RED BULL JOYRIDE 2016 | Track Explanation
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    In 4 weeks I had to accomplish several tasks. This track explanation consists of designing the look and feel of the 3d environment, which had to … Read More
    In 4 weeks I had to accomplish several tasks. This track explanation consists of designing the look and feel of the 3d environment, which had to be as close to real one as possible. Then I had to develop infographic's logic and design. The hardest part was to model and layout everything according to real measurements of the track , which was built parallel to the 3d one. The real track in Whistler was designed by Paddy Kaye, with who we worked closely to get the best overview and idea about the track. In this case, I approached every problem seriously. Everything I had to "hack" in the previous case, which was Crankworks Les Gets, due to lack of skills and time, was done properly this time. The whole track consists of 6 4K textures prepared in Substance painter combined with procedural textures in less focused areas. Some wood elements I sculpted in Z-Brush and painted in Substance Painter. For grass and trees layout I patiently painted masks in Photoshop paying attention to keeping the look natural. All vegetation was scattered with Octane Scatter and the final animation was rendered on 6 Titan graphic cards within 4 days in Octane Render. Client: Red Bull Art Direction / Design / Execution: Miki Nemcek Project management: Lenka Muchova http://mikinemcek.com/work/joyride.html Read Less
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In 4 weeks I had to accomplish several tasks. This track explanation consists of designing the look and feel of the 3d environment, which had to be as close to real one as possible. Then I had to develop infographic's logic and design. The hardest part was to model and layout everything according to real measurements of the track, which was built parallel to the 3d one. The real track in Whistler was designed by Paddy Kaye, with who we worked closely to get the best overview and idea about the track. 

In this case, I approached every problem seriously. Everything I had to "hack" in the previous case, which was Crankworks Les Gets, due to lack of skills and time, was done properly this time. The whole track consists of 6 4K textures prepared in Substance painter combined with procedural textures in less focused areas. Some wood elements I sculpted in Z-Brush and painted in Substance Painter. For grass and trees layout I patiently painted masks in Photoshop paying attention to keeping the look natural. All vegetation was scattered with Octane Scatter and the final animation was rendered on 6 Titan graphics cards within 4 days in Octane Render. 

Client: Red Bull 
Art Direction / 2D & 3D Design & Animation / Execution: Miki Nemcek 
Project management: Lenka Muchova

Joyride Track Explanation 2016 animation won Silver at PromaxBDA 2017 in Infographics category! It is now an official design and source file template in Redbull Mediahouse for every Crankworx race.