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.
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.
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! 👏👏👏
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.
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.
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.
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
I like it a lot, but I kinda get the feeling of a "cops" style light right on top of the camera, really flattening out the creature's face. Other than that, three thumbs up!
Thanks! I feel you. The intention was actually someone behind the camera pointing a flashlight to the creature which prompts him to turn around a screech. So "cops" style light wouldn't be far off! But I can understand that it does absolutely flatten out some detail.
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.
Most Underrated Channel on TH-cam
This is incredible. Super inspiring, thank you!
Amazing work. Houdini and Arnold is a match made in heaven.
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.
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! 👏👏👏
damn that was cool, makes me want to find the time to do something like that myself, good work bro
My goodness this was an incredible watch!!!
Liked and subbed because we use the same keyboard.
Oh yeah, nice crab man. I like him too.
super dope workflow breakdown
this looks crazy good bro
Dude u rock!!!!! GREAT JOB!
Good job. Can’t sleep now thanx to your monster!… 😃
Next level 🔥
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.
This is incredible wow!!!
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
interesting work dude! keep it up!
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.
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.
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.
That’s so fucking good bro
What Lens flare for Nuke is that?
I used Flare Factory on this one
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
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
Great work dude am impressed hope to to on collab some day
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
I feel like its a bit fast
plz, Upload a Video About Lighting Artist.
Will do at some point soon
I like it a lot, but I kinda get the feeling of a "cops" style light right on top of the camera, really flattening out the creature's face. Other than that, three thumbs up!
Thanks! I feel you. The intention was actually someone behind the camera pointing a flashlight to the creature which prompts him to turn around a screech. So "cops" style light wouldn't be far off!
But I can understand that it does absolutely flatten out some detail.
some day, i ll rich this level
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.
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.
Instasub