TITLE: Roadkill NAME: Moussa Chehade COUNTRY: Canada EMAIL: darkfire_m89@hotmail.com WEBPAGE: N/A TOPIC: Sports COPYRIGHT: I SUBMIT TO THE STANDARD RAYTRACING COMPETITION COPYRIGHT. MPGFILE: dragster.mpg RENDERER USED: 3ds max 6 TOOLS USED: TMPGEnc - to convert to .mpg RADVideoTools - to convert from .mov to .avi (3ds max was giving me a hard time saving to avi, so I had to use another output format) Video Post (3ds max) - to stitch all the clips together, add a title screen, and correct the gamma Adobe Photoshop - texture creation CREATION TIME: 1 1/2 weeks modelling and scene setup 5h rendering HARDWARE USED: Pentium 4 2.0 GHz ANIMATION DESCRIPTION: What starts out as a practice drag race between two soon ends in catastrophe when a gull swoops down low over the strip. Led on by the irresistible scent of food, the gull is unaware of its surroundings, or more importantly, the dragsters tearing up the track behind it... VIEWING RECOMMENDATIONS: at 30fps DESCRIPTION OF HOW THIS ANIMATION WAS CREATED: On the track I first tried using one texture, but repeating the texture created obvious patterns. To solve that, I created a composite material, with the base as an asphalt texture. Over top of that, I used a different but similar asphalt texture, and blended them together with a noise map. The track was boring, so in Photoshop I created a dirt/paint/tire marks map and added that to the composite. On top of all that, I added a noise map with a dirty colour to add even more variation to the track, and scaled it unevenly to simulate streaks. The mountains in the background are just a texture applied to a large cylinder The lens flare at the beginning of the animation used a third light, only with it's intensity set to a very low value. A lens flare rendering effect was then applied to the light. The motion blur and depth of field are also rendering effects. Rather than using multi-passmotion blur and depth of field, I used rendering effects instead to save time, although they are less accurate and more prone to artifacts. The smoke/dust produced by the dragsters are Spray and SuperSpray particle systems. The material for the smoke used a radial gradient and a noise map for the opacity. The fire from the blue dragster's engine uses a PArray particle system, with an Electric noise map (from Blur Studios) for diffuse colour and opacity. The phase of the noise was animated over time to make the flames flicker and change shape. The gull was modelled out of editable patches (Bezier patches) and then set up with bones to animate it. Textured in Photshop. This is my first shot at animating with bones, quite honestly, so the gull movement isn't very realistic. But I don't think it's all THAT bad. The flash after the gull is sucked into the intake is a glow rendering effect applied to the whole image. If I had more time, I definitely would have improved this. Also note that I used the glow effect on the lights in the 2nd and 4th clips. To animate the mufflers rumbling, as well as camera shake, I made use of the Noise animation controller to alter the position of the objects randomly over time. And just a note: the product names used on the signs and on the decals on the dragsters are fictional. If you've got nothing better to do with your time, try to spot them all (though I sure hope you do have something better to do)