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Training Highlights
Stylized Rendering with Brushstrokes
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  • Project Gold
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  • Production Logs

Latest on Project Gold

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Production Log #42

  • Feb. 26th, 2024

Andy Goralczyk
Andy Goralczyk Art Director

My goal for this week was to adjust all the lighting of scene 100_transfomed and do a first crappy pass of 030_sinking.

030_sinking lighting v001

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0:24

030_sinking lighting v001

100_transformed lighting v002

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0:29

100_transformed lighting v002


Simon Thommes
Simon Thommes Technical Artist

Last week was mainly spent again on making the shards work properly. We moved to the final setup, so that needed some shuffling around, but also means now almost everything is set.

Mikassa - Golden Cracks

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Mikassa - Golden Cracks

Shards Model Adjustment

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1:39

Shards Model Adjustment

Water Contact Ripples

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Water Contact Ripples

Brush Stroke Flickering Fix

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0:10

Brush Stroke Flickering Fix


Beau Gerbrands
Beau Gerbrands 3D Artist
Andy Goralczyk

This week I worked on the corals and sponges to be placed in the environment. Some of them will probably need adjustments for better balancing and optimization.

Stacked Coral Overview

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Stacked Coral Overview

Coral Fire

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Coral Fire

Coral Fox

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Coral Fox

Coral Flower

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Coral Flower

Coral Sponges

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Coral Sponges

Sponges Round

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Sponges Round

Corals Stacked

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Corals Stacked


Hjalti Hjalmarsson
Hjalti Hjalmarsson Previs and Layout Artist

Made an updated proposal for the climbing sequence.

Gold previs 120 climbing comparison

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0:43

Gold previs 120 climbing comparison


Production Log #41

  • Feb. 19th, 2024

Andy Goralczyk
Andy Goralczyk Art Director
Simon Thommes
Julien Kaspar

My week has been focused on building files for lighting of 040_sinking and 100_transformed. Both sequences have been pushed forward into layout - they also contain Mikassa which is a great chance to finally test the character shading in the actual shot scenarios.

Underwater set - set dressing 2

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Underwater set - set dressing 2

100_transformed lighting v001

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0:29

100_transformed lighting v001


Rik Schutte
Rik Schutte Animation Lead

This week we officially started layout for a bunch of sequences. Creating layout files means we are using the actual assets to build shots and get the shots ready for animation and lighting. Previsualized shots are still using temp geometry and rigs that won't be used for production. Therefore it's necessary to recreate shots within the pipeline. Once they are approved, we can start animating the shots.

Turning Previs into layout (sc030-040)

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0:50

Turning Previs into layout (sc030-040)


Simon Thommes
Simon Thommes Technical Artist

This week I worked on some more technical setups that we would need in the shots that we are now starting to work on. Besides that I looked more closely into how we can make the broken version of Mikassa work with the individual shards, that Julien was working on, together with Pablo for the test animation.

Underwater Floating Particles

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1:39

Underwater Floating Particles

Brush Strokes - Frustrum Culling

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0:28

Brush Strokes - Frustrum Culling

Shard Fracturing - Rigidity

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0:39

Shard Fracturing - Rigidity

Mikassa Broken - Test Render

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Mikassa Broken - Test Render


Pablo Fournier
Pablo Fournier Animator

During this week I mostly worked on making a layout/first blocking on seq 100, like this lighting can start to work on production shots

100_0080-anim-v002

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100_0080-anim-v002

100_0070-anim-v001

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0:05

100_0070-anim-v001

100_0060-anim-v001

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0:01

100_0060-anim-v001

100_0050-anim-v001

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0:02

100_0050-anim-v001

100_0040-anim-v001

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100_0040-anim-v001

100_0030-anim-v001

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100_0030-anim-v001

100_0020-anim-v001

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0:03

100_0020-anim-v001

100_0010-anim-v001

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0:03

100_0010-anim-v001


Production Log #40

  • Feb. 12th, 2024

Andy Goralczyk
Andy Goralczyk Art Director

This week I worked on set dressing, preliminary shading and lighting on the underwater set - specifically the upper reef part. This scenery is supposed to be lush and lively, so I spent most of the week creating the various scattering setups for kelp and carefully placing individual corals on the rocks.

Painterly light beam card effect

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Painterly light beam card effect

Fire coral drawing

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Fire coral drawing

Underwater set - Asset scattering, shading and set dressing 1

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Underwater set - Asset scattering, shading and set dressing 1


Simon Thommes
Simon Thommes Technical Artist

Besides dealing with more technical hurdles, last week I finally got to do a basic texture painting pass over Mikassa and give some more attention to her face specifically.

Brush Strokes - Additional Settings

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0:53

Brush Strokes - Additional Settings

Mikassa Face Shading Iteration

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Mikassa Face Shading Iteration


Julien Kaspar
Julien Kaspar 3D Artist

The sculpting of the Return set is basically done. Further Cracking tests were also done over the week.

Mikassa Cracking Test #2

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2:42

Mikassa Cracking Test #2

Return Set - Sculpting

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0:24

Return Set - Sculpting


Production Log #39

  • Feb. 5th, 2024

Julien Kaspar
Julien Kaspar 3D Artist

I worked out all the needed set connections to transition the previz to layout. The reef and coral rocks were also more fleshed out.

False Bottom - Set Connection

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0:32

False Bottom - Set Connection


Simon Thommes
Simon Thommes Technical Artist
Pablo Fournier

I put my focus more back on Mikassa to start putting in details and iteration over the look of the brush strokes to push her shading and the test shot that we are working on further.

Ocean - Dynamic Brush Strokes Setup

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0:57

Ocean - Dynamic Brush Strokes Setup

Mikassa - Facial Test Rendered

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0:03

Mikassa - Facial Test Rendered

Mikassa - Brush Texture Adjustments

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Mikassa - Brush Texture Adjustments


Andy Goralczyk
Andy Goralczyk Art Director
Simon Thommes
Vivien Lulkowski

I continued to work on lighting for the boat test shot and our first shot in the film: 100_0080! Also, I created kelp assets and started set dressing the reef environment.

100_0080-lighting-v004

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100_0080-lighting-v004

100_0080-lighting-v001

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100_0080-lighting-v001

900_0010.lighting.v007

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900_0010.lighting.v007

Kelp assets - geo nodes scattering setup

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0:50

Kelp assets - geo nodes scattering setup


Pablo Fournier
Pablo Fournier Animator

This week I work on different things. I'm still doing some previs in some scene, but also I managed to do some animation, in this case finishing the animation test on the boat, and also starting the last shot of the movie. Also I did some facials poses to test the rig and also as a test for shading

100_080-anim-v001

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100_080-anim-v001

facial test

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facial test

900_0010-anim.v004

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900_0010-anim.v004

900_0010-anim.v004

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900_0010-anim.v003

900_0010-anim.v004

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900_0010-anim.v002


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