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Audeze EL-8 // Final Compositing

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This is about my first real experience in 3D production with Blender at my Bachelor project.
I've got the opportunity from my mentor to do a motion graphic clip for the Audeze company based in California. Audeze produces audiophile headphones for the high-end sector. The video should be presented in a fair at Audeze's fair booth to show the technologies that they use in their headphones and the difference from ordinary headphones.
My tools of choice were open-source software and Blender 3D. I adapted Cinema 4D Motion Graphic techniques to Blender 3D by studying breakdown videos to achieve my style. To show some early animations to the customer, I modeled the EL-8 Headphone from reference images until the original Solid Works 3D Model arrives, including the real Headphone as a real reference.
The customer's requirements included photo realism. For this reason, I created all textures that are needed procedurally. Like: coated-metal, different types of plastic, ebony wood, rough leather, and fabric. To discuss textures and looks, I communicated to the customer by showing rough blocking animations and some photo-realistic renderings.
Amongst other things, I set up a render farm from about 60 university computers connected to a Render server for Blender.
Working on this project has inspired me a lot and was fun too.
I've got the opportunity from my mentor to do a motion graphic clip for the Audeze company based in California. Audeze produces audiophile headphones for the high-end sector. The video should be presented in a fair at Audeze's fair booth to show the technologies that they use in their headphones and the difference from ordinary headphones.
My tools of choice were open-source software and Blender 3D. I adapted Cinema 4D Motion Graphic techniques to Blender 3D by studying breakdown videos to achieve my style. To show some early animations to the customer, I modeled the EL-8 Headphone from reference images until the original Solid Works 3D Model arrives, including the real Headphone as a real reference.
The customer's requirements included photo realism. For this reason, I created all textures that are needed procedurally. Like: coated-metal, different types of plastic, ebony wood, rough leather, and fabric. To discuss textures and looks, I communicated to the customer by showing rough blocking animations and some photo-realistic renderings.
Amongst other things, I set up a render farm from about 60 university computers connected to a Render server for Blender.
Working on this project has inspired me a lot and was fun too.
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