Blender Studio
  • Films
  • Projects
  • Training
  • Characters
  • Tools
  • Blog
  • Join
  • BLENDER.ORG

    • Download

      Get the latest Blender, older versions, or experimental builds.

    • What's New

      Stay up-to-date with the new features in the latest Blender releases.

    LEARNING & RESOURCES

    • Blender Studio

      Access production assets and knowledge from the open movies.

    • Manual

      Documentation on the usage and features in Blender.

    DEVELOPMENT

    • Developers Blog

      Latest development updates, by Blender developers.

    • Documentation

      Guidelines, release notes and development docs.

    • Benchmark

      A platform to collect and share results of the Blender Benchmark.

    • Blender Conference

      The yearly event that brings the community together.

    DONATE

    • Development Fund

      Support core development with a monthly contribution.

    • One-time Donations

      Perform a single donation with more payment options available.

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

Training types
Course Documentation Production Lesson Workshop

Training categories
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
  • Content Gallery
  • Production Logs
  • Credits

Latest on Charge

  • First
  • Previous
  • Page 5 of 7
  • Next
  • Last

Production Log #19

  • July 4th, 2022

Julien Kaspar
Julien Kaspar 3D Artist

After some weeks of absence I am working on wrapping up the last tasks of Einar. The retopology is finished and the last design sculpts have been completed for baking. Facial shapes and clothing shapes are in full progress and being polished for rigging & shading.

Einar - Facial Sculpting #2

Subscribe to view

Einar - Facial Sculpting #2

Einar - Inner Mouth #2

Subscribe to view

Einar - Inner Mouth #2

Einar - Outfit Retopology #2

Subscribe to view

Einar - Outfit Retopology #2

Einar - New Shoe sculpt

Subscribe to view

Einar - New Shoe sculpt

Einar - New Hat sculpt

Subscribe to view

Einar - New Hat sculpt


Andy Goralczyk
Andy Goralczyk Production Designer
Simon Thommes
Julien Kaspar
Demeter Dzadik
Pablo Fournier
Beau Gerbrands

The last couple of weeks I've been working on a mix of hair styling for Einar and detailing the body of the security robot. To test the look and feel of the film (and also eevee) I made a quick and dirty test render of one of the opening shots.

Einar - facial hair grooming 3

Subscribe to view

0:08

Einar - facial hair grooming 3

Einar - mustache trim

Subscribe to view

Einar - mustache trim

Einar's hut - 010_0050 test render

Subscribe to view

0:00

Einar's hut - 010_0050 test render

security robot - modeling turntable 2

Subscribe to view

0:04

security robot - modeling turntable 2


Simon Thommes
Simon Thommes 3D Artist

This week I started doing a shading pass on the robot arm. Nothing is quite final yet, but I added the base shading setup, created some tilable textures and utility nodegroups, baked down a bunch of the base maps and started texture painting. There need to be more details and signs of wear/age but it's getting there.

Robot Arm Shading WIP - Turntable

Subscribe to view

0:04

Robot Arm Shading WIP - Turntable

Robot Arm Shading WIP - Closeup Render

Subscribe to view

Robot Arm Shading WIP - Closeup Render


Pablo Fournier
Pablo Fournier Animator

this week i worked on some shots on the sequence 060 fight

060_fight.v001

Subscribe to view

0:17

060_fight.v001


Beau Gerbrands
Beau Gerbrands 3D Artist

This week was mostly about preparing the scrapyard and hut files for shading. Things like removing old models, checking the topology/modifier stack, and eventually unwrapping. And Einar can sit now with this folding chair!

Folding Chair

Subscribe to view

Folding Chair


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

Subscribe to view

0:04

Einar Facial Shapes Blending

Pipe Wrench Shading - Render

Subscribe to view

Pipe Wrench Shading - Render

Pipe Wrench Shading - Turntable

Subscribe to view

0:04

Pipe Wrench Shading - Turntable

Spanner Shading Render

Subscribe to view

Spanner Shading Render

Spanner Shading Turntable

Subscribe to view

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

Subscribe to view

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

Subscribe to view

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

Subscribe to view

0:23

Factory Fence modeling

Factory Security door modeling

Subscribe to view

0:42

Factory Security door modeling

Einar - robot arm modeling turntable 2 (broken state)

Subscribe to view

0:04

Einar - robot arm modeling turntable 2 (broken state)

Einar - robot arm modeling turntable 2

Subscribe to view

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

Subscribe to view

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

Subscribe to view

Candle Collections Basic Shading

Various Candles

Subscribe to view

Various Candles

Hut Workshop, Workbench & Construction

Subscribe to view

Hut Workshop, Workbench & Construction

Hut Fireplace, Bedroom & Construction

Subscribe to view

Hut Fireplace, Bedroom & Construction


Demeter Dzadik
Demeter Dzadik Rigger

This week I worked on Einar's eyes.

Einar eye deformations

Subscribe to view

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

Subscribe to view

Old Miner's Lamp Texture Detail

Photogrammetry Checker

Subscribe to view

Photogrammetry Checker

Einar's Hut Roof Reconstruction

Subscribe to view

Einar's Hut Roof Reconstruction

Einar's Hut Roof Layout

Subscribe to view

Einar's Hut Roof Layout

Workbench Iteration

Subscribe to view

Workbench Iteration

Candle Library

Subscribe to view

Candle Library

Photogrammetry Results

Subscribe to view

Photogrammetry Results

Photogrammetry Old Miners Lamp

Subscribe to view

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

Subscribe to view

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

Subscribe to view

Einar: Topology and UV map update


  • First
  • Previous
  • Page 5 of 7
  • Next
  • Last
Films Projects Training Blog Blender Studio for Teams
Pipeline and Tools
  • CloudRig
  • Blender Kitsu
  • Brushstroke Tools Add-on
  • Blender Studio Extensions
Characters
  • Mikassa
  • Whale
  • Ballan Wrasse
  • Snow
Studio
  • Terms & Conditions
  • Privacy Policy
  • Contact
  • Remixing Music
Blender Studio

The creators who share.

Artistic freedom starts with Blender The Free and Open Source 3D Creation Suite