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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!
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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) |
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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.
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At this stage I did a camera match to the backplate.
I also created a CG matte where the cracks show up. |
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Rendering the above matte with a material, I used it
as a mask for my backplate, and thus creating a nice green
hole. |
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CG concrete blocks were created (more details on the
blocks later!) and formed up as a matte for the edges. |
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And here it is, behind the hole in the wall.
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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.
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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. |
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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.
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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.
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Modelling:
The main models were the Creature, and the Concrete Blocks.
The marble's front cracks were only extruded splines.
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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.
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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.
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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.
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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.
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The creature is composed of a mainbody, 3 jaw sections
and 6 small "legs". |
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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.
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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.
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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!
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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.
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Here's the specular pass.
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Spec Pass composited.
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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.
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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.
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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.
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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.
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This is the digital matte.
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Reflection Pass
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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.
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So here we are, the Hero and Cracks
all on top of the backplate.
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Here we have the particles ready to be composited.
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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 :)
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Here is the shadow/occlusion pass. For simplicity
I decided to go for an overall shadow pass.
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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.
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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".
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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!
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And here we have it. On the top of
the other layers:
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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
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