Collaborative Project – Liminal Spaces short film

To do this personal project i originally started researching doing a project like this all the way back in January. to not tread over the same ground that project was here: https://bradrobertsonvfxblog.myblog.arts.ac.uk/2022/01/20/term-2-maya-experimentation-with-liminal-space-builds/

When proposed with the idea of another collaborative project, i decided to take a different route and collaborate with people outside of the university. The four people i chose from my group were three friends who i could count on to help with the project, Eric Vonunnius, a Canadian based editor at Publicis in Toronto for the audio, editing and overlays we would need, Andrea Pinilla, a graphic Designer based in London Ontario, and Barbaros Saritas, a Voice Actor based in Hamburg. I originally approached them all in January with the idea of making this project, however it didn’t go a far ways as i was needing to lead the group and ended up getting covid. This ended up being a blessing in disguise as later on i learned we needed to do a collabrative project, and decided to make this project we has wanted to make a reality.

For a small recap of what was discussed in an earlier post, many animations have been appearing over the last couple years of “Analog Horror” on youtube. These videos usually follow a similar format of using video distortion effects and old vhs style formats as both an aesthetic choice and a way to conceal non studio quality animations. Some of these animations are of a very high quality and some are of a bit lower. owing to some animators not having as much experience.

We started with doing a bit of digging into some older liminal space paintings and portraits for information and inspiration. I originally made all of this information into a powerpoint to meet with my professor regarding it for clarity and as a guide for my groupmates and myself when coming back to it.

After this we took a look at a lot of different channels on youtube and in games and saw what they were doing, seeing both what looked realistic and what didn’t as some has poor animation quality due to lack of knowledge with modelling and UVing.

Many of these projects that others have done surrounding liminal spaces usually come from very small errors that result in something not being realistic and makes it obvious that the animated video is CG. A lot of these problems come from unrealistic Camera Zooms or movements looking more static than dynamic, colour grading that looks too unrealistic, walls or surfaces being either too reflective or completely unreflective, the lighting being off, not having any bump maps or having UV’s repeat too much. One of the core problems in making something like liminal spaces is that you’re intentionally making something look surreal or abstract but must look realistic enough to appear to be a real place at the same time. One of the things to focus on was to focus on making geometry and UV’s as realistic as possible, and one of the main things that would need to be done is get realistic lighting along with colour filtering.

After this we discussed a timeframe and how many scenes we would want, as well as the length of the project.

This amount of work was originally much too ambitious, and i would learn both from my professor’s urging to scale the project down and later efforts, that the project needed to be scaled down tremendously.

We then decided on some of the timeframe we wanted as well as formats and overlay ideas, these were all rough concepts that may be changed later but we wanted to get a general idea of a timeframe to base the story off of.

Originally we had intended on seven different scenes. This was later cut down to 4, and then later still cut down to 2, as we realized it would both be too long, take too much time to model, and we wanted too make sure what we did model was of better quality.

After all of this and meeting with my professor to discuss details, i decided to get to work, the main issue was that this semester i wanted to challenge myself to use blender to complete this project, however i had no knowledge of blender, it’s shortcuts or really anything about it.

I started by trying to build the hallways scene, as it was the first scene, and would be the longest and largest scene.

I started with fidgeting around with the controls in blender, learning just simple things like face, edge and vertices selections, as well as placing around shapes.

I didn’t get very far, and started up the next day with trying to build some simple light fixtures and learn extrusions, i struggled a lot with the hotkeys of doing simple things like moving objects around, learning about the different rendering methods, and simply using face selection tools. The blender hotkeys website became an absolutely invaluable source of information at this point along with tutorials.

https://docs.blender.org/manual/en/latest/interface/keymap/introduction.html

After this i began working on learning extrusions to block out the scene more properly and learning how to do UV’s in blender as it wasn’t as simple as in Maya. This was one of the most difficult things as well as learning lighting, as using emissions wouldn’t work for The renderer that i was using as i was using blender’s Eevee render as opposed to the cycles renderer that was in blender.

The way that i built these hallways was by blocking it out using cubes and then subdiving them, however this was acually making it much harder on myself, i did this as i worried about the UV’s being messed up, however it would have been better to hollow out a cube and then extrude it from there, then use the cube projection UV Fixer to fix these issues.

Once i had an okay mesh to work with and had built it out a bit, i began using the camera shake plug in add on and rendering out some test animations for our editor to put some overlay tests on. There was an issue with this render as i would later find out that things that are hidden are only hidden in viewport and not the renderer.

After this i began working on some small work for both the MCEsher and Mall scenes, trying to create some small flowerpotted areas with some displacement and bump maps to create a realistic look. However i realized that displacement maps were not supported in blender’s eevee render and i would need to change my whole render engine. Usually i would just do this, however as this was made to appear as if it was a lower quality VHS, we decoded to just use higher bump maps.

I started then working with our editor in adjusting the bump values, ambient occlusion levels and focal distances as when our editor would apply VHS Filtering it would usually crush the blacks down on our video, we went back and forth then adjusting the bump values and the filtering.

For now i decided to attempt to start blocking out the final end scene as it would include water and potentially take a long time to render.

Originally doing this i tried the same method i had used with the first hallways section using cubes, however i found this was a nightmare with UV’s, and found later on that using a hollow cube and extruding was much much easier in the long run.

I also started to do things like affecting focal distance and making sure it was using filmic colour management as well as motion blur. for what we referred to as the “sewers” scene, we modelled it after a flooded subway tunnel. For now i blocked it out and got some textures for it, and made sure to sort the UV’s, this proved very difficult at first, but later was solved by making a lot of seams in places and using a lot of seams across the object.

It was at this point i started going a lot more into shading and making sure displacements were proper on both the original hallway scene and the final scene.

I also went about creating bump and height maps in photoshop, though while this would work it would absolutely break photoshop every time i would go about doing it.

I also went about fixing a lot of the geometry that was overlapping, as well as making some doors using booleans, creating some better looking lights using emissions, and adjusting some of the colours for the textures.

This was one of the later tests when we began adjusting some of the motion blur and defocusing.

After this i went about creating doors and doorhandles, however trying to make a keyhole proved difficult, and we decided it would be better to simply just keep it as is, as it was something so miniscule.

after i finished up using texture blending and adding noise to the doors to give it a bit more texture, i also added numbers to each door as we liked the idea of multiple doors with no clear example of which one would lead a proper way out.

While talking about the story, we had Barabaros write our story. The story was in laymans terms that a man goes to a locations his friends called odd, only to become trapped in an unending cycle or corridors with a creature pursuing him. It’s meant to be slightly vague and open to interpretation as it was more important to have our environments then a fully fleshed story.

At this point i had our graphic designer go about creating some maps for each location to try and map around where each camera would go throughout each scene to get a feel for the timing.

I then spent a large amount of time going about creating the hallways map to our designer’s specifications and came about a small issue., eevee would only support a certain amount of of lights per scene, this would mean that i would need to create multiple renders of the scene and delete portions that didnt have lights being shown.

After this i started building the MC Esher scene, at this point in the project, time was running thin and we started to realize we would need to cut things, i went about using booleans and extrusions to attempt to create an mc esher scene, though after having a meeting we decided to cut the scene out entirely and rework the script as it would simply be too much time and we wanted to perfect the scenes we had. I also went about editing some of the textures of the final scene.

During this we also decided to take a look at the mall scene, and decided wether or not this would work in the time we had or if it was also too ambitious, i went about building some small plants as i had prviously done based off of a variaty of different tutorials i had found throughout youtube, using both splines, vertices smoothing and other techniques to make some proper plants that we could tweak and make variations on.

At this point we all made the decision that this would take too long to model, and if we did it may look a lot more fake then the rest of what we had, knowing this we decided on reworking the script. We would keep the two scenes, our hallway scene and our end scene as the two main areas, and we would go with all we had planned for the hallways, as at the moment the hallways scene was very long and we could do a lot more with it.

I then went back to the final scene and started adding things to the floor as well as making a single plane and using that as our water texture. Frankly it would both take too long for a fluid simulation and as it would be fairly compressed and filtered at the end anyways we decided to make an animated water plane instead. I roughly used a subway tutorial for this to figure out how to use the twist function to twist a mesh towards my 3D cursor, however other then that it came down to me simply modelling it based off of what i’d learned through tutorials and researching the blender website.

Now i went about tweaking the lighting and water to interact well together, as well as editing the world’s shading to render in shadows better down the main hallway and make it darker. I also tried using an SVG our artist gave us for the wall portraits, i attempted to make a layered portrait, however as the SVG was many duplicated squares they all came in as seperate splines, i’ve found using SVG’s is very unreliable with blender, and decided to instead use the image i’d been given, create height and normal maps and then use those to create the illusion of 3D Depth as these wouldn’t be looked at in depth.

After this i then went about doing a lot of things, fixing the railings, adding holders to the railings, lining things up properly, and adding in a big cast iron ship hull style door with a wheel well, i tried to make the UV’s on these proper, however at a certain point this would be a dark, vhs filtered red lit hallway and it wouldn’t matter too much. At this point i finished doing the camera animations after a couple hours of work, i then sent this off to our editor and we had our final scene. The run animation was a bit too quick, however we decided we would fix this if we had time as we needed to mainly work on the hallways.

After this i went about adding in the final pieces of the hallways, i added in our scratchy wall drawings making sure the alpha stayed in as an image plane, made a small hole using a boolean so the walls would connect after bridging them together, and then went about doing some lighting animations and camera animations. Originally the hole was meant to have a glass wall, however at the urging of our group i kept it open.

After this it became deleting portions of the map to render in sequences for the lights, and then simply camera animating and rendering. I then sent it off to our editor and he applied our VHS Effects. Below is the final cut

Overall i’m happy with the project and learned a lot regarding blender and animation in general. however i wish i’d had more time to animate and tweak a lot of the camera movements as some can feel a bit stiff or too quick.

I’ve also chosen to show the version without VHS effects as the vhs effects crush a lot of the detail in the final version and i’d like to show some of the detail in the texturing in a separate version just for my blog.

Personal Project Progress

For this project, i had been seeing a lot of different ads on social media for jewelery across things like Instagram and snapchat. Throughout the course i hadn’t had much if any time to work on things like advertisements, and having worked on ads before, i wanted to create a short ad to build this skill for both my portfolio, as well as both learning blender and practicing with illustrator and after effects again. I originally made a presentation to show my professor regarding pitching this idea for this ad.

I wanted to follow the way that most ads are done in this by making two 30s versions at 16×9 and 9×16 with 15s cutdowns as well as a pairing 4×5 in instagram formats.

I wanted to make this a fully CG Ad similar to some ads i had seen in the past like a lot of Apple’s ads with high quality renders and motion graphics.

In terms of programs i wanted to use ZBrush, Blender and Houdini. I ended up using just blender, as i wanted to try high quality modelling without ZBrush as i had used it before, and chose to do my fluid dynamics in Blender instead of Houdini to learn it in Blender instead.

•With this project I wanted to challenge myself to make something shorter and work more on refining something small rather then to create something large as I wanted quality over quantity with this project. Some of the challenges that would be presented with this were creating logos properly that would look professional, creating these animated supers and logos in After Effects as it’s something I haven’t done in a while. I also had no knowledge of blender going into this semester, so i would have to learn it from the ground up.

I detailed and outlined each of the scenes i wanted to do, these were all approximates of what i wanted to create and acted as rough storyboards that would guide what i was doing. Towards the end i decided to cut out the comp shots, as i wanted to focus on the 3D only and i had more then enough shots by the end without them.

I started off by simply learning some basic things in blender like simple objects and making rings by making toruses and using proportional editing and selecting edge loops, after this i learned about using lights, adding bloom and effecting render settings, and pluging in textures in the shader node graph. Throughout the next couple of weeks, i learned about key shortcuts from the blender website, as well as using the cloth dynamics in blender, and freezing those cloth transformations to create a realistic cloth to sit on a podium and hold the jewellery. Next i went about creating the first ring being a black marble tear stone ring. i did this by separating the textures and then adjusting the edge loops. This took a while but i was successful in the end. For the second ring i wanted to make an okami face on a ring, but decided i would make an SVG Of this in illustrator and come back to it. Next i decided to make the crow skull, this took a long time as i wasn’t familiar with Blender’s sculpting functions. i used my tablet for a lot of this and went through some variations with cutting holes in the mesh of the necklace and using a reference image plane, ultimately i didn’t use the dynotop feature in blender for the necklace to model, as it does create more polys and give a more detailed mesh, but i wanted to try one necklace with this and one without to compare results. Next i went about creating a watch that was a lot more difficult then anticipated. This is due to the fact that some of the modifiers in Blender can be extremely frustrating. To use an array in blender, if you want it circular you need to mess around with adding an empty to that object and then moving the empty to try and align it into a circle, this took a long time to get right but i did eventually get it. I originally wanted to add an LCD screen to the watch and even started making some animations in after effects, but this was scrapped as i didn’t feel it met the aesthetic i was going for in the end. After this i started using some arrays to make a chain for the necklaces and made a simple wrist strap for the watch, i then went about learning using the dynotop feature for a pirate coin similar to that in pirates of the Caribbean for the last coin. This was a blessing and a curse, as it gave very good detail but also made so many faces that it would constantly lag out my scene. I made one half of it and used a mirror modifier to make the second half as it was only the top half of a cylinder. I Also went about learning texture painting and using texture masking to make the small divots in the coins that would be the darker parts.I liked this coin but the dynotop made it look too detailed inf act and i wasn’t super comfortable with blender’s sculpting yet. i smoothed it out as much as i could to make it less jagged, however i prefered the crow skull in the end and would most likely go about the way of modelling i did with that over dynotop, that being subdividing and then sculpting. I then used the same texture painting techniques i had used on the coin for the crow skull.

It was at this point i took a short break from the project to work on the collab project, then came back and had a lot more experience with blender, i decided to try and get the SVG Ring working and designed a simple okami wolf face in illustrator. i originally had it with a styalized brush, but this caused issues with blender’s SVG creation and decided to just make a simple outline.

Something i learned from this is that SVG’s need an extremely specific way or the mesh will be extremely unorthodox and not interact well with lighting or anything else. I went about using the clean up mesh tools to do what i could and a solidify modifier to properly make the geometry. I then texture painted the colours on and was happy enough with it to consider it done.

Next i started doing small things like modifying the wrist straps for the watch and starting to decimate things in my scene as it was becoming too high poly. One thing i shouldn’t have done was decimate collapse my ring instead of unsubdivivde it, as i was trying to conserve memory i made a permeant edit to it which would become a problem as the ring was now very triangular for the okami face.

After this i then repurposed the plants that i had made in my collab project and texture painted them, as i would use them as background elements near the pedestals i would keep the jewellery on.

Next i did a lot of cleanup, as the scene was extremely heavy and things needed to be decimated to render properly. i went about decimation through unsubdividing and also trying to get a small fluid sim working for the ring with water on it shot.

After this i both animated the clock hands and finally got the fluid sim working, making sure to make a highly transmissive material to use as the water texture. I also started making some of the mograph ring shots by using arrays like i had done for the watch.

I now went through making different cameras and then rendering out my shots and putting them together in premiere. I also started doing some rough logo designs for a logo and finally settled on one i made in illustrator and would animate in After Effects.

Lastly i simply went through going in and editing my advertisement into its cutdowns and aligning shots, animating the logo and making sure things fit together.

I originally wanted to have some text animations, though after looking at a lot of other instagram ads, most didn’t have any, and i felt they wouldn’t work with my ad. I then exported my cutdown versions and uploaded them.

This project presented many challenges, though i’m overall happy with the way it turned out.

Below are the two 16×9 versions

Then the 4×5 versions, however these cannot embed properly as they aren’t 16×9.

30s – https://youtube.com/shorts/8IF8PqIMAP4?feature=share

15s – https://youtube.com/shorts/he6pyp8Xf_8?feature=share

And these are the 9×16 versions

30s – https://youtube.com/shorts/eWvW3zuzm54?feature=share

15s – https://youtube.com/shorts/pss1mabFyDg?feature=share

Week 3 FMP

My topic i chose to research was Cel Shading In Animation, Two questions i wanted to ask regarding this research was If Cel shading could be used to save time as opposed to traditional shaders when rendering and if so, how much time would this save when doing rendering. When doing some traditional realistic 3D Renders, things need to be as photorealistic as possible and this can up render times to the point at which rendering simply 90 frames can take days or even weeks depending on how complex a scene is. I wanted to research whether or not using stylized shading could circumvent some of this problem, and if so to how much of a degree.

After looking into some of the research regarding my hypothesis, it seems that while photorealistic rendering is heavier on machines overall, there are some things to keep in mind when researching this topic, for example the software that is used in edge detection to create these outlined and cel shaded models needs to usually be tweaked to fit the correct style. However a lot of the techniques described like Bump mapping in the Towards real time photorealistic rendering: challenges and solutions paper, are not present in Cel shaded animation and thus cut down heavily on render time. The time that is saved by not rendering in Photo Realistic Renderings may be allocated to getting the correct look when doing NPR Renderings.

Keywords used: “Shaders in rendering”, “Photorealistic rendering times”

Sources:

Cel shading with OSL in Renderman 21 for Maya: https://nccastaff.bournemouth.ac.uk/jmacey/MastersProject/MSc17/02/FGalluzzi_Master_Thesis.pdf

Edge-Enhancement – An Algorithm for Real-Time Non-Photorealistic Rendering: http://wscg.zcu.cz/WSCG2003/Papers_2003/D73.pdf

Towards Real-Time Photorealistic Rendering: Challenges and Solutions: https://dl.acm.org/doi/pdf/10.1145/258694.258701

Nuke – GreenScreen Motion Graphic

During one of our sessions doing greenscreen, we went and filmed on our green screen studio a set of two videos and then were taught how to green screen these out by using the keyer nodes and creating a garbage matte. We also learned about then using these to build out a 3D Scene and creating enviro nodes based off of videos. I originally wanted to do a different area to greenscreen in, but had some issues regarding the environment nodes and getting it into a 3D space, so i chose to go about coming back to that task later with advice from my professor.

This shot had already been keyed and had a lightwrap applied, so i went for the motion graphic of adding something to the screen when our filmed student would point. I went about building out a small board using constant nodes and ramps as well as transform nodes, and using a switch between both using constant and linear keyframing in the dope sheet.

A lot of the keyframing of this came down to going between copying the keyframes and using a constant 2 frame animation style, unfortunately this isn’t done through simple ctrl copy and paste but after a lot of headaches and google searching i found ways to do both this and opacity keyframing.

I used some opacity keyframing on both the underlinings and text on the small weatherboard

I then set keyframes on the actual merge using the mix option as an opacity.

Personally i really do not like using Nuke for almost anything motion graphics related. While i did like doing motion graphics again, doing things in Nuke takes an absurdly long amount of time to do the simplest tasks even if you know exactly what you’re doing compared to something like after effects. This coupled with the fact that after effects still has illustrator compatibility between creative cloud leads to this having more control but at the cost of time. Doing something this simple motion graphics style ended up having me looking up a lot of different ways in nuke to essentially get around simple things like using an opacity gizmo or not being able to copy keyframes as easily that bog down this process overall. While Nuke could be used for motion graphics i would most likely end up using something like after effects overall.

Below is the animation, though the animation has been converted to web res at 1280×720 and the bitrate has been dropped due to converting this in media encoder for web.

Week 2 – FMP

I’m currently looking into researching cel shading in 3D Modelling. I’m currently researching this topic as it has become more prevalent in the last two decades of media, with primarily games using this form of shading of 3D modelling to create an art style reminiscent of early comic books. Some cell shading can also be similar to cell shading but not actually be truly cell shaded in technicality, as cell shading refers to stripping shaders in the place of flat colours and shadows as defined by TVTropes. Source: https://tvtropes.org/pmwiki/pmwiki.php/Main/CelShading

Some of the examples of cell shading in media have been in both video games and in other media like shows and movies, some of the earliest examples were Jet set radio (2000) The Iron Giant (199) and as Recent as something like Arcane (2021) and Legend Of Zelda: Breath Of the Wild (2017).

I feel it’s important to research this subject as it’s both something i’m interested in and would like to use in future projects, but also highlights achieving different art styles within the media of 3D Modelling and experimenting with things like shaders to get more stylized views of 3D Objects. Usually 3D Models in media and animation sometimes adhere to a very similar artstyle as they are rendered in similar ways with similar programs, and using something like cel shading can be used to combat this feeling of sameness in media and allow for different feelings and looks through new projects.

Some of the keywords that i used in researching this topic were “Cel Shading”, “Cel shading in media”, “Cel shading Animation”, “Cel shading 3D Modelling” and “Cel Shading in history”.

Four sources i found for this were a Dissertation on Cel Shading: http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.691.5831&rep=rep1&type=pdf

2D Shading for cel animation: https://dl.acm.org/doi/abs/10.1145/3229147.3229148

Enhanced cartoon and comic rendering: https://diglib.eg.org/xmlui/bitstream/handle/10.2312/egs.20061047.141-144/141-144.pdf?sequence=1

And advanced real time cel shading techniques in opengl: https://www.cs.rpi.edu/~cutler/classes/advancedgraphics/S12/final_projects/hutchins_kim.pdf

Researching this is important to my project proposal as i’d like to do a 3D Animation for my project and have been researching different shaders for this purpose to go with a stylized 3D Animation. Cel shading is one of the styles i have been looking at and may want to pursue further.