How We Made a Sci-Fi Horror Creature
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- เผยแพร่เมื่อ 31 มี.ค. 2024
- In this video, we covered all the steps involved in putting together a CGI creature in the style of old 1980s sci-fi horror films. We teamed up with a few friends to bring this complex shot to life.
Thank you to our friends who collaborated on this Creature with us:
Concept Art and Textures by Tristan Rettich
Linkedin: / tristanrettich
Art Station: www.artstation.com/wornpixel
Rigging by Nico Sanghrajka
Linkedin: / nico-sanghrajka
Animation by Khanh Nguyen
Linkedin: / knguyen89
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This is incredible. Super inspiring, thank you!
This was awesome to watch man, welldone on the 3D Model, looks like you got a bunch of super talented people around you! looking forward to see more! 👏👏👏
Awesome to get an insight into the flow on how a shot like this comes together.
Three things stand out to me that would sell this better:
1. A real environment shot on a real location so sell the authenticity of it not being a CG shot.
2. The animation could use some work. This is the biggest thing I notice in modern CG. Everything is always too smooth and fast and misses that imperfect humanity that comes from real movement.
3. I would hide it more in shadow. CG artists seem to spend so much time getting it all put together that they (understandably so) want to show off every bit of detail and effort that went in, but a single hard light and some shadow would really help make it feel real and less generated. (this is how Blomkamp approached his CG in District 9.)
Incredible work nonetheless.
first of all it doesn't need to be set in a real location to look real.
second animation is already top notch if you think animation could use some work, tell me where that work should go? what was wrong with the animation which made you think it needed some work.
third, I dont think you know about global illumination but when a light enters from a hole (a large one) it scatters to everywhere and doesn't make a one light path like its coming from a very small source, and I dont know if you noticed the thing/person that creature is screaming at has a torch.. since he's inside a cave.
@@shujin6600 He asked for feedback and I gave it. You're welcome to disagree, just my thoughts.
The point of working on a model is so that you can show it to potential employers, hiding stuff will make it seem like you are lying about some things.
@@shujin6600firstly, it kinda does
Secondly, the animation is good pf course but it’s too animated for something alive. It should be less smooth and weighty considering the monster’s size.
Third, there is nothing stopping the creator from just changing the setting to get harsher lighting with more shadows.
Dude u rock!!!!! GREAT JOB!
Next level 🔥
This is incredible wow!!!
My goodness this was an incredible watch!!!
super dope workflow breakdown
interesting work dude! keep it up!
damn that was cool, makes me want to find the time to do something like that myself, good work bro
this looks crazy good bro
So good man
Good job. Can’t sleep now thanx to your monster!… 😃
That’s so fucking good bro
Great work dude am impressed hope to to on collab some day
Liked and subbed because we use the same keyboard.
Oh yeah, nice crab man. I like him too.
I appreciate your skills here and just as much, how you scripted this to exclude unnecessary discussion- very well done.
I’m a fan of Robert Valley’s animation and what I see here is the same workflow and talent: easy for you to draw characters freehand (a skill I wish I had!) and then the hard work begins. Hope to see more of your work.
BTW, what did you think about Godzilla Minus One?
Thank you! Loved it! Was very happy to see it win the Oscar. There's a previous video on our channel covering our thoughts on the vfx Oscar nominees!
Amazing video, First time I saw someone explaining the whole process and the workflow.
Also can this all 3 (Zbrush+Houdini+Maya) be done by one person ? Because I want to learn and do this all by my own
Thanks! Yes, I typically do all or it on my own for personal projects, but wanted to collaborate with specialists for anim/rig/textures on this one.
Even on this project though, I did the modeling and uvs in Maya, I sculpted in zbrush and I simulated and rendered in houdini.
Great job man
advice for someone who wants to start vfx career
Thanks! I'll probably make a video about that some time soon to really get into details, but just jump in deep right off the bat. Involve yourself in Discord communities, subreddits, youtube channels and knock out a bunch of personal projects one after another. Probably also pick a discipline that you want to focus on (FX, Animation, Lighting, Assets, Character, etc...) and hone those skills the best you can.
@@crafthive Thanks a lot man
This is awesome, how long did the project take?
Hard to say exactly. It was a slow burn over a few months in our off time with some breaks in between
did you use karma? is houdini better for final scene assembly than maya? Could you have gotten better results with a different render engine?
I prefer Solaris to Maya for lighting and scene assembly, yes. Especially if I were doing some multi-shot stuff. I used Arnold, I think you could get better results with any render engine, but I'm pretty happy with my results lol.
Hey man thanks for replying on my last comments, I wanted to ask also If you are using the high res displacement map you made?
yep, the character is rendered using a high res displacement map
Came out really nice! The eyes seem a little too "normal" to me, ruining the creepyness a bit, maybe they could be fully black or something. And maybe they are not transluent enough? May worth putting a bit more effort into them, since they are the point that your focus is naturally drawn to initially.
That`s very impressive. How long did it take to produce this shot?
Thanks! A good while, I'm not sure exactly, it was a slow burn over a few months with some breaks in between.
some day, i ll rich this level
Start to finish how long did this take?
Couldn't tell you exactly because it was done slowly in our off-time. Too long though XD
plz, Upload a Video About Lighting Artist.
Will do at some point soon
I feel like its a bit fast
Bruh did u made bone-muscle skin stimulation for ur creature? Or u just model it and then u done reto of ur model and transfer to ur animation software?
Pls reply
I didn't do any muscle sims here. It's purely a creature character that was modeled, retopod, rigged and animated in Maya, then brought into houdini for saliva simulation and rendering
now that i checked wouldnt you get better results with redshift or arnold? i mean they are industry standard for a reason
I am using Arnold here, but to be clear Karma's implementation in Solaris can do pretty much the same thing.
Instasub
hear me out...
Silence!
@@tejiriamrasa3258LET THEM SPEAK
4 beers and I could see it
I'm listening
I’m listening loud and clear
Amazing production and video! Thanks for sharing this. I would say that the choice of final animation fails the project. It is cliche and falls into the trap of most CGI these days, there is no subtly.
Bro! How old are you? 🤔