Haven’t shared much of my production work lately cause been waiting for official announcements from corporate for the season, but the season is here and the new is trickling out so I can finally share the stuff I’ve been working on the past 12-months or so. Today’s announcement is a collaboration between Activision’s Call of Duty: Modern Warfare II and Victrix Pro - the Las Almas - Pro BFG Controller!
Designed this controller with the Mexican Dios Los Muertos theme mixed with golden accents on a black canvas to really make the intricate details shine. As they say, there is no great hero without a great villain and the Las Almas Cartel filled the role perfectly.
Nice! The first one I see which has a modular system for the buttons. I play a bit of BattleField but all with keyboard+mouse. Got a PS2 and PS3 but controllers always make me feel incapable. Maybe I’m just too old.
@dan.spore The animation on the launch page is done by our marketing team, I believe they used Unreal Engine to produce that particular animation. The model in the video looks a bit different than the ones that the Creative Department create cause Keyshot’s texturing cannot really be extracted out of the software. I would like to create more animations, as I feel our Keyshot Rendering are more accurate, but it is very time consuming as our primary directive is more toward product development and designing new products. Since there are only very rudimentary animation tools in Keyshot, probably will learn how to animate in Blender at some point and import the FBX to Keyshot for texturing, lighting and rendering.
Thanks, @oliver.yu. That makes sense. I can see the difference in textures and materials that you mention. I am looking for a workflow to solve the same issue (get better camera control) but exporting textures from Keyshot is not currently easy (for me).
Must say the camera keyframes are already a nice improvement. I put in a feature request if it would be possible to control the camera like a drone with a controller (that I can handle) and record that path. That way it can be real easy to make smooth movements. Came up with the idea since some games use it as well if you like to create some footage, you can use a drone-like camera.
I have been able to create some neat animations with it, but as I said, it is pretty time consuming, especially to render. With the corporate workflow, there often has to be several revisions to make all the stakeholders happy and it takes a long time to render even a 30-second video and I often have less than a week to complete a project. All though when I am given adequate time, the results are usually pretty decent
@dan.spore Yeah, I generally prefer to use Keyframes over any of the pre-set animation movements. The keyframes makes sense to me cause it is essentially how filming with my Edlekrone system works - just without the working limitations of working in circular motions.
@dan.spore Thanks Dan! Learning 3D has been one of the biggest changes in my professional workflow. Being a professional photographer and videographer for over 15-years, working in the 3D environment makes me feel like a Marvel Superhero, being able to control lights and cameras as if I have powers to levitate cameras and add light anywhere in the scene. I certainly feel I have been unshackled by any limitations there are with practical photography that only big budget studios that can build custom rigs and have unlimited budgets to get all the gear necessary to pull of some amazing shots.
@oliver.yu - I love this. Thanks for sharing that pic. I don’t have the photography and video background and often wish I did - I know it would help greatly in the virtual world.
For the button reflections, I use a separate HDRI and then sub the buttons in using either a render layer or just rendering out the clown and masking in the buttons in photoshop.