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Battery watering

An unreal battery watering system

battery watering technologies

Exciting, challenging and just plain satisfying is how I would describe this project, which included quite a few firsts as well. There was a lot of planning and preparation in transitioning from the warehouse to the battery scenes to make sure that they flowed seamlessly into each other. Also, due to the scale of the warehouse scenes and the amount of assets needed, I turned to Unreal (A first) as my animation and rendering solution to handle the sheer amount of information in each shot. This was rendered in 4K (Another First) at blazing fast speeds.

The Assets in this animation were mostly created from the ground up in the studio scenes due to their uniqueness and proprietary nature to the company. In the warehouse scenes, most assets were stock, but heavily reworked including all of the textures needing a re-paint for various reasons. Because this was going to be rendered differently than usual and in a Real-Time engine, I spent a considerable amount of effort on the textures to get as close to photorealism as possible, as well as leveraging the power of Unreal's Post-Processing techniques. It was also quite amazing to drop a very dense Houdini simulation in the engine and watch it play back in Real-Time without a hitch. WOW, way to go Unreal! 

I learned quite a bit through the creation of this project and ended up restructuring my workflow and pipeline to fit the unique differences that an animation done in Unreal brings to the table vs. my traditional Animation pipeline. Check out some of the images below for a glimpse into the rest of this project.

Responsible For: Storyboards, Previsualisation, 3D Animation, Modeling, Texturing, Lighting, Rendering, Motion Graphics, Compositing and Editing.

Software: Unreal Engine 4, Blender, Houdini, Substance Painter, Substance Designer, Photoshop, After Effects, DaVinci Resolve

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