeled in Anim8or.
In all cases, materials, lighting and rendering was with Carrara.
ENSONIQ5:
So, johnar reminded me that it had been a long time since I had posted anything here (almost 2.5 years!). I know this thread is old but I figure it's acceptable, etiquette-wise, to resurrect one's own vintage threads.
The Mission Backup Earth project (https://missionbackupearth.com/) is still keeping me busy, as an ongoing web series with CGI in every scene (yes... every, single, scene!) there is an awful lot to keep me occupied. It's interesting to look back on the early work done in this project to see how things have improved, particularly with CGI/live action integration. It is common now for renders to align perfectly with the live action, "plug and play" as Alex often says. Considering that there can often be a year or more between filming the live action and the background plates being modeled and rendered this is quite an achievement.
Below is a sequence I created a few weeks ago for an upcoming episode. All modeling was done with Anim8or (including Arik's ubiquitous triangular cargo containers) but rendered in Carrara. Anim8or's renderer is much improved speed-wise and somehow its renders are just more beautiful than Carrara's, but Carrara still has a speed advantage with network rendering (3 x i7 quaddies supplying 24 rendering threads, and this scene still took several hours to render).
Hopefully the Youtube link works, if not please bear with me while I work it out again!
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