- Violet
- Sep 18, 2020
- 4 min read
Updated: Sep 26, 2020
Hello, and welcome to fall of my senior thesis! Our senior short is officially full speed in production, and we have a lot of work ahead of us. But at least our story is solid and our characters and style are pretty well developed; I'm proud of what we've achieved.
This is largely going to be an info. dump, as I have been keeping relatively busy over the summer and the last couple of weeks. As the lead of FX for our short, I'm in charge of... well, all of the FX. Lately I've been working hardest on Character FX for the sake of proof of concept and setting up those pipelines to plug and play when we need/want.
First and foremost, please make sure and check out our latest animatic as it's been through several iterations since I last posted on here. Eric, Sabrina, Christine, and our story team as a whole have made huge strides, and we're at a point where we're using it to create a shot list, layout, 3D Animatic work, and 3D camera work (which Hogan has been doing amazing at).
Let's take a look at some hair/pipeline work that I've gotten through since you last saw.
Starting with the worst, as I was trying to get alembics to play nicely with hair gen and simulation in Houdini from Maya.

One of my more sophisticated grooms for Daisy concept, which quickly got critiques - people like the clumping, but imagined her with longer, curly hair.
You may recognize this Roberto from an earlier blog post; this is the same simulation, but rendered with Arnold in Maya. It acted as my first major proof of concept of pushing hair gen through the pipeline from Houdini to Maya. Renders were quick and the hair interacted with Arnold lighting and textures.
And this was a rough proof of concept for Daisy hair, with a cleaner, longer, curlier groom based on critiques and a rough cloth sim to boot. The alembics finally play nicely and the hair network is set up for easy plug and play for any animation from Maya. This plug and play system works for both grooming and simulation, all in one network (but wait, there's more!). Sabrina is one of our main animators and busted out the animation using the Dana rig for me to get a slightly prettier render than Roberto for proof of concept. She also is in charge of doing research for, designing, and assembling the outfit in Marvelous, which I then was able to simulate.
I worked on some Ivy over the summer, and with the help of an amazing LinkedIn connection and these two tutorials, have made significant progress in making art directable and relatively realistic ivy growth. I wish I could shake the hands of those who helped me/made these tutorials, as they've been priceless and while this is only from a couple days' work, I feel confident moving forward and adding my own twists for what our short needs.
This is a rougher proof of concept - people wanted goop in the apartment destruction scene, so I busted this out to show that it was easy enough to get started in. The falling trails are not my favorite, but it was a solid start.
And now, for the 2D side of things.
I've surprised myself with how involved I've been in character and environment concept art. I'm no storyboarder, but it sounds like what I've put out has been very useful to our sculptors, as well as additional shape critiques using SyncSketch.

These were iterations of hair styles and facial structure/style for Syd, our main human character. The short is taking place in the early 80's so I tried to find something gender-neutral that would fit the time.

This is the most recent iteration of some orthographics/full body art for Syd. Mason, who's in charge of sculpting Syd, seemed grateful so I'm happy with that alone.

Svetlana has been kicking ass with doing countless iteration of the character sculpt for Daisy; this is just some of the rough drawovers/critiques I did for one version. But truly, Svetlana's amazing. She takes the critiques well and has gotten us to the point where we are nitpicking the sculpt.

While working on mood boards and style sheets, I drew some rough concept for layout and a couple of props. It helped us get a better sense of how we would populate the space, and added assets like the rubik's cube and lava lamp to our list.

And finally, the technical:
Everything above has been integrated into the Prism pipeline - something Hogan, Ryan, Mitchell, and Jasmine have been hard at work organizing, communicating with the creator on, and creating documentation for. It's going to be priceless in the long run, and I've already pushed these models through it on top of my Houdini pipeline work. I'm really grateful to the group members who made it so accessible, as well as the Prism creator who has pushed several updates through Prism per our request as we troubleshoot it.
On top of this, our production managers Christine and Ryan have been helping hugely in making us do weekly check-ins, a detailed calendar, and maintaining open communication. We actively use SyncSketch, Slack, the remote server to our university, and Discord and wouldn't be nearly as efficient without the work they've put into organizing it all.

We've got our fridge magnets...

...and our 80's telephone. As the lead of FX for our short I'm unable to do much of anything except FX, so sadly this is all I have to show for modeling. But it felt nice to stretch those muscles again.
And with that, you're all caught up! Thanks for coming to my TED Talk, and as the semester goes full force we'll certainly be seeing much more of each other. Stay safe, and see you in the next one.