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Training Highlights
Stylized Rendering with Brushstrokes
Geometry Nodes from Scratch
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2023
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  • Project Gold
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  • Production Logs

Latest on Project Gold

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Production Log #38

  • Jan. 29th, 2024

Andy Goralczyk
Andy Goralczyk Art Director

The beach set was my main focus this week. I started with the rough blocking I did previously and detailed the models, added brush strokes and shading. I also went through the rock library to add painterly shading and further iterated over the lighting in our test shot.

900_0010.lighting.v005

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900_0010.lighting.v005

900_0010.lighting.v004

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900_0010.lighting.v004

900_0010.lighting.v003

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900_0010.lighting.v003

Rock library - brush strokes

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0:24

Rock library - brush strokes

Beach set - sketched trees

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0:57

Beach set - sketched trees

Beach set v005

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Beach set v005

Beach set v004

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Beach set v004

Beach set v003

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Beach set v003

Beach set v002

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Beach set v002

Beach set v001

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Beach set v001

Show

Simon Thommes
Simon Thommes Technical Artist

Since we have a first pass of brush strokes on Mikassa, I focused on doing the same thing for the boat this week, so that we can see everything together in our first test shot and then iterate based on that.

Brush Stroke Caching

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0:29

Brush Stroke Caching

Brush Stroke - Stepping Artifact Fix

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1:00

Brush Stroke - Stepping Artifact Fix

Boat - Shading Pass Viewport

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Boat - Shading Pass Viewport

Boat - Shading Pass

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Boat - Shading Pass


Julien Kaspar
Julien Kaspar 3D Artist

I further worked out the Underwater set in blocking and sculpting.

Underwater Set - Blocking & Sculpting #1

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1:53

Underwater Set - Blocking & Sculpting #1


Production Log #37

  • Jan. 22nd, 2024

Simon Thommes
Simon Thommes Technical Artist

I continued with the shading of Mikassa, baking normals, filling up the remaining areas with brush strokes, adding in some detail on the clothing and making sure the brush strokes can deform properly. There still is lots to be done in terms of texture painting and creating different levels of detail, but this will be the highest LOD that we need for her full body.

Mikassa - Shading Iteration Viewport

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Mikassa - Shading Iteration Viewport

Mikassa - Shading Iteration

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Mikassa - Shading Iteration


Andy Goralczyk
Andy Goralczyk Art Director

This week I started creating kelp assets based on a crazy amount of brush scans from Vivien. I continued improving the Previz Camera Importer add-on and blocked out the lighting on our first test shot.

Previz Camera Importer Add-on - Support for multiple sequences and baking animation

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Previz Camera Importer Add-on - Support for multiple sequences and baking animation

Kelp assets - texture cleanup and basic geometry setup

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Kelp assets - texture cleanup and basic geometry setup

900_0010.lighting.v002 - Quick lighting tweaks

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900_0010.lighting.v002 - Quick lighting tweaks

900_0010.lighting.v001 - First rough blocking

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900_0010.lighting.v001 - First rough blocking

Beach set - first rough blocking

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Beach set - first rough blocking


Beau Gerbrands
Beau Gerbrands 3D Artist

This week all of the fish and seagull are retopologized and ready for shading.

Seagull Model Sheet

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Seagull Model Sheet

Ballan Wrasse Model Sheet Topology

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Ballan Wrasse Model Sheet Topology

Atlantic Salmon Model Sheet Topology

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Atlantic Salmon Model Sheet Topology

European Sea Bass Model Sheet Topology

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European Sea Bass Model Sheet Topology

Pollock Model Sheet Topology

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Pollock Model Sheet Topology

Trout Model Sheet Topology

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Trout Model Sheet Topology


Pablo Fournier
Pablo Fournier Animator

This week i worked mainly on the edit, also I did a hand test to check the deformations and will help with the cracking. Also I'm starting to do a animation test to try how will be the final look on a shot in the movie, I manage to do a layout/first really rough blocking to expose some animation beats.

900_0010-anim.v001

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0:04

900_0010-anim.v001

hand test

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0:12

hand test


Production Log #36

  • Jan. 15th, 2024

Andy Goralczyk
Andy Goralczyk Art Director

This was my first week after the holiday break so things went a bit slow. Since we need to reference quite a few camera angles from previz during set construction, I wrote a very simple Importer to automatically load a selection of cameras from the previz files and align them neatly on the timeline.

Previz Camera Importer Add-on

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1:16

Previz Camera Importer Add-on


Simon Thommes
Simon Thommes Technical Artist

I finally started with the actual shading work on the assets for production. First of all Mikassa, so that we can do more tests with animation and visual style. A bit of a slow start, since there were some kinks in our asset pipeline addon to iron out, but now we are set!

Mikassa - Shading - Initial Brush Stroke Pass

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2:34

Mikassa - Shading - Initial Brush Stroke Pass


Julien Kaspar
Julien Kaspar 3D Artist

I focused on making a full test sculpt of the mixed set rocks as preparation for set work in the coming weeks. A couple of articles are also ready to be published soon.

Coral Rock - Second Sculpting Pass

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0:38

Coral Rock - Second Sculpting Pass


Production Log #35

  • Jan. 8th, 2024

Julien Kaspar
Julien Kaspar 3D Artist

Tested and iterated on the cracking and deformations for Mikassa based on Simon's geo node setup.

Mikassa Cracking Test

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0:25

Mikassa Cracking Test


Vivien Lulkowski
Vivien Lulkowski Concept Artist

A shorter week for me in which I explored the abyss walls and the very last shot of our movie for the colorscript.

abyss climbing vis dev 2

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abyss climbing vis dev 2

abyss climbing vis dev

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abyss climbing vis dev

final shot for colorscript

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final shot for colorscript


Simon Thommes
Simon Thommes Technical Artist

I worked on improving the cracking setup as Julien was iterating on the fracture pattern and making sure that everything works as he's using it. Other than that I picked up a few other tasks that were lying around on my backlog like more control for our brush stroke setup and work on our pipeline addons.

Shard deformation with custom origins

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1:39

Shard deformation with custom origins

Break curves to accentuate plane breaks

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Break curves to accentuate plane breaks


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