Smashdown — 3D work

Case study · 3D vehicles & compositing

Smashdown

Smashdown is an animated action-comedy racing project in which kids build, race and wreck their vehicles. The characters and backgrounds were 2D. My job was the vehicles: building the 2D car designs in 3D, toon-rendering them to read as flat 2D animation, and compositing them into the 2D scenes.

Role
3D vehicles, look development & compositing: Andrew Hogan
Show
Smashdown (animated series)
Tools
Cinema 4D · Arnold · After Effects
Year
2019

01Vehicle Rotations in 3D

Clay and toon turntables of both cars, played in sync, used to check the 3D models against the 2D designs from every angle.

Yuki’s car

Yuki’s car · Clay
Yuki’s car · Toon render

Spike’s car (end boss)

Spike’s car · Clay render
Spike’s car · Toon render

Yuki car design: 2D reference and 3D render

Sheet comparing the 2D Yuki car reference with 3D renders
2D reference against 3D renders, from the project files

02Final Composites

Scene 15: the swerve

Grey-world test pass
Car over background test
Final composite

The jump: Yuki’s car over Spike’s car

Grey previs
Scene 7: rough pass
Final composite

The roll: Spike’s car flips

Wireframe render
3D flip animation (viewport)
Final composite

03Renders & look development

Toon shading, line tests and rig tests: flat colour fills, hard-edged shadow bands and ink-style outlines, tuned until the cars matched the drawn style.

Toon shading test: wheel
Toon shading test
Rig test with toon lines
Yuki car side render
Yuki car: side render
Yuki car three-quarter render
Yuki car: three-quarter render

04Making 3D Read as Flat

The 2D sheets came first. Each car was modelled to the rotation sheet, and turntable renders were checked against the drawings (the comparison sheet above) so the silhouette held from every angle.

Next came look development. Grey clay passes confirmed the forms. Toon tests on single parts, like the wheel, then on whole cars, replaced realistic shading with flat fills and hard shadow bands, and added an outline pass so the cars carried the same ink line as the hand-drawn characters.

The cars were tested in motion with rig tests, with and without lines, to make sure the outlines stayed stable as the cars moved.

Compositing came last. Each shot was rendered in layers: the car on its own, with a separate alpha and line matte, ready to go over the 2D background plate. In After Effects the layers were combined, colour-matched to the backgrounds, given motion blur and finished. Scene 15 shows the progression from a grey-world test, to the car over the background, to the final comp.

05Trailer (reference)

Smashdown trailer
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