This project was a bit challenging, when MediaVoice Films approached with the map for animation, it was a bit complex mainly because of various changes in structure of LBOD (Left Bank Outfall Drain) project after its competition.  After brain storming and meetings  for documentary animation we decided to go for iconic look and feel of documentary. Since the deadline was close, project needed to be done in fast pace.

Animation and Making

Mega Failure Documentary – 3d animation from Inoace

We started with the title design with LBOD basic structure modeling as per the reference snaps taken during on-location shoot and used plates of images with alpha (transparency) masked. Below is the basic structure of the area in 3d wire-frame for Documentary Animation.

(3D Landscape Setup for title scene, the vertical planes are placeholders for images.)

(3D Landscape Setup for title scene, the vertical planes are placeholders for images.)

Mega-Failure- 3d documentary explainer animation wireframe inoaec design studio arif saeed 2

(Women with kids in flooded areas of Pakistan)

Mega-Failure- 3d documentary explainer animation wireframe inoaec design studio arif saeed 3

(Right: People migrating from flooded areas Left: Milestone of LBOD)

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(Mega Failure 3D animation title text)

Content Animation and Rendering

Content included 9 scenes with duration from 10 seconds to 21 second each. The challenge was to get render as quick as possible with the closing deadline. Around 24 GHZ processing power was used via four rendering capable computers. Dropbox and Teamviewer were helpful greatly in managing rendering process on computers in several physical locations.

Mega-Failure- 3d documentary explainer animation wireframe inoaec design studio arif saeed 3 1 4

(Quick sketch of the structure and lake placement)

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(Wireframe of LBOD structure along with location names and boundary line)

(Canal gate)

(Wireframe of LBOD structure along with simulated water animation mesh from Real Flow in Autodesk Maya)

Land texture  was one of  the issues, to work from different distances as well as avoid texture tilling we used layered texture in Autodesk Maya, and made different masks to reveal lower layer with different texture. This all to give it look with no or least texture tiling visible as well as high quality visual where camera is close to ground.

( one layered shader and 2 layered textures as well as ocean/ water shader )

After a lot of rendering and messing up with image sequences, arrived the part of compositing and color grading which lead to the final output.

 

(Final shot with arrows to show the flow of water)

So, this is the story of Mega Failure.

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