ZBrushCentral

Monster Job Hunter

Started work on the Finale where the monster explodes. I’m getting this strange hatching Gremlins mixed with Blade exploding monster deja vu while working on this. Here’s some in progress shots:

Here’s beginning/end screenshots of the Maya sculpt deformers I’m using to get the overall swelling effect

In Zbrush I painted a quick and dirty bubble displacement that is added to the existing displacement in LW and then has it’s displace value animated over time. I also painted a blue bubble map to overly on his existing texture as the bubbles get larger (he has blue blood)

Here’s a couple of frames of the first test render. No lighting or surface adjustments. You can’t see it in the stills, but I’m using the shaker node to make him vibrate and twitch as he expands (no motion blur in these shots yet). The original background plate was a much lower angle than whats needed, so I added in the ceiling to test. I’m going to have to extend the original plate. I also still have to add the bullet hits on his skin.

![Explode03ExtendTest.jpg|640x1080](upload://uJpLCKk4p6darXt1m9VPkHRHgAq.jpeg)![MayaSculptDeformers.jpg|634x934](upload://6TKQDrA4UZD1XkkSEcA2CXURU85.jpeg)![ExplodeZbrush.jpg|1000x502](upload://1RQ4BSGUHkhwYslzVztEgrokk8X.jpeg)

Dude, i just noticed, nice carpet.

Did you get rid of the first part? I didn’t know lights would work just to illuminate sss. Thought you need diffuse and specular for that.

No, the first part is still there, but a lot has been cut out so the whole things moves a lot faster. The animatic took way too long to get to the monster part. Since you’ve watched the animatic, take a look at the five minute version when you get a chance. Curious to hear the opinion of someone who has watched both, but is not attached to the project.

http://films.thelot.com/films/24440

Oh, forget to reply to this part.
Using G2’s SSS in LW, you can have a light that has ‘affect diffuse’ and ‘affect specular’ turned OFF still affect the SSS of a surface. G2’s SSS is not a true SSS, but it doesn’t slow your render down too much either.

Thanks for answering that. I do like the shorter intro, works much better. The acting is a bit too over acted. I think more like woody allen nervous would be appropiate, although its pretty close. Also whenever the train comes by I think you could tilt and shake the camera so its more jarring to the viewer. It doesn’t feel jarring enough for him to accidently shoot the boss or rip is his resume yet. I had to turn my sound up really high to hear the dialog and still couldn’t hear everything. It could just be my computer though.

The acting is a bit too exagerrated, especially when he’s throwing up and crying. As for sound, I know that compressed version has some pretty bad sound. I think someone who actually does sound fx is going to do some clean up on the final version as well. There’s some issues with things like sound fx not syncing up with the monster. Thanks for taking a look!

Well I thought the throwing was a little over blown, but than again I thought it was a plot element to lead the story along. It gets him over to the chair.

went to the site and also to the MonsterJobHunter.com site…loved the journal…very kewl of the Grindhouse gang to let ya’ll use their set.

Viewed the animatic…loved it!!! I can’t wait to see the whole thing. Are they sticking to that animatic storyboard or did they change much? I hope they stay true to it.

Your creature is still very impressive. I hope he/it gets plenty of screen time.

And I also want to thank you for sharing so much of the process. Totally awesome work. Truly 5 stars.

creatively,
Ron
[email protected]

Thanks, that was the easiest part of the whole project. Took a picture on set and used the offset filter in photoshop to help make a tileable image.

The part with the fish has been cut out in order to speed up the middle. The practical fish they used did not turn out very well anyway, and replacing it with a cg fish would take too much time. The mint gag will return in the full length version, so that he can see the gun under the desk.

All the monster stuff from the animatic will be in the final (yay!).

Thanks man, this project has been a blast to work on. This is my first time to integrate a character into live action footage and it has been both fun and challenging. It’s been great to take the character all the way from creation to compositing myself. There’s lots of threads on the gallery about still shots, but not many that carry all the way through a project with animation and finished compositing into footage. I’m no expert at it, but hopefully this thread has been helpful/interesting.

I received a pm asking if I could explain the process of integrating the Zbrush rendered guts into the background for the feet shot. Here’s something better. I attached a zip file with a cropped, scaled down version of the photoshop file I used to make the scene. Bonus - lots of unnamed layers!:wink: It’s pretty much as simple as what you see in the PSD file. I mostly use the standard levels, hue/saturation, and color balance to make color tweaks.GutsLayers.zip (498 KB)

really detailed and well done job. thx for show and share it

Amazing work. I’m extremely impressed. (still don’t know why this isn’t top row yet)

And thank you very much for the psd file…That’s always been one thing I’ve never really learned properly is good compositing, this is a very helpful file for me.

Keep up the great work and I can’t wait to see that sucker explode in a video.

Cool video. Great work. :+1: :+1:

Thank you for the file! Much easier to learn that way.
Congratulations on the top row.

TOP ROW! YEAAAAAAAAAAAAAAAAAAH
finally.

Bravo man!
Something I aspire to if not to be part of a project like this.
Bravo!

This is excellent.
The monster, and your compositing is superb.
Thanks for showing us your workflow it’s very interesting and helpful to see how its all done.
I’m looking forward to seeing more. :+1:

Really cool stuff! I watched the storyboard version… then the 5 minute preview! Kick Ass stuff!!! How long did it take to render the Big fella’s scenes out? Just curious. One machine or a render farm?

Thanks :+1: :+1:

GORILLA

Thanks, I think you finally wore them down! :wink:

Yes, this has definitely been one of those rare, fun projects that seem few and far between. I’m a 3d generalist, and really enjoy being able to carry the work all the way through the process.

No render farm. I could use one!
I have a dual core AMD 3200+, a Dell XPS laptop with a dual core Intel 4200 and a older machine with a AMD 3200+. Those poor machines were really working hard those couple of weeks before the 5 minute version deadline. When the rendering gets thick I also send Hoyt Lindley from Horseback Salad some stuff for his two computers to render out.

Fprime (In Lightwave) with no radiosity was used for the final renders. However, most of those test shots with the 3D room are using Fprime with montecarlo radiosity . I shot a HDR dome of the set and tested using that as well, but it was just too slow.

At 1280x720 the membrane tearing sequence renders at about 30 minutes per frame on my dual core AMD 3200+. I set lighting quality in Fprime to .1 for the main render and set it to .5 for the render pass of the shadows on the wall (using G2’s luminous darkening). I’m really kicking myself for not using spinning lights instead of area lights, probably could have shaved a good bit of render time using those.

awsome model…nice idea…well Done ! flawless V ! …work :wink: