Krutik Maru

California

Wooden Hypercar Animation

Product Idea & Concept

The project is conceptualized as a stylized hypercar asset combining organic textures like wood and cork with mechanical engineering elements, structured around an exploded-view assembly sequence that transitions into a dynamic track-riding motion test.

Brainstorming

The workflow begins with asset breakdown, deconstructing the hypercar into modular components such as the chassis body, cork wheels, threaded bolts, and a transparent canopy, alongside designing a flexible wooden track setup featuring a wave-like displacement surface for physics testing.

Moodboarding

The material palette incorporates natural wood grain shaders, rough cork displacement maps for tires, brushed metal for screws, and frosted or translucent glass shaders for the cockpit canopy, complemented by a warm studio sunlight lighting style casting sharp shadows through window blinds to emphasize surface normals and material textures.

Storyboarding

The sequence is planned across multiple shots starting with an exploded view showing individual components floating in a pre-assembly state, moving into a snapping sequence where components lock into place via keyframed translation and scale interpolation, followed by a close-up macro tracking shot focusing on wheel rotation and cork texture detail, and ending with a dynamic tracking shot of the assembled hypercar driving across a wave-deformed wooden surface.

Materials & Shading

Shading involves wood shaders mapped with Box Projection or UV unwrapping on the main body mesh, high-frequency procedural noise combined with bump and displacement maps for porous cork wheel geometry, translucent Principled BSDF shaders with roughness and index of refraction adjustments for the tinted cockpit, and metallic roughness setups utilizing anisotropic highlights for screw threads and fasteners.

Lighting

Lighting is executed using a key light set as a directional light source configured with shadow maps to project window blind slat patterns across the ground plane, supported by soft fill and rim area lights to catch edge highlights on body curves and enhance material separation.

Composition

Composition is tailored for a vertical 9:16 aspect ratio suitable for social media and reels presentation, utilizing narrow aperture settings and low f-stop depth of field to isolate close-up macro shots of wheels and screws while softening background elements.

Mograph & Keyframing

Motion graphics and animation involve keyframed translation and scaling data for parts snapping into the main chassis, a wave modifier or procedural mesh displacement applied to the wooden track environment to simulate rolling terrain dynamics, and Bezier curve adjustments in the Graph Editor to achieve smooth ease-in and ease-out transitions during part snapping and acceleration phases.

Post-Production

Post-production encompasses node-based color grading, lens distortion, and optical glow effects applied in Blender's Compositor, alongside a Cycles render engine setup utilizing multi-pass EXR output, denoising, and motion blur vector passes for final video export.