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Production Logs

Follow the latest updates and progress on Project Heist right here.

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Production Log #18

calendar_today May 30th 2022

Simon Thommes

Simon Thommes

3D Artist

I started finally doing actually shading work for Heist. For a start I did shading for Einar's pipe wrench and spanner props to figure out/get used to the proper shading pipeline I will use. I also started preparing the geometry of Einar's robot arm for shading which I will start with the coming week.

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Spanner Shading Turntable
0:04

Spanner Shading Turntable

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Spanner Shading Render

Spanner Shading Render

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Pipe Wrench Shading - Turntable
0:04

Pipe Wrench Shading - Turntable

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Pipe Wrench Shading - Render

Pipe Wrench Shading - Render

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Einar Facial Shapes Blending
0:04

Einar Facial Shapes Blending

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Pablo Fournier

Pablo Fournier

Animator

This week I gave the first sequence a second pass on animation trying to define it more, also I made a hand animation test to check the deformation of the mesh

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hand test poses v01
0:09

hand test poses v01

Julien Kaspar

Julien Kaspar

3D Artist

I went further in retopologizing the key body objects and reprojecting sculpted details onto them.

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Einar - Outfit Retopology #1 asset preview

Einar - Outfit Retopology #1

Production Log #17

calendar_today May 16th 2022

Andy Goralczyk

Andy Goralczyk

Production Designer

This week I did a quick test groom using the new hair tools. I also started modeling the security door that Einar pries open with the car jack and also the outside fence of the factory that appears in two shots. The robotic arm is now finally part of the Einar character file.

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Einar - robot arm modeling turntable 2
0:04

Einar - robot arm modeling turntable 2

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Einar - robot arm modeling turntable 2 (broken state)
0:04

Einar - robot arm modeling turntable 2 (broken state)

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Factory Security door modeling
0:42

Factory Security door modeling

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Factory Fence modeling
0:23

Factory Fence modeling

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Simon Thommes

Simon Thommes

3D Artist

Other Contributors:

Rik Schutte Demeter Dzadik Julien Kaspar Andy Goralczyk

Other Contributors

Rik Schutte

Animator

Demeter Dzadik

Rigger

Julien Kaspar

3D Artist

Andy Goralczyk

Production Designer

I took Rik's blinking test animation and made it ready for rendering using the shading test and Andy's groom from a while ago.

Einar - Blinking Test Rendered
0:10
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Einar - Blinking Test Rendered

Pablo Fournier

Pablo Fournier

Animator

this week i finished the first pass on the opening scene, after that I'm helping with the alarm scene

Julien Kaspar

Julien Kaspar

3D Artist

This week I mainly focused on wrapping up the lowest detail outfit sculpting necessary for a retopology. Some details still need to be worked out but it's overall done.

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Einar - Outfit Sculpting #1 asset preview

Einar - Outfit Sculpting #1

Beau Gerbrands

Beau Gerbrands

3D Artist

Other Contributors:

Andy Goralczyk

Other Contributors

Andy Goralczyk

Production Designer

This week was about creating candles for Einar's hut to be scattered around. Also continuing on the ceiling and walls, thinking about the construction and how Einar could have built this using various materials.

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Hut Fireplace, Bedroom & Construction

Hut Fireplace, Bedroom & Construction

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Hut Workshop, Workbench & Construction

Hut Workshop, Workbench & Construction

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Various Candles

Various Candles

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Candle Collections Basic Shading

Candle Collections Basic Shading

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Production Log #16

calendar_today May 9th 2022

Beau Gerbrands

Beau Gerbrands

3D Artist

Other Contributors:

Andy Goralczyk

Other Contributors

Andy Goralczyk

Production Designer

This week was about experimenting with photogrammetry workflow and working on the roof and interior of Einar's hut. Setting up an improvised photo studio in the recording room to scan props. The initial idea was to add a turntable setup for efficient and consistent results. For this technique you need to mask the background so that the algorithm can reconstruct the 3D model better. Or walk around the subject, which can be tricky due to the lack of space and variance in light/shadow. The turntable method requires a tweak in the metadata exported from Blender to possibly work. I chose the "walking around the subject with a tripod" technique to create a data set which worked, as seen in the images.

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Photogrammetry Old Miners Lamp

Photogrammetry Old Miners Lamp

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Photogrammetry Results

Photogrammetry Results

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Candle Library

Candle Library

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Workbench Iteration

Workbench Iteration

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Einar's Hut Roof Layout

Einar's Hut Roof Layout

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Einar's Hut Roof Reconstruction

Einar's Hut Roof Reconstruction

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Photogrammetry Checker

Photogrammetry Checker

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Old Miner's Lamp Texture Detail

Old Miner's Lamp Texture Detail

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Simon Thommes

Simon Thommes

3D Artist

This week I implemented the system I prepared for the displacement of Einar's face to blend the right shapes according to the shapekey system. So now it's actually being used by the rig and functional.

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Einar Face - Displacement System
1:31

Einar Face - Displacement System

Julien Kaspar

Julien Kaspar

3D Artist

There have been a few additions and adjustments to the retopology. This called for an update to the facial shapes and UV map as well.

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Einar: Topology and UV map update

Einar: Topology and UV map update

Production Log #15

calendar_today May 2nd 2022

Beau Gerbrands

Beau Gerbrands

3D Artist

Other Contributors:

Andy Goralczyk

Other Contributors

Andy Goralczyk

Production Designer

The week was about reworking Einar's Hut workbench and started to add assets from the scrapyard library. For the blow dart pipe I experimented with photogrammetry, wrapped gaffer tape around the bicycle pump and took 32 pictures for a simple scan to illustrate the idea. Next week the modeling pass for the interior walls of Einar's Hut will begin.

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Armchair Distressed

Armchair Distressed

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Blow Dart Pipe

Blow Dart Pipe

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Hut Workbench Modeling Pass

Hut Workbench Modeling Pass

Rik Schutte

Rik Schutte

Animator

This week we did video reference for the first scene of the movie. Apart of being useful for animation we also wanted to see if we could sync up with the timing of the previz edit. It turned out we had to speed up some reference in order to match the edit. We need to figure out if we need more frames per shot, or to cheat it in animation. We'll find out by trying out.

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Edit video reference 'Opening' sequence
0:17

Edit video reference 'Opening' sequence

Pablo Fournier

Pablo Fournier

Animator

This week I started to block some animation on the opening sequence

Julien Kaspar

Julien Kaspar

3D Artist

There have been a few updates to the head sculpt to increase the realism and make the facial shapes more believable in the long run.

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Head sculpt adjustments

Head sculpt adjustments

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