Category: behind the scenes

Behind the Scenes of Toy Story 4: “Bo Peep Gets Lost: How Pixar Found the Heart of Toy Story 4

Advances in technology allowed animators to incorporate richer details. For example, a cracking glaze was used in Bo’s hair, Krampfert said, “to remind the audience she is porcelain.”

Directing animator Patty Kihm explained, “From the start, we could have fudged it and pretended she had been plastic the whole time. Maybe the audience wouldn’t have remembered. But we thought it’s easier to embrace this weakness, or this delicacy of hers, and see how that would change her character.”

via D23.com

Purl – Behind the Scenes

SIGGRAPH Now: Bringing Coco’s Skeletons to Life

Spider-Man: Into the Spider-Verse – Behind the Scenes

Special symposium with the staff of The Last Guardian Part.4:genDESIGN:

The Last Guardian – Trico Animation Tests

Interactive Cinematics in Uncharted 4

Dove Self-Esteem Project x Steven Universe: We Do Deserve to Shine – Behind the Scenes

somervillegame:

Hi guys, Chris Olsen, project Director on Somerville.  I thought I’d drop a little bit more info about the inner workings, so I thought no better a start than character. 

It was always my intention that character performance be a pillar of the game no matter the camera distance and for this as a baseline we needed readable silhouettes. 

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Some great early concepts from Gareth Davies.  Carving out as much negative space as possible coupled with costume accents for joints to bring out readable body dynamics.

When I first started this project years ago Eric Chahi/Delphine Software’s “Another World” and “Flashback” represented the perfect character  reference for me.

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Readable, minimal. I could spot those sprites 20ft from my screen.  However as we progressed and my need to get the camera in close, grew – We knew we had to address our characters faces.

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Our rigging/modelling/assets aficionado Mads took to iterating our models.  Tackling the challenge of appeal when the character isn’t a million miles away from the screen. 

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Damon, our principle animator was in charge of establishing a core personality and anim style.  Mads built some handy features into the rig, including smear frame controls to distort our models.

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Then I get to take all this lovely work and bring it into Unity to play with physics props, lighting and shaders.

We still have a ways to go on our cast but it’s in the right direction now and all those fancy things I briefed the crew we “needed” are now standard features.

Thank you for your time 🙂

Overwatch: Trace & Bake – Behind the Scenes

ThunderCats Roar – Official Announcement Trailer