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Training Highlights
Stylized Rendering with Brushstrokes
Geometry Nodes from Scratch
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Wing It!
2023
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2022
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2021
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2019
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Production Logs

Follow the latest updates and progress on Charge.

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Production Log #28

  • Sept. 26th, 2022

Andy Goralczyk
Andy Goralczyk Production Designer
Beau Gerbrands

This week I picked up the outside view of the factory that Beau was working on last week. The wide shots of the building will all be Cycles renders with some touch ups in Krita. After that they will be comp'ed into the Eevee-rendered foregrounds.

030_0030 matte painting work in progress 1

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030_0030 matte painting work in progress 1

020_0020 Factory matte progression
0:09

020_0020 Factory matte progression

020_journey.lighting.v002

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0:05

020_journey.lighting.v002


Beau Gerbrands
Beau Gerbrands 3D Artist

This week was about destroying machines along the conveyor belt. These versiona will receive additional explosion fx and adjustments to wrap everything up.

050_0146 Machine Destruction

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0:00

050_0146 Machine Destruction

050_0143 Machine Destruction

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0:02

050_0143 Machine Destruction

050_0146 Modeling & Fx Paintover

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050_0146 Modeling & Fx Paintover


Simon Thommes
Simon Thommes 3D Artist

This week I spent mostly doing shading on the factory robot characters, the packbot and the security bot. The shading is to a large part procedural, so that it makes it easy and quick to apply. It does mean, that I had to do a bunch of topology/creasing/bevel weight changes to give the shader the right information for edge detection.

Security Bot Shading Pass

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1:05

Security Bot Shading Pass

Packbot Shading Full Pass

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0:59

Packbot Shading Full Pass


Production Log #27

  • Sept. 19th, 2022

Andy Goralczyk
Andy Goralczyk Production Designer

The target for this week was to finish a first (rough) pass of lighting of the entire movie. That meant setting up shots for the 030_enter montage sequence, featuring the guard's room and security camera assets that Beau had been working on the last couple of weeks. Also, the remainder of 050_alarm, namely the destruction shots (which are still only rough mockup geo) had to be lit. As for right now, only sequence 080_escape is missing to complete the first lighting pass of the entire film... that's for next week!

030_enter.lighting.v001

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0:13

030_enter.lighting.v001

050_alarm.lighting.v003

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0:26

050_alarm.lighting.v003


Beau Gerbrands
Beau Gerbrands 3D Artist
Andy Goralczyk

This week the outside of the factory received an upgrade of pipes, fences, road, and more structures. differences between the factory and the shacks should be visually emphasized. Andy will pick this up and continue developing this area.

020_0020 Set Dressing

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020_0020 Set Dressing

030_0030 Set Dressing

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030_0030 Set Dressing


Simon Thommes
Simon Thommes 3D Artist

This week I mainly worked on the shading of the factory floor set that the majority of the film will take place in. Other than that I did some RnD to create dynamic lens flares that Andy can already use in the lighting stage directly in the shots.

Dynamic Lens Flare in Eevee

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Dynamic Lens Flare in Eevee

Factory Floor Set Shading

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0:55

Factory Floor Set Shading


Production Log #26

  • Sept. 12th, 2022

Simon Thommes
Simon Thommes 3D Artist

This week I started working on surfacing the factory set to try hit the realism mark we are aiming for and revisited the explosion fx to investigate how we can best integrate smoke clouds into some of our shots.

Volumetric Smoke Cloud FX Asset

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1:13

Volumetric Smoke Cloud FX Asset

Factory Surfacing Details

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Factory Surfacing Details


Andy Goralczyk
Andy Goralczyk Production Designer
Simon Thommes

This week I tried to push forward the lighting of as many scenes as possible. In most shots, the effects still need to be added. Bullet impacts and smoke are still placeholders, as are the pink color spats on the security robot.

090_swap.lighting.v002

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0:38

090_swap.lighting.v002

070_stab.lighting.v001

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0:21

070_stab.lighting.v001

060_fight.lighting.v001

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0:19

060_fight.lighting.v001

050_alarm.lighting.v002

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0:20

050_alarm.lighting.v002

040_sneak.lighting.v003

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0:16

040_sneak.lighting.v003


Beau Gerbrands
Beau Gerbrands 3D Artist
Andy Goralczyk

This week was mostly about adding details and textures to the guard room like the magazines and monitors. The extra work this week was from previous weeks like the security cameras and geometry nodes.

Geometry Nodes Pipe Generator

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1:14

Geometry Nodes Pipe Generator

Geometry Nodes Grated Floor

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0:39

Geometry Nodes Grated Floor

Factory Floor Set Dressing

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Factory Floor Set Dressing

Security Cameras Models

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Security Cameras Models

Rigged Security Cameras

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1:30

Rigged Security Cameras

Security Cameras Set 030_0060

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Security Cameras Set 030_0060

Security Cameras Set 030_0070

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Security Cameras Set 030_0070

Geometry Nodes Pipeline Factory

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1:01

Geometry Nodes Pipeline Factory

Guard Room Previz Shading & Lighting

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0:00

Guard Room Previz Shading & Lighting

Guard Room Plant

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Guard Room Plant

Guard Room Magazines

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Guard Room Magazines

Show

Production Log #25

  • Sept. 5th, 2022

Simon Thommes
Simon Thommes 3D Artist

This week (combined with last week) I wrapped up my work on procedural wrinkle maps for Einar's facial details and also worked on FX assets for fire and explosions using geometry nodes. Other than that I continued with shading, giving the batter prop an initial pass.

Smoke & Fire FX - Geometry Nodes

Smoke & Fire FX - Geometry Nodes

Procedural Wrinkle map Tech - Showcase

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1:39

Procedural Wrinkle map Tech - Showcase

Battery - Initial Shading Pass

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0:28

Battery - Initial Shading Pass


Andy Goralczyk
Andy Goralczyk Production Designer

This week I worked on the lighting of 3 scenes: 010_opening, 020_journey and 090_swap. The idea was to finalize the mood inside Einar's hut as much as possible for both, the beginning and the ending of the film. I also did a very quick blocking of the factory silhouette which can be seen in 020_journey. The main shape is there, details and textures still need to be figured out.

020_journey.lighting.v001

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0:05

020_journey.lighting.v001

090_swap.lighting.v001

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0:36

090_swap.lighting.v001

010_opening.lighting.v002

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0:16

010_opening.lighting.v002


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