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Formula E : Battle Scars

17 juil.
1 min de lecture

Dernière mise à jour : 3 sept.

Formula E : Battle Scars : Rigging Véhicule 3D (Maya). Réalisé par Raphaël Guez, artiste 3D généraliste.
On this project, I handled the rigging of the vehicle, the single asset featured on screen from start to finish.

PRODUCTION


Studio

The Mill (London)

ROle

3D Rigging

Year

2018

Software

Maya

Agency

Iris Worldwide

Director

Russell Tickner


THE PROJECT


"Battle Scars" launched the 2018/19 Formula E championship and its new Gen2 car. The concept: a

single vehicle, pitted against invisible rivals in an abstract space, filmed from every angle, taking

hits and transforming on screen. A demanding brief, carrying the full drama of a race with one car,

while faithfully respecting the Gen2's physical characteristics.



MY ROLE


On this project, I handled the vehicle rigging, the single asset on screen from start to finish. The

goal: a rig capable of every type of movement, without ever holding back the animation. I built in

an automatic wheel-rotation system driven by distance traveled, ensuring believable motion with no

manual tweaking. And since the car takes impacts throughout the film, I set up deformation

controllers to crush and damage specific parts of the bodywork on demand. Sturdy enough to hold

every angle, flexible enough to take hits and transform, the car's entire animation setup rests on this

work, done in Maya. This vehicle rig ties into my character work for advertising, in the same vein as the one I built for Audi's "Synchronised Swim".






 
 
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