We took extra care to make sure that the shots flow nicely from one to the other, even though the environment and time are constantly jumping to something different. There it was all about the subtle micro-expressions which tell a lot more than any dialogue could have done. This helped us to achieve the level of detail and nuance we wanted in the close-up acting moments. This was used more as a guide and 3D reference, rather than using the data for the animation – although we did for a couple of shots where it delivered a good base to work from. We also did a mocap session for his performance. The trailer is made up of the contrast between calm moments with sudden tension, which gave us a good dynamic to work with.įor the hero character, we were very much inspired by Ron Swanson, so we tried to find facial expressions and attitudes that would best serve the performance we were looking for. We collected many references for each scene which helped us establish the type of energy that would suit the creatures’ behavior. We studied the game animation as a starting point, but we also wanted to bring in some extra details. We also wanted to establish the foundations of the project as much as possible, even though this was not locked as some scenes were removed and others had more impact in the final version. This was to establish the right framing and length for each shot to get an efficient visual narration. Nicolas Seck, Animation Director: We started by creating a detailed previsualization, based on the storyboard animatic provided by the client. I then spent a few days refining the shots and making sure that they all reached the level of detail and quality that our client expected.Ĩ0.lv: Could you discuss your animation approach? What are the tricks when setting up movements for such shorts? What tools did you use? Could you discuss some of the more complex movements in detail? We divided the trailer by sequence, and each animator had the ownership of their own chunk to preserve the continuity of style. Overall, we had a team of 7 animators (John Batchelor, Ciaran Dempsey, Mario Linares, Dmitriy Tunik, Kimberley Watts, Will Eades, and I) who were involved across a two-month period. The facial rig was managed brilliantly and impressively in just a week by Will Eades who managed to satisfy all our requests to control the face, down to the tiny details. This was crafted by Ahmed, with the support of our lead animator John Batchelor. The hero character’s body was built using a 3ds Max base and had three variations of costumes with specific needs for each. We had one rigger in the team, Ahmed Shalaby, who worked within a very tight deadline of fewer than two months to do the job. We spent quite a lot of time designing the rigs so we could control as many details as possible, such as the jiggles and the muscles flaring on the Snow Stalkers which were all individually animated by hand. For instance, we integrated the use of sine waves to generate a nice flow in the squid shark’s tentacles. The rigs for the creatures were custom-made, with the integration of different tools to fit our needs. Nicolas Seck, Animation Director: We animated completely in 3ds Max, thanks to the high level of attention and care from the team in crafting the models of the creatures and our hero character. Texturing was then completed in Substance Painter, before bringing the assets back into 3ds Max for look development using V-Ray and groom, which was done in Ornatrix. Once those were signed off, they were retopologized so that they could be rigged, and the final sculpt details were added. We will be sure to update you with more information regarding the game as it releases.80.lv: How did you work on characters and creatures for the short? How did you model and rig them? What tools did you use for production?ĭavid Weaver, Senior Character Artist: We started with the concept art provided by the client and created a series of concept sculpts in ZBrush. Subnautica Below Zero will be available for Nintendo Switch, PS4, PS5, Xbox One, Xbox Series X|S, and PC on May 14, though it is currently available in Early Access form on PC. Survive by building habitats, crafting tools, & diving deeper into the world of Subnautica. Return to Planet 4546B to uncover the truth behind a deadly cover-up. Below Zero is set two years after the original Subnautica. Alongside the cold, the new adventure is set to introduce enough new biomes, vehicle, habitats, and aliens lifeforms to keep players busy for the foreseeable future.įor anyone that hasn’t played the series before, you can check out the steam description for Subnautica Below Zero below:ĭive into a freezing underwater adventure on an alien planet. While that isn’t anything particularly new for Subnautica fans, they’ll be excited to see the changes that Planet 4546B has undergone in the two years since the events of the original.
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