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Breathe - VFX Short

* * * * * 6 votes VFX Art RoastUs Space Nuke Maya Houdini Mari Matt Wanted Butts as a Tag

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#1
Eddy Idriss

Eddy Idriss

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Hello fine people of 3Dhit, here is the creative project thread for our film Breathe. #RoastUs

 

ejuxD6x.jpg

 

The team:

 

Dan Dindarov - Lighting, Lookdev

Matt Jenkins - Rigging, Scripting

Eddy Idriss - Compositing, Matte Painting

Tom McCall - Modeling, Texturing

Claudia Rietti - FX, Cloth

 

Freelance:

 

Hannah Bennett - Acting

Oliver Hopley - Concept Art

Harry Smith - Animation

Marcus Taylor - Animation

Jake Goode - Animation

Hollie Whitehouse Animation

Adam Farrell - Sound Design

Elija Hanford - Music

Samira Idriss - Props

 

Breathe is a film about two astronauts out on a surveying mission on a deserted planet, they are both climbing out of a crevasse and are secured to the same rope. They start to slip and chances of both of them surviving is low. In order to save the other; one astronaut sacrifices themselves. The story is focused around the astronaut that survives and is seen from a second persons perspective. The film takes place before the rope is cut. 

 

Our plan is to integrate an actress into a CG space suit and have her interact with the CG environment around her. 

 

Here are some concepts made by Oliver Hopley (check him out, he's pretty cool). He will be posting more.

 

QjWdC5m.png

 

 

 

Here is the 3D pre vis that we made with motion capture along with the help of Tom Dowler, we are filming the face shots on Monday the 13th of February.

 

 

We have a place holder helmet we are using to cast shadows onto the actress when we film, this will then be replaced with the actual CG helmet, we will be doing facial and object tracking in sythneyes.

 

SPwyuLq.jpg

 

Expect updates soon


Edited by Eddy Idriss, 17 March 2017 - 11:51 PM.

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#2
Jenks

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So far we have a basic rig using a rough character based on our actress's proportions. The skinning is just a god awful basic bind at the moment so for now I'll just post a screenshot

 

TovirPN.png

 

Also managed to get the pipeline for mocap (mostly) down, just got a few kinks to work out

 

26gsgCFnHog1X2RDW.gif


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#3
Tom_mccall

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For modeling a textures I am full swing into getting the suit going. So far I am focusing on the two hero assets for our film, the gloves and the helmet. For the glove the model and textures are done, Dan is currently lookdeving which will be posted soon but here is a clay render of the glove with displacement, my thread has a frew shots of wire frame if anyone is wondering. Since this asset will appear very close to camera we didn’t want the displacement changing the silhouette too much. 

 

 

 

As for the helmet I am basing the model off of the Russian GSH-6a. 

 

urjcc9L.jpg

 

 We visited the science museum to shoot reference as they had one of very similar design

 

qoZqV3V.jpg

 

And Eddy's sister created a prop helmet 

 

8JM7vA4.gif

 

Both of them I created lidar scans for using Rework  

 

moJimzB.png

 

For the main suit I will be making it within marvelous designer and using Hannahs Suit from the Science museum as a heavy inspiration but rather than match this 1 for 1 I am working with Oli to make it our own. 
 
This is the first time I have picked up marvelous designer so this is a few test garments getting to grips with the various tools and the work flow of the software.  
The Avatar used is a human model made in 'Make Human' using the measurements we got off of our actress for continuity.

 

lL6zpz5.jpg

 

HmFDZpk.jpg

 

And just to finish things off I made a suit valve. 

 

DTjtG4U.png


Edited by Tom_mccall, 11 February 2017 - 08:01 PM.

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#4
ZombieDawgs

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If you need more accuracy scanning highly reflective surfaces like Eddy's sister's prop, cover it in a thin layer of talc powder. How many photos were you using as well?

Solid work all around though. Gg

#5
Tom_mccall

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Oh sweet thanks for the tip, I used 113 photos in the end but I am only going to use the scanned meshes to make sure the proportions are right for my model, the only thing I really wanted from the prop was the visor size which came out pretty well  


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#6
zak_boxall

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Looks really cool guys, a very ambitious project for sure. But considering how ambitious you've gone I'd expect this to be waaay further along by now. Id expect you guys to have at least modeled everything (including the environment) by now and in the texture / lookdev stage. What's the progress on the environment? Any texture progress? Have you guys shot the plates yet?

Updates no matter how big/small!

#7
Dan Dindarov

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Looks really cool guys, a very ambitious project for sure. But considering how ambitious you've gone I'd expect this to be waaay further along by now. Id expect you guys to have at least modeled everything (including the environment) by now and in the texture / lookdev stage. What's the progress on the environment? Any texture progress? Have you guys shot the plates yet?

Updates no matter how big/small!

 

Cheers dude!

We have the first asset into the lookdev stage. About the environment, it is what we're lacking behind on, we're picking it up now and should hopefully get something to show soon. We're shooting the plates tomorrow.

 

 

cZfyUDf.jpg

 

 

The Lock Rings metallic shader needs some work. Right now I'm driving the anisotropy with a ramp which is creating some artefacts around the bolts because of the way the UV's are layed out, we should fix that with a hand painted map. 

I feel like the back of the hand is a little bit too shiny. The bulk of the forearm is too clean, we will slightly dirty it up and we're thinking of adding a computer screen on top of it as well, which should break it up some more.

 

We're creating an HDRI right now to more accurately depict reflections and lighting of the final look.

 

Any feedback is always appreciated


Edited by Dan Dindarov, 12 February 2017 - 08:15 PM.

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#8
Dan Dindarov

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A couple tasty close ups:rY5gZXW.jpg

gU6GhF9.jpg


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#9
zak_boxall

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Looks great,!really great. Get the rest of the suit to that standard and refine if you need to. It's great to spend ages on a glove but if the environment isn't on point (which will take up the majority of the frame) then it'll drag you're lovely lookdev'd glove down. Get the entire suit done as soon as you can.

When you say you're lacking on environment, does this mean you are yet to start or have little progress? Either way, the sooner you can get something at least blocked out, the sooner you can get it into shots, animation, cloth simmed, and lit. Even if it has no textures, don't hold anyone up. Absolutely rinse that renderfarm at uni.
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#10
Tom_mccall

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Thanks man really appreciate it, for the environment we have little progress, mostly just a block out, Cloudie has some tools in Houdini for procedural rock generation that she will be posting soon. Me, Eddy and Dan will be doing some manual sculpting for the key areas of the environment around the character friday.

 

Today I have started the helmet of the suit, here's where I am at so far, everything is blocked in beside the cables for the torch that will run around the back, and the clips for those cables to keep them in place. Plus the main pipe for the oxygen intake.

 

 

isUKYnQ.jpg


Edited by Tom_mccall, 12 February 2017 - 11:49 PM.

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#11
Aldarion

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Hey guys,

 

integrating plates and cg like this can be really difficult.

If you have access to programmable led panels, or maybe bright computer screens/laptops, try placing them around the actor's head to simulate an hdri light setup.

That way you can light the real person with the same environment you're using to light the cg (cheap lightstage FTW)

 

Keep it up.

 

M


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#12
Eddy Idriss

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Hey guys,

 

integrating plates and cg like this can be really difficult.

If you have access to programmable led panels, or maybe bright computer screens/laptops, try placing them around the actor's head to simulate an hdri light setup.

That way you can light the real person with the same environment you're using to light the cg (cheap lightstage FTW)

 

Keep it up.

 

M

 

Thanks Mario

 

We actually did just as you said. We filmed the plates in the studio this morning and Dan set up panel lights to light the actress. Dan also shot a hdri too, he will update later.

 

My job for the next few days will be to key, despill and track the plate. We did go a bit overboard with the tracking markers but that shouldn't be too much of a problem, I have been watching Tony Lyons keying tutorials so I have a good Idea on how to go about it, also thanks to Josh Parks for his masterclass too.

 

All we need is the interior of the helmet so the key isn't fully necessary because a lot of the stuff is being match-moved and replaced. Just got to fix the areas where you see through the helmet. 

 

KCQCAFl.jpg

 

Here are just some screenshots of the plates, as you can tell we have such a high professional production value we can afford sponges.

 

bdBzP3B.jpg

 

KBxKouV.jpg


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#13
Tom_mccall

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Helmet Progress for today after our shoot this morning

 

 

sGtmoRA.jpg


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#14
Aldarion

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Look at team moneybags here with their sponges !

Let's see some environments, dmp, cloth fx, misting on the visor, etc etc.

 

edit : Might want to look into megascans for the rocks/env.


Edited by Aldarion, 14 February 2017 - 11:54 AM.

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#15
Cloudie

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Here's the first test of the glove digging into the ground! bit too uniform and sinks in a bit too much but I'll fix that today :)

 

password: ground

 







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