Added by on 2014-11-01

Making of Deadfall Adventures Cinematic by Televisor

Watch Making of Deadfall Adventures Cinematic created in Televisor and ColorTV studios supports Deadfall Adventures game official launch.

One month before we started to work on the project we’d decided it was time to switch our rendering software from Mental Ray to V-ray. It turned out to be a great choice, as V-ray was a much more effective rendering software for this project. We distributed the scenes among graphic artists who used Maya and 3DMax. Each of them worked on the average of 1.5 scenes. This unusual approach turned out to hit the bull’s eye: allotting the control over the entire scene to one person resulted in their strong devotion and involvement in their ”share” of the project.

All the scenes are made entirely in 3D and we only used matte paintings in two of them.

Among the 3D scenes the most difficult were the ones in the jungle. The first rendering tests took either too long (2.5 h per frame), or the result was too artificial.

One of the most spectacular scenes is the plane flying towards the camera. The number of elements we had to generate for this scene was overwhelming. You can see the amount of work that had to be put into this scene on the “making of” material. We used the Pulldownit plug-in http://www.pulldownit.com to crash the trees, which saved us a lot of time and workload.

The jungle was created partly based on objects generated in the studio, partly out of objects purchased in3D libraries. The floor was made entirely with PaintFx tool from Maya.

I have to admit that the plane was a huge challenge for us as well. A seemingly easy task, but once we saw the color the corrugated wings were supposed to be, we knew there’d be trouble. A claret-colored Junkers, what a nightmare. In the first rendering tests the wings looked like roofing corrugated iron sheets.

What’s interesting is that we were able to use TVX – our own originalformat for transferring data from one 3D software to another. We’ve been working on it for some time now, and the game cinematic was a perfect testing environment for TVX.

Thanks to the TVX format used to transfer data between MAYA and MAX, we were able to transfer significant amounts of animated objects such as bullet splinters. The format is fast, very easy to use and it allows the interpolation of the frames – the time can be calibrated in a lossless fashion while at the same time maintaining the fluent motion. For the purposes of this project we also used some original plug-ins created by our software developing team.

The composition process itself was an example of an unconventional approach. Besides the standard compositing of numerous layers, we also generated objects that usually are made in the 3D department – for example, in the scene where the cable is shot through, the smoke rising from a bullet was created entirely in AE.

Deadfall Adventures Cinematic

Credits:
Client: Nordic Games
Direction: Marcin Sławek (ColorTV)
Executive Producer: Renata Kowzan
Project Supervision: Karol Zakrzewski
Matte Paint & Concept Art: Damian Bajowski, Wojtek Szklarski
Creative Direction: Marcin Sławek (ColorTV)
Compositing: Hubert Mazaki Dłużniewski, Łukasz Grzelak, Marcin Przymus, Paweł Krzemiński, Michał Wojtasik, Adam Rosłanowski
3D: Grzegorz Czarnota, Marek Woźniak, Marek Jasiński, Bartek Kalinowski, Jacek Wrona, Piotr Szuter, Piotr Kurzątkowski
Editing: Wojtek Włodarski
Music: Marcin Kuczewski
Sound Design: Błażej Kafarski
Postproduction Manager: Dana Młynarczyk

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