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Product Illustration of a Hydraulic Lift

24

Using Blender, Ymer who works for the company QUIRI Hydromécanique located in France has completed a product Illustration of a Hydraulic Lift.

"The animation was made and composed only with Blender, I used Inkscape 0.46 to prepare the text parts before compositing, and GIMP 2.6 for pictures. The whole work was done on a Ubuntu machine because my challenge was to create this promotion video only with free and open source software, especially blender, it's my favorite one!"

The video is at the bottom of this link.

There isn't any sound so don't get confused like I did, thinking your sound is turned off.

24 Comments

  1. Very impressive. It just goes to show that open source is able to perform as well as any commercial application.
    A truly professional job

  2. And the company didnt have to pay up for lets say 3d s max license (6k $) ^^. Rly good work there. Hope I can make something like this in some time...

  3. Very nice but there's a typo at the end.
    "Bridge lifting and -> positionning <-"
    Not really OK in a movie supposed to have a commercial purpose.

  4. Cool, thanks. How long did it take you to make this?

    Like "Litterate" said, there's a typo at the end when "positionning" should be "positioning" (one less "n")

    One part that could be improved is lessening the time between noting that they all have the same flow to showing the single hydraulic unit.

    The end, stacking-tower (like that wooden block game I used to play,) was a cool concept. Does that really work, though? It should, but it could be precarious after a while.

    Thanks!

  5. Hi !

    Thanks to all of you for the comments and thanks to BlenderNation (Tim?) for the post.

    It took me one month to make this video. The rendering took a very long time,
    because my computer is quite slow.

    About the typo at the end, I will correct it.

    To Banor :
    The concept of the product works very well.

  6. Nice thing. But here you can see one of the disadvantages of Blender.
    Unrealistic looking materials because of the absence of a material-shader-system like MIA in Maya!

  7. Nice work, ymer!

    I agree with Banor on the lessening of time spent on that one part.

    Zuck, honestly, the most unrealistic thing about Blender here.... is comments like yours... Blender is more than capable of creating photo-realistic things, but for illustrative-works like this, it just isn't necessary or required. I not only like the illustrative-look ymer created, but think its absolutely perfect for the job... As an interesting footnote to this, MIA is most commonly known as an acronym for 'Missing in Action' ;)

    Again, nice work, ymer... thanks for sharing ;)

    Peace to all... including all Blenderheads, Mayaheads, maxheads, et al.

  8. I was thinking the same thing as Zuck. Its clean but boring and uninspiring. Some HDRI reflections and decent metal shading and it could be very striking.

    Dont get me wrong there's nothing bad about it but its pretty dated looking compared to what can be done, especially with a modern physically based renderer. that said its all about time and client requests i guess.
    I'm sure the creator didn't have FG flicker to contend with

    In the graphics world i dont think you'll find a lot of people using mentalray who aren't familiar with Zaps mia_material.

  9. About the look of the video, it's a choice.
    I couln't use advance rendering effets (Raytracing, AO) and better looking materials, reflections and so on, because my computer was to slow and it would take to much time to render. For example, some pictures took 7 min to render (the video runs at 24 pict/sec !!!).
    I agree with Born, Blender is capable of creating photo-realistic pictures. It's just a question of materials, lights and render settings.

  10. This is cool! I'm just wondering how you did the colored stress map on those parts. Did you use an engineering software for that?

  11. ymer, a cube map can actually be very effective if you use it to a subtle degree and it wont slow your render down. I used to use em quite a bit until i started using mental ray.

  12. roofoo,
    the colored stress map was made by our own design department with a finite elements calculation software called CASTOR.

    Robert,
    "a cube map can actually be very effective", I don't know how to do this. If you can give me a link to a tuto it would be great !! ;-) Thanks

  13. ymer. its basically just a case of putting a map into the reflection channel. in blender there is a map type called envmap which accepts a cube map. (google cubemap) the trick is to keep the magnitude of the map reasonably low so that its not apparent that the map is fake. it adds a nice subtle effect to metallic surfaces. The nice thing of these is they are easy to blur which will fake multiple sample glossy reflections.

    For a tut in blender your best friend is Google :) its been about 5 or 6 years since i moved on to 3DS max. I just like to keep an eye on blender and see what exciting new things are happening.

  14. @roofoo: Unfortunately no ! That's the only part of the video made with a commercial software. If you are interested in, I can try to find the name of the editor and the price. I will ask the design department manager tomorrow.

  15. Hi, great job. Goog to see someone making money with blender. You're animation does confirm something I was afraid off. Somehow Blender can't make a real fluid motions. When you have the camera sweap there's some stutter in it.I've noticed something alike several times in my own animations. Never found a solution to it, although a subtle vectorblur does solve some of it.

    Anyway you did a great job!

    Kind regards,

    Joost

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