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With the entire cinematic planned, I can begin setting up 3d work.
Start creating set pieces, other objects as well that are going to be necessary
Independently, finish creating and rigging the final models that get mentioned in the shotlist. This shouldn't take long if i've already got bases (such as the main character) that I can build off.
Also start creating less difficult creatures if they feature within the shotlist.
The very first thing I need to do to get this project out of the concept stage is to make a base humanoid mesh that i can use/edit for different characters. Due to my lack of experience in this, it will be very difficult and potentially the most difficult thing I have to do in this project.
Before I do anything, I need reference for proportions so I get a muscle diagram.
I open blender and am met with the default cube. It will be spared for once.
I round it off using bevel and upping the amount of segments. This will be the head
I extrude the bottom face and then realise I don't know how far to pull it so I go for just under half of the length of the face after looking at the muscle diagram.
I add the reference into the scene for ease of access, move the current model up to match position and apply a mirror modifier so I can keep the body relatively symmetrical and only have to model one side for now.
I then shrink the head, insert half of it in the reference and make it relatively match up to the proportians of the head
I get to this point and then realise "this guy isn't in a reference pose". I don't want to start again, so when it comes to it, i'll use the pose tool to put him into one
First issue. I messed up the torso. The way i've done it, I can't separate it at the legs. As far as I can see, i've got two options. Start the torso again and do it better this time or experiment and see if i can split the bottom of the torso in half. Whilst writing this I remembered a different technique I could've used, using a single edge and skin modifier. If this entire process falls through, I will go to that
The first thing I try worked so that was a relief. I bevelled the face that was annoyingly conjoined, and it created new faces that weren't conjoined so I extruded them down and now we have thighs!
Ok so now I have this, I need to make adjustments because currently the elbows look like they are bending the wrong way, but the reference has his palms facing forward, which makes the elbows bend away from the body. But for the reference pose I need them to face inwards and the elbows to bend so the hands come toward the body. The feet also need to be a bit bigger
To see how it could potentially look later on, I add a subdivision surface modifier and shade him smooth. As you can see, there is a massive seam in his torso, undoubtedly from how badly I created it. I'm not too worried about it, since later on i'm going to put on dynamic topology in sculpting and that will most likely get rid of it.
I make those changes and try to avoid procastinating on the next step: scultping. Before I do that though, I apply the mirror modifier and pray that I don't regret it later.
I immediately do regret it because I forgot about fingers, so I undo and put sculpting on hold. I get to this point and realise I have no clue what I am doing so I instead take to sculpting to see if that works, mostly as an expirment. I then realise that i've done the thumb in the wrong place.
I undo until I have no thumb again and try to get more reference for hands.
I have an idea however: making a seperate hand model and stitching it onto this model.
I use my own hand for reference. funnily enough, my hands are skinny enough that you can see some of the skeletal structure underneath, making them pretty helpful. I had to edit the photo for clarity a little bit however.
So now we're at this where I'm going to match the proportions to my hand
I've reached an issue, and i've got another emerging issue that i'll get onto in a second. I didn't subdivide enough geometry for all of the fingers, now I can't do my pinky. Currently i'm messing around with every face I have to see if i can remedy this issue.
I knife cut a bit of geometry on the side and moved it to the right position which horribly distorted the rest of the hand. I then fixed the rest of the hand as much as possible. Now for that other issue i mentioned:
That isn't quite a hand I don't think. Hopefully smoothing it out
Not even subdivision surface modifier worked, this has got to be manuel change
I shift the flat part up and do a lot of vertex merging until it looks like that. Quite frankly, I am amazed that it worked as well as it did. The thumb doesn't look quite right but I think considering this is the first hand I've blocked out ever, i'm very happy with this.
I miss the optimism I had in my last annotation. The hands are backwards. Words cannot express the pain.
As of writing this, the soul crushing existential pain has yet to subside, but I pulled his feet in and then bevelled the other side, pulled it out and leveled it to reverse his feet. Crisis averted. I am so glad I never started sculpting otherwise I would've had to start the hand again.
Speaking off, I start the sculpting process. I'm aiming to make the guy look less blocky and more human.
Random progress update. The arms keep getting destroyed so I'll try subdivision surface modifier to create more geometry to work with, but first I want to smooth the thigh out so that horrible lump isn't baked into it.
Another progress update. I have made probably the most terrifying face to ever exist, and I am seriously doubting if I will be able to make this mesh.
If I were making a horror animation/game, this would work quite well! The idea of a being with two faces within just one head is quite horrifying. However, i am not and this is not helpful, so I'm going to apply the mirror modifier and just have symmetry on when sculpting.
This is a bit more promising, even if it still looks mildly terrifying.
One thing to note: the face doesn't have to look like a face, it just needs to have its shape; reason being is that there are no bare human faces in this cinematic. Mostly everyone is a fish person or the player character who has a mask on. This face might not even be used.
The side profile is a bit lacking so I use even more reference. He has a lot on his mind at the moment so i start by shrinking his head.
To my amazement, the head lines up pretty well already.
The proportions of the references are different. I don't really know what to think about this. i'll follow the base guidelines of the side profile but stick to the muscle man's length.
I'm in the middle of sculpting and then realise that at some point, I destroyed the hand. To quote my earlier self: "Words cannot express the pain.". I will have to make them again somehow in sculpting
Immediately after that, I put the spine in the back and it forms perfectly. I'm slightly less in pain than a second before
I get to a point where i'm doing stuff but not really progressing anywhere and I start looking for other means of improvement, thats when I think of the remesh modifier, which in this case will fix a lot of the mistakes at the cost of the model's (already lacking) quality. The picture on the left is the result if I were to apply it, however I won't yet because those legs aren't looking great.
I think i just found a really good way of doing dynamic gore
I pull his arms out because his armpits are merging and I don't want that, you can still see the armpits merging so i'm going to attempt to remedy that
I try a lot of things, none of them work very well. What I can try and do is apply the modifier (i'm happy with everything else aside from the merging armpit) and then separate them
That doesn't work either, so for now i'll give up and having bad shoulders is something i might just have to deal with in animation. For now, time to restore the hands to their former glory (the small amount they had). however i've got a feeling they aren't really salvageable, so i'm tempted to just turn them into mittens, which they kind of already are.
And so this is the final base human mesh. A stunning piece of art.
On a serious note, it is far from perfect and I can see it being a nightmare to animate with in the future, but being the first human mesh i've made, it is far better than I thought it could be so i'm happy with it.
As is tradition, I use the pose tool to pose him, and then make a very quick render of them to see how they move.
Coming back to this has made me realise that I don't really know where to go from here, so I take to the shotlist to see what I need for the first shot.
The player character is the main thing needed. I don't like this because I want to gain some experience with using this base mesh before I make such an important model. Now I know that the first model I make with it is not going to great, I can go with the least human looking humanoid thing I have to model: the brinemen. However, earlier I said that I want to re do the concept because it doesn't act as a very good reference and as I learnt with the base mesh, I need a lot of reference.
This time I'll remember to use plain paper
Trench from aquman
Crawler from barotrauma
Drowner from Witcher
Started with drawing the jaw, I gave it a snakey line to give it a cunning, evil appearance
Continued with the rest of the head, i was following a lot of the same ideas from before but with more detail. At this point I wasn't happy with how its going and didn't really see any potential
I did however continue with detail and some very light shading
This seems like a big jump because this photo and the last were taken 25 minutes apart, during that time I redrew the jaw, the eyes, the teeth and deleted the neck to get that look. At this point I saw some potential.
Tiny bits of shading and added a slight shine to the eye.
Added some flare to the expression to communicate anger more effectively.
The final result. I'm happy with it, in fact i'm very happy with it. I like how there is a mix of pain and anger in the eyes. I would've prefered it to have more energy, but that is something that i'm still working on within art.
With this done I can work on the first 3d model.
First thing I do is import the base mesh from earlier.
And then realise, is it slanted backwards? It lines up with the grid but something looks off. Regardless, i shift the model into the middle and decide I'll work on the face first.
I push in the eyes ever so slightly to create vague socket templates, add in a uv sphere, apply a mirror modifier and move it to the center of the head between the eyes. In edit mode I move one to the socket and they get duplicated
I tug around on the eye sockets until I get something that looks like this.
I also add eyebrows using dynamic topology and smooth out a forehead. Currently, i'm happy with how this is turning out.
Now for the jaw/mouth, I start by making the jawline much sharper. I also realise that this would be a great starting place for the Volraan so I create a copy of this .blend file.
I grab parts of where I want the mouth to go and just push it in, now I have a big cavity within the face that I can make look more vicious in time.
I don't really know how to make this look more vicious and fish like yet so I give big bulbous rubbery lips that are sunken in before they 'inflate'. The result is that, I feel like i've got the foot in the door now so I begin to adjust different parts of the face to suit the concept art.
The result is this, and I notice that it's starting to look like the creature from 'the creature of the black lagoon', which I'm now realising should've been the source of inspiration from the start.
And I think I'm getting somewhere with this head!
And then I apply smooth shading. Not quite what I was hoping for. At least the lips look inflated and bulbous! ... mostly.
To fix this, I can apply the subdivision surface modifier to add more detail to the mesh, except this isn't what I actually need. What I really need is more contrast between the highs and lows, not for them to smooth out.
So I looked at this and thought "that looks awful, but it is what I want". To do this I used the smooth tool, set it to subtract, increased the radius to take over the entire face and use it once. I have done this so that the contrast of highs and lows within the face are increased.
I spend a while smoothing out the face whilst keeping the contrast and then realise. "hang on, mouths aren't just a big hole in our face and his mouth isn't actually attached to his jaw". So I need to remedy that now. Luckily, his bottom lip is already on his jaw line, and I reckon i can get away with just making him open his mouth a lot more.
Which I proceed to do. However i'm getting the sinking feeling that when it comes to rigging, this base mesh might be pretty difficult. With that done, I move on to the rest of the model which i'm just going to make skinny and add fins in various places.
The result is this, a bit bland and inconsistent but it does the job I think. Not shown in that photo is that I subdivide the model once more just to make it look a bit less low poly. Onto UV mapping and texturing.
I try my luck with smart UV project.
A quick test shows that it wasn't perfect to say the least. It is genuinely one of the better ones i've had before though and I don't want to skimp out on this project so I actually need to learn how to do this properly. Or another option I have is vertex assigning different materials, which sounds much more appealing than trying to unwrap this model. The issue with that is that it is much less organic, but I'll give it a go and see how much of an issue that really is.
There is also a third option, where I use textures on this uv map (it won't have to be perfect) to tell blender where to put different materials.
Regardless, I need to know what fish scales look like and they react to light.
I have made something truly disgusting.
I also go back into the view port to reduce the poly count because the shader is lagging blender out massively. I do this by using the decimate and the result going from 200,000 polys (ouch) to 60,000 with basically no decrease in quality. And the shader still lags out so thats great.
As I said earlier, very inorganic though I think with some cleaning up I can make it look a little bit better
After manually grabbing the vertices and smoothing them out in 10 fps, this is the result. Much better looking. I also need to do the eyes
For that I just make them pure black with very little roughness and some transmission which I don't actually think will do anything because black wouldn't let any light through.
Shiny eyes
I added a wireframe across the entire model, made it thin and and not delete the original model to add a fishnet over the entire model.
Probably the most practical essential week, I did a lot of foundational work such as the main base mesh and then practiced using it with the brineman. Both of those went better than expected but I didn't get around to rigging the brine, which is most likely what i'll do first thing next week.
Apparently just 'animate', but also do the rest of the models: player character, volraan and celerian. In addition i also need to rig them. This set back hasn't got me worried because I don't have as many scenes to animate as I thought I would do. As long as I'm working on the scenes by next week I'm happy.
Lets start on rigging the brineman, to do this, and to make sure its done well, i'll be using an addon called 'rigify' which creates an already formed armature and then creates a rig to its scale.
I create the armature and its small and facing the wrong way, so lets fix that by making it face exactly the same way on as the brineman
Now its to scale, we set the armature to 'show in front' so we can see what we're doing and then we adjust the armature to line up with the brine
So now we have this, we leave it as is and then press generate rig to get this
A very small and facing the wrong way wireframe, this is not what we want. This happened because I forgot to apply all transforms on the armature first
So we do that, regenerate the rig and now we have this! We can hide the armature now because we might not need it again
Now we highlight everything like that, in that order
Select this and wait ages for it to apply. And then pray its worked... acceptably
Not great, the fishnet thing just seeps into the model when it moves and his eyes disappear. Though I the eyes with relative ease just by shifting them back into place and they appear to stay in the correction position. The fishnet issue is more trouble than its worth so I'm alright with leaving that as is. I save it as a new blend file so that I can append it later on to scenes involving the brine. One thing I did forget to do was add teeth and control to the jaw, which i'll do later on, I'd rather focus on making sure every essential model is at least usable.
I won't go into the basics like I did with the Brine thing (that name is starting to grate on me now, but it might as well be internal at this point) for a couple reasons:
I would be repeating myself
I don't necessarily have the time to stop every 5 seconds
I want pure, unbroken focus that can't be attained when interrupting myself for time and quality.
That being said, I will say how I did anything unique to the player character like the oxygen tubes and such.
I can't believe it took me this long to mention black manta from dc comics. Obviously I won't be leaning into the villainous aesthetic that he has, but especially on his other design, you can tell its a diving suit made for combat; plated armour that is also streamlined.
Player character from Subnautica
This is a hoover tube. I think that a metallic version of this could look like an oxygen pipe.
And obviously the drawing. A vague design template i'll follow.
Straight off the bat I can tell that this is easily the hardest thing I've had to model and I don't really know where to start
I start with the face because it gives me a feel for the rest of the model. I create a plane and through a mixture of vertex manipulation and loop cuts I cut it to fit the visor. Then I preferred one side of the other, deleting the bad side and applying a mirror modifier and merging the two sides. Then I put a solidify modifier on and select 'only rim'.
Deleted that, i forgot the rest of the visor and didn't visualise it properly. modelled the visor again properly this time and made the face more detailed so i can get the form of the mask right
This is so far, with additions of mask and headwear. The couple materials are just place holder for now to visulise where the glass would be etc.
Did the neck. One thing that I haven't said i'm doing: I'm masking the base mesh and then masking it, so i work select copies of areas of the base mesh, meaning that if it all goes wrong i can start again on an area. Also helps make the model feel padded and armoured. My aim is to delete as much as the base mesh possible.
it is now sunday
Progress update. Halfway through the armour, nothing too interesting to take note of other than the difficulties in trying to make the materials look any good.
Rest of the armour created, now i'm going to refine until i actually like it.
For the oxygen pipe, i created a single vertex, applied a mirror modifier, a skin modifier and a subdivision modifier to create a tube of some sort, I then positioned the pipe as is shown in the image. However it currently looks like one of those long foam pool noodles, so I need to find a way of thinning it.
After fiddling around with random buttons, it was apparently ctrl + A that rezises vertices in the skin modifier.
I ended up doing the rest of the armour, creating a new material for a flexible fabric, deleted the base mesh but kept it's torso.
I'm at a point where I am extremely happy with this model. It is by no means perfect but I really like it.
I find the horrific site you get by hiding the visor quite funny
Good and bad from the rigging result. The good is that everything works, the bad is that the good was actually conditional: everything works unless you are an oxygen pipe, in which case (what i think is causing this anyway) there is no mesh to work with because currently we're seeing the result of a bunch of modifiers, when the rig is trying to move individual vertices and then mesh doesn't actually exist yet. A simple fix (I hope) is to just apply the modifiers and re attach the rig.
And it works now! There is also another issue I may run into, because the model is made up of many different meshes that overlap in some cases, I may run into clipping. This is an issue i've had in personal projects. Usually its fixed by using one of the control points in the rig (even if thats not really what i think their used for) and shifting the mesh around until there is no more clipping.
What i'm most surprised works first time is the head, I've had issues before (quite recently as of writing this in fact) where anything on the head doesn't move with the rest of it properly. I also thought the same with apply to the oxygen tank but that also doesn't seem to be distorting, which is very good because... well if your oxygen tank distorts, breathing is going be just one issue that'll create. Regardless, our little player here has a functioning model that can be used in animation now!
Just a little thing, I'm doing another ocean sim using the old ocean simuluation material and this looks way better than the first some how, i'm guessing its resolution which i've been able to bump up after what i found out in the test
chilling in the ocean. They don't look as if they should be floating so I really need to get more reference for movement in water.
This model is a bit awkward to work with admitedly, and i have no idea how physics and movement work underwater other than: everything takes more effort unless its streamlined, and we technically weigh less underwater.
This week was rather unsuccessful, catching a cold which hindered my focus meant I fell a bit behind schedule and looking back at the brine after rigging it, I still need to add teeth and jaw control to the brine and I want to make the lips look better too. in contrast to this, I don't know how I would improve the player character model, I think the top of its head is a bit bare but I'm not sure what I would add to combat that.
Last week got redeemed by making the player character, so i'm content with this week not quite starting off as optimal. I have also got more time this week than previously imagined so i'm not as concerned as before. I wouldn't say relaxed though, more like motivated by the opertunity.
Time to model the Volraan, I haven't really looked at their armour yet, though I reckon it will change per location. I also haven't thought of what their respirator will look like
obviously this is for land so the goggles and rest of the head is unnecessary
finding inspiration for armour that works underwater for already adapted creatures, that is actually armour, is pretty difficult
Found this by Jose Parodi and loved it, I may end up using something like this for the poster art. I know i'm jumping ahead of myself here.
I'll have to wing it and see where i get to. Maybe i'll think of something halfway through
I managed to make a minotaur... not quite what I want
first attempt at the jester crown... yeah, no.
Second attempt, masking the face so that doesn't change, using dynamic topology to build up the face to begin with, then using snake hook to pull it out into that shape. I like this as a base so i'll work with this
Currently where i'm at, the crown doesn't look quiet as spiky as i would like so i'll change that at some point. otherwise I like how monstrous the model looks overall, much more aggressive and mutated.
Chucked on a generic skin texture to use, I may make it in general a bit darker
had to leave for a bit, came back and hated the crown so i stuffed it back into the head with the snake tool, then I smoothed it out to see that result
Used a mask extract from the mouth to the eye brows, pulled them out and thinned the lower part to get this
Changed the gills as well, finished the crown off, happier with it now.
added texturing and I had to suffer through UV unwrapping (which i just used the smart project with the angle setting cranked up as high as i could get it)
Giving up for today, i'll try again tomorrow
Came back and changed some stuff: the eye shape and colour, the material for the crown and shoulder pad thing. I'm going to cut my loss here and treat as "not everything is going to come out how I want it to". Besides, what this FMP is all about is animation...which i've yet to get to.
I just thought i'd slap on some more armour and call it a day for this model
When rigged, the model works fine apart from occasionally becoming a unicorn like that, which only applies in certain positions, not sure what causes it but I think I should be able to work around it. The poster things I do with these models is to test the rigs out and see how they react to lighting. So although I was going to skip this one, I won't because I want to see how much of an issue this unicorn horn is.
I've barely even started and the crown is deforming improperly. My guess is that it hasn't had enough weight assigned to it, but weight assigning with riggify is really awkward, so instead i'm going to add a bone to the head which won't really control much, but it'll add weight to the crown for that bone, which is dependant on the head bone, therefore essentially replicating more weight on the head bone.
Bone added
Re parented and it works!
Nevermind
I go to add a Boolean to see if that would solve it, but it actually turns out a Boolean was causing the issue. I probably still needed that extra head bone though
I also reparented the main model, just to do this.
Honestly, I did this for laughs. But thinking of practicality, this might be good for smears/squash and stretch on head movement.
I actually used that head control to make the volraan look more angry and angular. The 'bubbles' are just out of focus spheres with a transmissive shader. I also learnt that the model respond well to shadows, so i'll have to make clever use of lighting on this model.
After working on the Celerian model, I notice that the eye texture had imported as the old one, so i go back and check the volraan file and the eye texture didn't save in the original file. I check the 'posed' file and its correct, so i'm having to revert the pose and save it again.
Last essential model until I can finally get on with animating. I might use the volraan as a base for time saving.
i am just messing around at this point, seeing what works and what doesn't. Obviously i'm finding more of the former.
I accidentally got curious about an addon I had installed and pressed something i shouldn't have, but I actually wanted to do a progress update, so don't mind the washed out colour from a lack of responding. The eyebrow/eyelash thing was done by using a skin modifier on a single vert but I think it looks gross
Well its good that I wasn't super happy with that, because blender did end up crashing and I hadn't saved it. Back to this point
Trying a hair simulation
I've never used the hair brush tool before, but it seems pretty intuitive. It feels like using a comb.
I get this as a result. Though I don't really know what i'm looking for specficially
Fiddled around, got that. Then pressed play
Its obviously not retaining its shape so I make it stiffer and press play to see that! Much better.
Changed the eye colour to purple, might need bigger pupils
I fiddled around a little bit more with the eye and eyebrow but needed to render something to see the result. This is the resulting render of what i'm happy with
Finished up the face, desaturated the gills a little bit and gave them basic clothing. I'm at my wits end so it was very basic. Also connected them to the rig which was retained from the volraan.
Hair simulation is having a bit of mare staying attatched to the face.
I managed to get it to move but I had to weight paint all of it red.
It follows but doesn't simulate because all of it is painted red, not great but not quite a tragedy,
I thought now would be a good time to test out/ demonstrate the (very basic) emotion control
Neutral
Face pulled down and slanted back slightly.
Angry
Face pulled up
I don't know what this expresses. A bit more of an explosive anger I guess? I originally thought it looked happy but I'm not seeing that now.
I've already done an image for this and it uses the same model as the volraan so I don't have much to test.
A short reflection
The more I think about, the better I think the base mesh was. I'm not saying it was a masterpiece because it wasn't, far from it, potentially celestial measurements from it, however it was very solid to make small adjustments to the anatomy which made it look more realistic and aesthetically pleasing. So with the base mesh starting off good, that allowed the rest to go well. Well that should've been the case but the Volraan could've gone much better, it has grown on me a little, specifically because of that extra bone in the face. I think the issue is that the design concept worked well in 2d but didn't quite translate to 3d, much like how anime needs a lot of tlc to look good in 3d. I think that Volraan might appear better in the cinematic due to them reacting to lighting favourably. The brinemen could've also been better; the fishnet works but I needed to have not applied it. The celerian I only like because of the eyebrow which might have ignited a love for hair simulations (even if it doesn't work properly). However I am still really happy with the player character, I'm tempted to call it my favourite model I've ever made (not that it has much competition) and i'm looking forward to animating it.
I'll be honest, i'm not sure the second scene entirely fits for an opening cinematic? I need the exposition for the hub but it feels too slow and, for a lack of a better word, boring. So to remedy this, i'm going to revise that shot. Firstly, in a fairly quick succession, exposition can be done via a few drone shots just showing the city. We can skip straight to the execution part, but it feels weird if it suddenly cuts to a sequence, so instead lets go from the execution, to the player character walking towards the camera through the street. I do want to transition into sequence though, so if we transition into a bird's eye view focusing on the player that does change the shot to keep things interesting but more importantly, it makes the player look alone and vulnerable, which can set something up. To finish this transition into a sequence, the shot can change into something that actively threatens the player. The question is, what? We can involve the executioners, but how? Alternatively, we can have the shot linger, as two figures begin walking towards the player. Now its just a matter of what happens next. I think a very short fight would work best considering there are longer fights a bit later.
I start off by importing the player character. The plan is to set up the shot and then tweak it so it looks aesthetically pleasing
Progress update: Player character is imported, not posed or animated. Ocean simulation is in, again i imported the materials from before. The buildings were made with a mixture of brick texture and noise texture. Sun is formed by the nishta system in blender and the grass is a hair simulation.
Just wanted to mention this rock texture. It was suprisingly good.
On a much more practical note, I really don't want to do a tree, its a lot more effort that what its worth since I don't know any cheep work arounds... unless I quickly steal an image of a tree and then use that instead.
Import the tree image as a texture
set alpha blend mode to blend, set alpha to be defined by the image itself, then set all white to have an alpha of zero using the colour ramp
So we can all agree, yes there is a tree there but it doesn't look good. Lets add some fake detail to it starting with a bump map.
Ok I won't lie I was expecting better results. It looks too flat
I set the alpha mode to clip because it should be binary anyway. I also introduced another tree, rotated 90 degrees from the other tree to add depth. I also needed to change the alpha mode because otherwise one tree would layer over the other.
It looks better but I couldn't get it to look any good.
A frame from the current render. Looks nothing like I imagined but I've always found distant stuff like horizens or skylines difficult
Added that alien looking city I mentioned. Made it bright to attract the eye, since thats where we go in the next shot
I have began animating, this is the first frame. Immediatley after writing this, I notice that I should probably make the sea a bit more rough to dull those reflections. It'll make the ocean look more ocean like.
(just did that, turns out the reflections helped frame the shot so it looked better with the reflections.)
A preview. I didn't document the animation because it was really simple. (the head turns, chest enlarges and shrinks with breathing, the hands sway ever so slightly etc. the camera also has an overshoot because i thought it looked more smooth. ) A funny thing about this gif is that it far smoother than the preview i was getting somehow.
Again, i forgot how big of an impact ocean simulations can take on render times. I better have gotten the motion blur right otherwise re rendering this is going to be a pain.
Thinking about it, this would work great at the end of a trailer? With the title card above the player's head. I hope it still fits within the current timeline. This thinking has lead to me to believe that it might be best to instead put this at the end and after recieving some verbal feedback that suggested it was too fast and could be slowed down for a more dramatic effect, that would work best.
This is a recorded gif of the first render. Firstly, the sea moves too quickly and I think the motion blur was a bit too intense. Although i'm not thrilled to be rerendering this, its best I iron out these small, noticeable flaws now rather than not being able to deal with them later. I did also try to add a sway to the grass but that didn't happen. It just sorta fell over and I couldn't get it to sway without planking.
A second render with slower waves. Though there is an artifact in the background towards the end. This also appears in the first render, I just didn't notice it.
Currently all that has been rendered is a series of images and we need to turn them into one video. To do this, we'll use DaVinci resolve (its my favourite editing software) and drag and drop the folder containing the images into the timeline, this will put them together in an image sequence video. We can press play and it will play the images at 24 fps because that is what the project fps is set to.
If I had all the time in the world on my hands, I would have rendered every pass separately and then performed post processing on each of them. I don't have that much time so i'll just do what I can here. I say that, but I might actually leave post processing until after all of the shots are done so I can use them for an effect (whatever that effect is) whilst editing. So for now, we'll just render this as is. Sound will sourced and added during editing as well.
First scene/shot done, I will move on to the second one now.
As a quick note, I am producing the shots in order of appearance because I don't see any other more efficient order of producing them.
I don't know why the text's vertical space has done that, but I couldn't figure out how to stop it.
I ended up just pasting it into a notepad and following that instead
If I had the resources at my disposal I would attempt to film reference.
First things first, a few quick drone shots of the city. That is separate from the rest of the shot so I need to know how i'm doing that. I could try and do that in the same blend file as the other shot, that would mean I could get a decent feel for how it could feel during production, however that makes it very inflexible during editing and post production. I think it would also be awkward spacing everything out in the 3d work space. With that in mind I'll produce the drone shots in a separate blend file so thats what i'll start with.
So what does this city actually look like? I've always imagined the city would have a neon almost cyberpunk look to it but with no drawing I have no guideline to work to which also means more freedom but in this case I would rather have a concept. Time to make a moodboard to counter act this lack of vision.
Ai generated Cyberpunk city by Ultraallrounder.
Looks cool but is far too extreme and dense.
Rapture from bioshock.
A very similar concept, but we could do with a more neon and futuristic look.
Atlantis from aquaman
Looks very cool, but perhaps less flora?
I know thats hardly a moodboard, but i'm stuck for ideas so i'll experiment in blender and see if it jogs my memory.
I currently have the idea of going through a bunch of high rise buildings. so i'll lay those out
used two array modifiers to set this up
Made...this? The idea being that there are funny shaped windows everywhere? I'm not really after cohesion, i'm just after an interesting visual.
Current result, made the floor really wet and shiny with a brick texture.
Going in to something without a plan is always a bad idea. I will work on this later. For now i'll swap to the other shot where in which I had a proper vision for
The current shot, player character is imported along with a single volraan
Setting up the walking shot first because I feel like its the most expository of them and will help me get an idea for the rest of the scene
Future me here, I ended up putting this on hold for around a week.
This week marks the start of animation and what will appear in the final product. A bit nerve wrecking but i think that the shots will evolve over time and each will be better than the last as I make mistakes and learn from them. Its exciting but I also know that the start is going to be weaker than the end, which isn't great but at least it'll leave on a good note. I'm happy with the first shot for now, but the waves are too spread out to look an ocean, instead it looks like a massive puddle.
I started this week by a making a finale storyboard for each scene as "going into something without a plan is always a bad idea". I'm also going to use small pockets of productivity time to fix/improve models that aren't in use yet.
The blend files crash blender when being opened on college pcs. This is not as big an issue as it seems however, as it gives me time to properly to plan and continue doing storyboards for scenes..
After a bit of investigation and trouble shooting, I believe this is because the blend files are trying reference the base mesh blend file using a file path that simply doesn't exist so it finds an error and crashes. I think this is the case because the base mesh blend file works fine as it has no external file to reference, but the other ones do, they all reference the original filepath of the base mesh blend file that I have at home.
Since I am unable to work on the second scene for now, I'm going to create a survey asking people for their opinions on the setting and visual quality of what has been made so far.
I appreciate the honesty of that one person, although, and i'm not being petty here. I think the formatting might have confused them because their individual responses are contradictory and short.
The results show that reception is typically positive. but the responce to the various models was much more positive towards the brine than I would have thought
I need to go turbo mode on animation, so thats exactly what I'm going to do.
Heading back to the first shot of scene 2. Now that the storyboard is drawn.
Did a bunch of aesthetic stuff including: adding a scatter volume to the world for the gradient affect on the top right, adding sandscapes and also fiddling with the lighting. then added camera movement and effects to end up with that as the result
Same here
With those two done, I head back to the bulk of the scene.
So I load this up, make a few minor changes and then realise I've yet to model the harpoon gun, so I get to that.
I start with a cylinder on its side. If we look at harpoon guns they are basically just short muskets that use compressed air rather than gunpowder. The wooden look makes them look much older as they resemble flintlocks which isn't quite what we want, so i'm thinking that if we do something much more metallic it'll look more fitting in our setting. We need four essential things to get a harpoon gun. The barrel, the trigger, the air compression mechanism and the actual harpoon itself. We also want to consider who is making this harpoon gun: people who have no issues with being underwater so how would that influence things?
Very pirate like with the old wooden stock. Not very sci fi
Harpoon gun from ark survival evolved. This is obviously supposed to look makeshift but other than that it looks quite fitting, so if we change the stock to something a bit more modern we may have a pretty solid reference
I start off with this, a barrel and air compression chamber connected by rings. The barrel is a bit massive so I might have to make some adjustments to that, though the entire model will be scaled when put in a scene so its not that big of an issue
Started working on the stock, got to this point by using the skin modifier with subdivision and blender decided it didn't like something and crashed. luckily it autosaved so before it crashed again I saved and took that screenshot.
the design isn't very human, and it looks really uncomfortable to hold
Much more comfortable. However now that i'm thinking about it, holding onto the pneumatic chamber would be really painful, as compressed air chambers can get extremely cold when used, so a separate thing to hold would be nice.
I add this small little cylinder but then realise the hands aren't at equal height now which would feel weird when wielding, but then if you lower the stock/grip anymore, the entire thing is now top heavy and would feel even worse to hold.
So instead I think of this idea, having the pneumatic chamber on the side. Now if I have two of them, that could be an interesting design
Interesting? Maybe. Cool? Probably not. lets fix that
My solution was to lower them down, which makes it look a bit cooler, however, for a second time we have a wielding issue
Where exactly do you put your non dominant hand?
Second grip further down to help stabilise without cold burning your hands.
Well now I can't work on the practical, so I'm going to instead research harpoon guns and I really want to change it because it just looks.... not right.
I ended up finding this book called 'Advanced Diving: Technology and Techniques'. Its a bit dated so I'm going take any science with a grain of salt, but the technology back then might've been more rudimentary so it could fit more.
So I just finished speed reading that book, it was very interesting. but a lot of it's information I probably will not be using. Still, it'll be good to keep in the back of my mind whilst working on it.
I hate how fragmented this has become, but if I can export a model as an obj, I can transport it between pcs. It won't have all of the information I need but oh well.
The plan is to have the blade rotate into place.
Side tangent, I'm not doing blood. It is far too much work for what it is worth.
Did this rope by using a cylinder with the hook modifier. I thought it was cool. You can also see I went back on the double pnuematic chamber idea... it just looked... wrong
Lacks camera movement and any sort of gore
Added camera movement, realised I wasn't previewing in the same framrate as the it was beign animated in, so I had to slow the entire project down. I'm also going to do something weird I think, I would usually animate everything in the same blend file, instead i'm going to render just this shot, then duplicate this blend file and start with the rest. This is partially because of the time stretching but also the next shots are going to be really intense on processing so it'll be best to be as optimal as possible.
Finished shot, I spent far too long on this but i'm very happy with it. the animation could be cleaner but considering my lack of reference and how awkward the harpoon is to use i'm happy with it. speaking off, the harpoon gun cannot be moved whilst the harpoon is currently being fired, otherwise the harpoon itself moves with it, meaning it'll fly all over the place if that does happen. This is fine for almost every shot other than this one where it'll be obvious.