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Greenlaw
06-03-2009, 02:25 PM
The trailer is officially out so I guess it's okay to talk about it. :)

http://www.gametrailers.com/video/e3-09-crackdown-2/49990

This project took us less than four weeks to complete, from concept and storyboards to final renders and compositing. It was a grind but we had a blast doing it.

Please enjoy!

Greenlaw

jayroth
06-03-2009, 02:29 PM
The trailer is officially out so I guess it's okay to talk about it. :)

http://www.gametrailers.com/video/e3-09-crackdown-2/49990

This project took us less than four weeks to complete, from concept and storyboards to final renders and compositing. It was a grind but we had a blast doing it.

Please enjoy!

Greenlaw

Awesome work!

Larry_g1s
06-04-2009, 09:48 AM
Wow Nicely done Greenlaw. Can you explain it further (the process) and what/how much was LW?

The Dommo
06-04-2009, 04:13 PM
nice :)

Cageman
06-05-2009, 04:15 PM
Less than 4 weeks?

That's very good quality/time ratio!

Congrats! :thumbsup:

Ohh... and how many are you at The Box nowdays?

wildr3d
06-15-2009, 12:47 PM
Wow Nicely done Greenlaw. Can you explain it further (the process) and what/how much was LW?

The only things in the spot not Lightwave were some of the city environments and textures from the game. Animation was a combo of mocap and keyframe mostly done in Maya with some Lightwave. Effects were done in Lightwave. Comps done in Fusion.

JeffrySG
06-15-2009, 01:49 PM
Nice job guys!

I like how many of the elements have a slight cell style outline on them. Gives it a cool look.

74412

mav3rick
06-15-2009, 02:20 PM
played crack 1... cant wait to play crack 2 !!! great game...

Kuzey
06-15-2009, 05:31 PM
Nice job guys!

I like how many of the elements have a slight cell style outline on them. Gives it a cool look.



I like that style too...super stuff.

Kuzey

Matt
06-15-2009, 07:12 PM
Wow, 4 weeks! How many people?

Great style on the rendering!

Mr Rid
06-16-2009, 12:19 AM
I like the look!

wildr3d
06-16-2009, 12:22 PM
Thanks for all the nice comments, any chance we get to do something stylized we jump on!

Crew was 12 artists.

pooby
06-16-2009, 01:30 PM
Crackdown my arse!

cresshead
06-16-2009, 02:11 PM
bingo-tastic!

Auger
06-16-2009, 02:38 PM
Crackdown my arse!

LOL

Great job The Box!

Emmanuel
06-17-2009, 12:09 AM
The only things in the spot not Lightwave were some of the city environments and textures from the game. Animation was a combo of mocap and keyframe mostly done in Maya with some Lightwave. Effects were done in Lightwave. Comps done in Fusion.

So at the end of the day, it was "most modelling and rendering in LightWave, animation in Maya".I guess these are Hypervoxels at the end :) ?

Mr Rid
06-17-2009, 01:06 AM
... I guess these are Hypervoxels at the end :) ?

Yeah, that looks like a big wildr3d. :)

Greenlaw
06-17-2009, 01:24 AM
Sorry for getting back to this topic so late. I've been on vacation and had a lot of stuff to catch up on first.


So at the end of the day, it was "most modelling and rendering in LightWave, animation in Maya".I guess these are Hypervoxels at the end :) ?

If you want to split hairs, all modeling and most fx in LightWave, most CA in Maya, some CA in LightWave, all other animation in LightWave. (Although, Ken, didn't you do the 'trashcan' dynamics in Maya? Or was that HardFX?) Point Oven, and several proprietary tools by Mike Popovich glued it all together. All compositing and some fx in Fusion. Rendering is LightWave and Fusion.

Realistically, it's a blur since all of us hop around different apps and tasks all day long. For example, I did three matte paintings for the trailer, which started out modeled in LightWave, UV-ed in LightWave and Modo, rendered in LW, composited and painted in Photoshop CS 4, mapped to geometry in LightWave and rendered, and composited and effected in Fusion. Some portions of what I used were based on assets that came from the original game, which I think were originally created in Max. So what would you say the matte paintings were done in?

So, "at the end of the day," it's the skill of the artists that counts. Oh, and the ability to work cohesively as a team...that's probably our best trick. :)

Greenlaw

P.S., by 'the end', if you're asking about that monstrous explosion, then yes, that was hypervoxel wizardry by Dan DeEntremont; if you mean the blistering blood vessels that came afterwards, that was me using a straight LightWave render, and real pyro footage as a deformer in Fusion. I crossed my fingers and hacked it out at the eleventh hour, but I guess it worked. ;p

oobievision
06-17-2009, 11:56 AM
was it 4 weeks just on the animation cause it seems like a short time to make a game.

AdamAvenali
06-17-2009, 12:22 PM
was it 4 weeks just on the animation cause it seems like a short time to make a game.

i'm pretty sure they meant just for the game cinematic.

Greenlaw
06-17-2009, 05:21 PM
We don't make games, we're an animation and fx studio.

Hmm. I guess four weeks was probably too much time for this. We're such slackers. :p

Greenlaw

wildr3d
06-17-2009, 07:17 PM
Yeah, that looks like a big wildr3d. :)

Not this time!, Dan DeEntremont was the master blaster on that one.

wildr3d
06-17-2009, 07:23 PM
(Although, Ken, didn't you do the 'trashcan' dynamics in Maya? Or was that HardFX?)

I ended up using HardFX for everything there.

Mr Rid
06-17-2009, 07:38 PM
I ended up using HardFX for everything there.

And what are these nasty rumours about you and Maya that Greeny is dropping?!?

Greenlaw
06-17-2009, 11:11 PM
And what are these nasty rumours about you and Maya that Greeny is dropping?!?

Sorry. Toddlers make daddy silly sometimes.

G.

OnlineRender
06-18-2009, 12:53 AM
excellent work love the style and lighting

wildr3d
06-18-2009, 12:47 PM
And what are these nasty rumours about you and Maya that Greeny is dropping?!?

What's this Maya you speak of?:stumped: