- Violet
- Apr 29, 2021
- 4 min read
I GRADUATE IN LESS THAN 2 AND A HALF WEEKS. 2.5 WEEKS. That's nuts. Wild. Overwhelming. Insane. Exhilarating, terrifying, where's my thesaurus...
As the end of the semester and my college career draw to a close, we also near the end of production and post-production for our senior short film. It's been a hell of a ride and I honestly think my crew members are with me in terms of saying we are excited to wash our hands of it. Frankly, I'm excited to just be their friend again, and not their coworker. That's been one of the biggest challenges for sure. They're all incredibly hard workers and very driven to succeed, but there have undoubtedly been challenges that have certainly been useful for equipping us for the 'real world' and jobs, but maybe at the cost of some friendships. Not having webcams on from them or human interaction for the entirety of production was really challenging as well - producing a short film from start to finish in quarantine was not a walk in the park. I burnt out towards the end here but we powered through, and I'm very proud of both myself and a lot of my team for the work they put into the short.
But enough about that, we're here to see renders and talk creative.
The biggest thing that's been done since we last spoke is that the hair and cloth networks were all put to use. I put out the majority of the cloth caches and otherwise the team has been a lifesaver as they help put in the work to bust out the hair and cloth using the networks I set up. Some cloth in the short was simmed in Marvelous and Christine, our production manager and other major Character FX artist, did an insane amount of work with me and on her own to help make HDA and tools for hair and cloth use and reuse. She and Ryan, our other production manager organized a meeting with CU Denver Alumni Jessica Smith , who did breathtaking hair work on her senior short and now works at BRON Digital for Character FX. She helped us troubleshoot our hair (.ass files for Maya were massive and causing unrealistic issues for rendering/scene loading) and gave priceless critique on my network setup as well as grooming tips for Christine.
Here's a longer render of the cloth in action. The rig is less than ideal and has some interpenetrating geometry but I was able to counteract the majority of it in Houdini. The last little bits you see of skin showing through the cloth are fixed in Maya by sculpting in the character mesh before render.
The hair is a lot lower res. than I would've liked, but as those issues popped up at the last possible minute and I wasn't as available to help, I certainly cannot complain. I can't get my hands on any high res. renders at the moment but here's a sneak peek:

Everyone had a hand in this shot, from rigs to textures, so I can't even list them all. I definitely encourage you to check out their websites on the right side of this page! I just did cloth and hair sim/networks for this shot. Svetlana and Christine did eyebrows and eyelashes.
Somewhere amongst everything else I also helped do some light simulation for a vacuum tube as the sim. they were doing in Maya was too stiff and I was able to do it relatively easily in Houdini using curves and deforming the geo to it. I'd never done anything like it before but was able to figure it out pretty quicklike which was a relief.
I figured out what my issue with that wine bottle smashing sim. was and have since fixed and exported it for the scene to render. It's pretty far in the background of the shot but here's a playblast for a closer, but not as pretty, look.
I broke up and sent the large pieces to Eric to hand animate, then brought them back in and added them for collisions with the rest of the fractured bottle and cork/liquid.
Finally, we've got progress on the burp:
This is a playblast; I've since changed the animation so it doesn't hit bounding box borders or have a strange trail. Ryan lit and textured it and here's a frame of that (note; Daisy's hair is pink because of a failed texture, she's not got crazy hair dye):

I'm excited to see this, and honestly everything else, rendered into the short.
As always, to see our latest animatic, check out the link in the top right. It will be finalized (first pass anyway) Saturday 5/1, and it'll 100% be finished two weeks or less after that; we just will be doing final renders with AOV's and Comping, as well as finalizing any paraphernalia - Every other senior thesis' group is begging us to make Aldo plushies, and don't get me wrong I would love one too, but those are certainly the more expensive option. We are going to at least aim for some enamel pins and the usual posters and such.
We got this. Only a couple more weeks. Just am trying to fight this burnout as I prepare for the next chapter of my life - a new apartment, a new job(!!!), and then some... on top of remaining motivated to finish the short.
We got this.