Introduction:
I've enjoyed the old creature thriller, "Tremors" back as a kid, and decided to create my own version of the creature crashing through the wall. The basic layout of the creature follows that in the movie, the jaws and all, but it's a different design. This breakdown describes version 2 of the creature crash; Version 1.0 was a rushed effort, and was very lame. Note that for this breakdown, the order in which things were done are not linear. For example, the final matte painting was created just before the rendering, but I describe it as though I did the matte painting first. It's a pong kind of project.

Pre-Production:
I started out by designing a new creature and hunting for a suitable location to shoot a backplate. The original creature followed the movie, by having 3 little tentacles coming out of the mouth to grab stuff. In the end, this was cut out as it looked crap. This are the design sheets. I had a very good idea what I wanted for the creature, and didn't take long to figure it out.


HDRI:
Yep I bet lots of passer-bys were wondering what I was doing shooting a christmas ornament mounted on a tripod. Anyways, the HDRI created in the underground passageway didn't work out very well. I ended up lighting the creature with a dome light setup. If you want details on how I usually shoot HDRIs, please visit my shot 2 breakdown, where it was used to get a great look. The left shows the HDRI test.

I also shot some stills with me in it to understand how the reflections and shadows worked in the real plate.

 

Backplate/Digital Matte:
The digital matte creation process jumps between photoshop and max. I'll try to keep it as non-application specific as possible!

This is the original backplate shot with a Sony F717 digital camera. I shot wider than required, and crop to my needs later. At 5 megapixels, I get a lot of real estate to crop around with (2560x1920)

This is the final area I cropped to work with. The main edit at this stage was to remove the glass panel in front of the escalator. This could have been left it, but I wanted to show some movement in the backplate, and the only thing moving there in real life was the escalator :) The elevator's movement is very simple, just a scrolling 2D bitmap representing the highlights of the steps.

At this stage I did a camera match to the backplate. I also created a CG matte where the cracks show up.
Rendering the above matte with a material, I used it as a mask for my backplate, and thus creating a nice green hole.
CG concrete blocks were created (more details on the blocks later!) and formed up as a matte for the edges.

And here it is, behind the hole in the wall.

 

At this stage, I proceeded to work on it as a matte painting, creating Depth in the wall, adding shadows, putting in photo references of a pillar into the background, plus a faux floor. The "wires" sticking out were also done in CG, like the concrete blocks, so that when rendered they will act like a matte, blocking the creature.

Note that for the wires, they were lit & rendered with a white self illuminated (SI) material. Once in photoshop, I use this as a matte to texture it. After which I had to match it to the background, add dust, shadows etc.

The walls were also painted on a "dust" texture. In compositing (later) I'd fade between a clean version and the dusty version, simulating dust adhering to the walls.

My final shot has several backplate swaps, from a clean unadultered all to the one with a hole. In between these two, shows a wall where some cracks have appeared.

Here in the CG world, we create *sob* 157 individual front crack pieces. Thankfully only the splines had to be created. To apply a texture to the cracks, I first

a) used a Camera Map to project the clean backplate onto all the cracks.

b) Once that is done, I switched to an orthogonal viewport, and render the view.

c) This rendered, 2D texture is now applied over all the front cracks. Thanks to 3DS Max's stack based system, all the blocks can share the same UV map co-ordinates. The UVW map itself fits over all the cracks. Hence, each crack piece only takes a bit of the texture. I'm pretty sure other apps can do this somehow....

and hence, we get a locked on texture for the cracks.

A side note, apart from the splines used to create the cracks, the CG cracks were generated procedurally, and were generally quite low detailed. Once the simulation was done, I took the pieces close to the camera, and added in additional detail.

Rendered off a pass, then matched it to the backplate. Tadah!

In this particular example, I left out the staircase and put in some green where it would be moving.

Modelling:
The main models were the Creature, and the Concrete Blocks. The marble's front cracks were only extruded splines.

I did some research on what was used to build structures, and came across these Concrete Blocks. The information online also had their dimensions, so I was set.

The difficulty was in creating the tiny bits - it had to be broken up, and then the uv mapping information applied/corrected for the newly created polygons.

This is another version. In total, the bricks were split up into 3 variants, or more, if I counted those done when I did my first revision.

Several higher-res versions were also created for pieces closer to the camera.

This is one of the textures that we tried on the bricks. Nope, it doesn't work, but it does resemble burnt toast =)

For the final texture map, I got pictures of real-world weathered concrete from Mayang.com (great site) as well as from my own texture morgue to create the textures.

Creature Model and Animation Setup:
I'd actually did a super low res "animatic" of this shot, and figured out beforehand most of the animation needs - most of it would be in the front section.

The creature is composed of a mainbody, 3 jaw sections and 6 small "legs".

The jaws were originally supposed to be of a different material (bone), but was decided later to unify the look of the creature. The model was not altered, only new textures created.

As a side note, the creature does not move on the six little legs! I'd added them after deciding the front portion of the creature could use some stuff to break it up. Think of them as the vestigial legs on some snakes - they're there, but serve little purpose.

Control of the character was based off ideas from Paul Neale (spline type controls) and Jason Ossipa (from his book Stop Staring)

The menu structure on the right provides individual controls for opening each of the jaws on the creature, as well as a unified "One-For-All" master control.

The sliders below control the amount of twist propogated through the FK skeleton.

At the very bottom, are sliders that control the "breathing" of the creature, basically by switching to a morph target of the creature.

Last to be added into the control panel was a random noise factor that causes the jaws to have additional subtle movements. But this wasn't used in the final animation.

With the mesh hidden, this is the bone structure. More attention was paid to the fore section of the creature as it was the only part of the creature that will be seen once it comes out of the crack.

There are some bones floating above the main skeleton; these are there for the "muscles" to bunch up when the jaws open. In any case, these are needed else the mesh will pancake if I were to rely on the original structure.

The legs of the creature also have individual bones for them, however the controls for them are the spherical yellow splines on the outskirts, just to keep things neater.

Larger Pic? Click here!

This is the modeled "tongues" that were cut from the final version of the shot. Just a cameo, no more of them!

Animation:
Well, you've probably seen my animation. The idea behind it was thanks to input from my mentor - to get the creature to crash down, somewhat similar to a cobra striking prey, and after the crash, open its mouth to roar.

Effects - Simulation
After all the above setting up (digital matte, camera match, modeling/texturing, character setup, animation), all the players were in place for simulation. For the sim, I relied on proxy objects to do the crashing - using the creature's mesh will slow things down by a lot.

The simulation was done in several rounds, the first round, with the most calculation steps, was to sim the downward crash of the creature through the wall. Once that was done, the bricks were simulated in several passes, with different collision objects so that they would land at some contrived locations. Unwanted bricks were then removed. Man, sounds like a bad soap.

Effects - Dust
There are two types of dust in the shot - the fine dust caused by the creature crashing through, and dust that piles up over the stuff on the floor and walls. The dust that falls along with the creature is done very simply using facing particles and a matching texture map that simulates a dust puff. For the dust that builds up along the stuff, that's done in post, so I'll describe that in the compositing stage.

Effects - Bits N Pieces
Don't know if this should be called an "effect". For the random small stuff around the shot, they're composed of 5 small chunks - basically, get a box, and start moving vertices till it looks like a stone or piece of rubble. The particle system is then designed to handle their outward movement.

Compositing
Now that we've got all our pieces together, it's time to render and composite! Let's have the rendered pass on the left, and the final comp on the right.

Let's start with the creature layers. The passes are rendered with no alpha channels, and once composited, an alpha channel pass is used to clip 'em all.

To the left we have the creature's diffuse pass.

Here's the specular pass.

Spec Pass composited.

This is a seperate pass - this is the effect of the lights on the ceiling. It's rendered out as a seperate pass so that we can tweak its intensity.

Here it is composited on top of the other passes thus far. It's actually very intense, so it's been dropped to 60% of its original strength.

This is the clip map. Basically, I have the option of rendering out seperate passes, so one of the passes rendered out is the Alpha Channel.

Once applied on the layers thus far, the familiar grey N white transparency background appears. Observe the clipping of the edges caused by the "pipes". Also, the above image shows it color-corrected.

Here concludes the bunch of layers I term the "Hero Comp" - time for the backplate comp.

This is the digital matte.

Reflection Pass

Basically, just slightly blurred and screen'ed on top of the backplate, with the opacity dropped to about 30%.

That's it for the backplate comp. I will be skipping the passes for the front cracks N concrete blocks as they are basically the same as the creature's passes.

So here we are, the Hero and Cracks all on top of the backplate.

Here we have the particles ready to be composited.

And here we are, the bits and pieces around the creature.

Sad to say, in order to show some of the creature's passes, the dust particle system has already gone, so no point comping in a black screen :)

Here is the shadow/occlusion pass. For simplicity I decided to go for an overall shadow pass.

The shadows are used as a matte, of which I can apply levels or curves to the backplate, instead of simply having it in overlay mode.

Ok, next I'll talk about another comp, for the dust on the floor.

This was created in PS, and represents the area of which dust should cover. If I were to overlay it on top of the current layers, part of the creature will be occluded. I term it "Dust Matte Comp".

Hence, to deal with this, the alpha channel of the creature was used to occlude part of the dust matte. Hence, the dust will only affect the things on the floor!

And here we have it. On the top of the other layers:

Notice that the images are 396x336 - for PAL, at half res it would be 360x288. The additional space gives me allowances to play with the camera shake and 2D camera moves. This is then rendered, and then additional effects (camera shake and focusing fx) added.

Well that's it! I hope you find it informative. There is still some stuff to work on, and I'll come back to this project soon.

See ya!

Alvin