

PROCESS

Below are a few examples and explanations
of the process I like to use when developing for
motion graphics
Although the information here is more specifically geared to the
3D process the same principles also apply to traditional motion graphic
projects and campaigns, using an efficient approach to save time
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The following video below is a CGI breakdown I created to demonstrate the multiple pass renders that go into creating a believable 3D image, which conforms to the style and design for the relevant brand
CGI BREAKDOWN



It starts with a storyboard
I base all 3D scenes on approved storyboard comps and use those as project way-points to animate between
Working in stages allows me to quickly create rough cuts using wireframes that accurately demonstrate motion without the time consuming need for a high resolution render
PRODUCTION




Being able to control every element of an image, its shadow, reflections, highlights, and other multi-pass layers, allows me to not only tweak the image in a variety of ways including but to change the background art and other scene elements to create an entirely new photo or video asset




Making material changes is a simple task and allows me to create multiple versions of one video without having to shoot anything twice
The background and product elements are easily swapped
The image to the left is an example of something completed for Dell for an Inspiron product which featured a variety of color styles and graphic lids which could be swapped.
Creating one video and changing out materials made this a relatively straight forward task with the render times only to plan for
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Below is an example of a 3D rendered model of the Dell XPS desktop computer next to the original photo asset provided by Dell photo studio
CHANGE IS EASY
Set the stage


Multi-Pass layer examples



Can you tell which is real and which is CGI?
Matching the 3D model to storyboard comps within the scene makes sure that everything will look as expected in the final render
In the case of the Dell XPS 13 Ultrabook, I simply matched the unit position to each feature position in the storyboard and animated between them. This made it easy to go back and tweak timing, movement, positions and get everything locked into place


Find the right angle
