Camera Matching

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  • LongGone
    -
    FFR Simfile Author
    • Jul 2008
    • 1679

    #16
    Re: Camera Matching

    If I had to comment on improving it further (from an engineer's perspective), the wall breaking apart looks like....Ice? (like a person falling through cracked ice in the Artic or something) compared with the texture on the rest of the unedited wall. As debris land on the ground, it is fragile and will break further too from its own weight. Cracked sections of concrete has a rough surface to it, not clean cuts like glass



    Concrete is not a homogeneous material; It consists of stones and debris of different colour and sizes all hardened together in cement paste (that is why it has the rough texture, and multicoloured stones in it like in the picture above. Cracks are not straight clean cuts as its the result of the stones/debris being pulled out of the cement)


    That said, this is pretty impressive
    Last edited by LongGone; 02-23-2011, 12:13 PM.
    My Solo Simfiles
    My Solo Simfiles Part 2

    Originally posted by Choofers
    people age at a rate of about 1 year per year

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    • who_cares973
      FFR Player
      • Aug 2006
      • 15407

      #17
      Re: Camera Matching

      Originally posted by darkshark
      Rofl geez, I can no longer post anything less than perfection. This one wasn't intended to be anything on a serious level .___. rofl.
      You aren't allowed to have fun anymore. Lol

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      • Mythix
        FFR Veteran
        • Oct 2006
        • 1045

        #18
        Re: Camera Matching

        I'm not impressed before there's sand chipping from the blocks, and a high enough res on the render to be able to zoom in and count them.


        Jokes aside the actual tracking is better than the debree but srsly this > 90% of the bollywood and stupid vampire movies already.

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        • tofurox
          Them arrows.
          • May 2006
          • 2263

          #19
          Re: Camera Matching

          This looks pretty sweet. Well I mean they are my parents, but they though the wall was broken for real.

          "Oh my, and that man wasn't even hurt. I guess that's the cheap walls they use in Hollywood".

          This sig has been enhanced by the FFR Staff for being too large. Thank you for participating.

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          • darkshark
            Nothing.
            • Nov 2004
            • 4189

            #20
            Re: Camera Matching

            Ha!!!! That's the best type of compliment a 3d artist can get right there. When people can't tell when things I make are real or not, it makes me all warm and fuzzy inside rofl.


            and @ Mythix: Have you started working with any animation or tracking or composite work yet?
            Last edited by darkshark; 02-26-2011, 11:28 PM.

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            • Mythix
              FFR Veteran
              • Oct 2006
              • 1045

              #21
              Re: Camera Matching

              Yeah we just started actually, 14 week project (including my car) so if you ever wanted to make a throuough noob-bulletproof tutorial or help out, THIS is the time xD so far I've managed to have a box on the ground that's not moving. That's not a car driving in the background though.. We got a full greenscreen room at our disposal for 3 days for this school project so yeah xD I'm actually rigging the car now, the free rig tutorial is surprisingly good. Unlike camera tracking ones -.- xD

              I remember you showed me that box in your living room "that box isn't really there".. This is so many steps above that in, what, half a year? xD

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              • darkshark
                Nothing.
                • Nov 2004
                • 4189

                #22
                Re: Camera Matching

                Eh it's been longer than that since I made it, but seriously, learning Adobe After Effects has really brought my work up a few notches, and I highly suggest learning it as soon as possible. AE also has some VERY nice tracking features that make getting your workflow as streamlined and pristine as possible...so if there's any advice I can offer you, it is DEFINITELY to learn AE.

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                • Reincarnate
                  x'); DROP TABLE FFR;--
                  • Nov 2010
                  • 6332

                  #23
                  Re: Camera Matching

                  It looks pretty good to me, but I have a few critiques:

                  1. The wall seems to bulge inward or change color or something just before he hits it (the real texture of the wall seems to blur out into the animated overlay -- nontrivial detail seems to get lost in translation)
                  2. The debris itself is too large and angular for my tastes -- I'd expect a lot more irregularly-shaped debris and dust.
                  3. I agree about the brick wall aspect -- I'd expect some impact marks of some kind

                  Other than that pretty damn sweet!
                  Last edited by Reincarnate; 03-1-2011, 10:10 AM.

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