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Training Highlights
Stylized Rendering with Brushstrokes
Geometry Nodes from Scratch
Procedural Shading Fundamentals
Stylized Character Workflow

Training types
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Animation Geometry Nodes Lighting Rendering Rigging Shading
Film Highlights
Wing It!
2023
Charge
2022
Sprite Fright
2021
Spring
2019
Project Highlights
Project DogWalk
Interactive
Gold
Showcase
BCON24 Identity
Showcase
Fighting with Grease Pencil
Article
  • Charge
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Production Logs

Follow the latest updates and progress on Charge.

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Production Log #18

  • 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.

Einar Facial Shapes Blending

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0:04

Einar Facial Shapes Blending

Pipe Wrench Shading - Render

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Pipe Wrench Shading - Render

Pipe Wrench Shading - Turntable

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0:04

Pipe Wrench Shading - Turntable

Spanner Shading Render

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Spanner Shading Render

Spanner Shading Turntable

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0:04

Spanner Shading Turntable


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

hand test poses v01

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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.

Einar - Outfit Retopology #1

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Einar - Outfit Retopology #1


Production Log #17

  • 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.

Factory Fence modeling

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0:23

Factory Fence modeling

Factory Security door modeling

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0:42

Factory Security door modeling

Einar - robot arm modeling turntable 2 (broken state)

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0:04

Einar - robot arm modeling turntable 2 (broken state)

Einar - robot arm modeling turntable 2

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0:04

Einar - robot arm modeling turntable 2


Simon Thommes
Simon Thommes 3D Artist
Rik Schutte
Demeter Dzadik
Julien Kaspar
Andy Goralczyk

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

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.

Einar - Outfit Sculpting #1

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Einar - Outfit Sculpting #1


Beau Gerbrands
Beau Gerbrands 3D Artist
Andy Goralczyk

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.

Candle Collections Basic Shading

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Candle Collections Basic Shading

Various Candles

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Various Candles

Hut Workshop, Workbench & Construction

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Hut Workshop, Workbench & Construction

Hut Fireplace, Bedroom & Construction

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Hut Fireplace, Bedroom & Construction


Demeter Dzadik
Demeter Dzadik Rigger

This week I worked on Einar's eyes.

Einar eye deformations

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0:51

Einar eye deformations


Production Log #16

  • May 9th, 2022

Beau Gerbrands
Beau Gerbrands 3D Artist
Andy Goralczyk

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.

Old Miner's Lamp Texture Detail

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Old Miner's Lamp Texture Detail

Photogrammetry Checker

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Photogrammetry Checker

Einar's Hut Roof Reconstruction

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Einar's Hut Roof Reconstruction

Einar's Hut Roof Layout

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Einar's Hut Roof Layout

Workbench Iteration

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Workbench Iteration

Candle Library

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Candle Library

Photogrammetry Results

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Photogrammetry Results

Photogrammetry Old Miners Lamp

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Photogrammetry Old Miners Lamp


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.

Einar Face - Displacement System

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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.

Einar: Topology and UV map update

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Einar: Topology and UV map update


Production Log #15

  • May 2nd, 2022

Beau Gerbrands
Beau Gerbrands 3D Artist
Andy Goralczyk

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.

Hut Workbench Modeling Pass

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Hut Workbench Modeling Pass

Blow Dart Pipe

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Blow Dart Pipe

Armchair Distressed

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Armchair Distressed


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.

Edit video reference 'Opening' sequence

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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.

Head sculpt adjustments

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Head sculpt adjustments


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