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Astronaut: A Collaborative Film (Behind The Scenes)

For the first semester of Junior year we are tasked with completing a short film. I have teamed up with a partner and we are developing a horror comedy rendered in Unreal. Our process involves sculpting in Zbrush, retopologizing in Maya/Zbrush, texturing in Substance, animating in Maya, and putting it all together in Unreal. It is very important to us that we learn the process of working within Unreal because we feel industries are looking towards using realtime rendering and we want to have that skillset as applicants.

Suit Color Version1

Suit Color Version1

Suit Color Version2

Suit Color Version2

Suit Color Version3

Suit Color Version3

Box Asset

Box Asset

Floor Asset

Floor Asset

This is a ROUGH pass texture of the head of the main mechanic.  I aim to rework the eyebrows.

This is a ROUGH pass texture of the head of the main mechanic. I aim to rework the eyebrows.

Wall Asset

Wall Asset

Door Asset

Door Asset

Pipe Asset

Pipe Asset

Wrench Asset

Wrench Asset

Burger Asset

Burger Asset

Burger in Unreal

Burger in Unreal

When building lights in Unreal, sometimes textures turn black and clicking 'overide light map' seems to bypass this problem.

When building lights in Unreal, sometimes textures turn black and clicking 'overide light map' seems to bypass this problem.

This is a rough version of what the secondary character will look like.

This is a rough version of what the secondary character will look like.

Wireframe in Maya to show topology.  The hands were deleted and recreated from scratch because of the monstrosity ZRemesher did to the hands.

Wireframe in Maya to show topology. The hands were deleted and recreated from scratch because of the monstrosity ZRemesher did to the hands.

To have better control of lighting and darker shadows, it is important to remember to turn off 'Auto Exposure'.

To have better control of lighting and darker shadows, it is important to remember to turn off 'Auto Exposure'.

When importing meshes, specifically the head, some faces were missing.  I assumed it was a normals issue but they were fine.  By importing at a larger scale seemed to fix the issue.

When importing meshes, specifically the head, some faces were missing. I assumed it was a normals issue but they were fine. By importing at a larger scale seemed to fix the issue.

This is just a WIP of the Blendshape Library

This is just a WIP of the Blendshape Library

This is proof I am nowhere close to done.  I want to redo the eyelid texture and eyebrow texture.

This is proof I am nowhere close to done. I want to redo the eyelid texture and eyebrow texture.

The mechanic has been rigged and this is a test pose.  There is some weight painting to fix on the wrist based on this test but overall we can start moving forward with animation soon.

The mechanic has been rigged and this is a test pose. There is some weight painting to fix on the wrist based on this test but overall we can start moving forward with animation soon.

Retouching some skin textures and fixing the eyebrows.

Retouching some skin textures and fixing the eyebrows.

Grate Floor Asset for the Engine Room

Grate Floor Asset for the Engine Room

WIP of the Stair Scene

WIP of the Stair Scene

Eating Scene WIP (Table, chairs & wall modeled by partner)

Eating Scene WIP (Table, chairs & wall modeled by partner)

Texture WIP

Texture WIP

Blueprints Asset

Blueprints Asset

Cannister Asset (model by partner)

Cannister Asset (model by partner)

Cannister Alternative

Cannister Alternative

Wall Asset

Wall Asset

Belt asset added to better the disconnect between the pants and armor of the mechanic.

Belt asset added to better the disconnect between the pants and armor of the mechanic.

Step Asset for the stairs

Step Asset for the stairs

Testing out how to make a 'laser wrench 3000'.  The model will be varied a bit but now I know how to create a glow.   The option 'use emissive for static lighting' under 'lightmass' settings also needs to be turned on so the glow affects the surrounding.

Testing out how to make a 'laser wrench 3000'. The model will be varied a bit but now I know how to create a glow. The option 'use emissive for static lighting' under 'lightmass' settings also needs to be turned on so the glow affects the surrounding.

Radio Asset WIP (UVs of buttons need to be fixed and it looks too proceduralized)

Radio Asset WIP (UVs of buttons need to be fixed and it looks too proceduralized)

Engine Room WIP (modeled by partner)

Engine Room WIP (modeled by partner)

Engine Texture Work in Progress, (model by partner)

Engine Texture Work in Progress, (model by partner)

Bloody Door Test (neon blood has since been removed)

Bloody Door Test (neon blood has since been removed)

Engine Edited based on feedback

Engine Edited based on feedback

Radio edited based on feedback (still need to fix the buttons)

Radio edited based on feedback (still need to fix the buttons)

Clutter Assets

Clutter Assets

LaserWrench Hilt Asset

LaserWrench Hilt Asset

Laser Wrench Test

Laser Wrench Test

Button Asset

Button Asset

Week six of too much working is getting to me, so I'm havin some fun with it, testing out the facial controls.

BlendShapes are working on the secondary character

BlendShapes are working on the secondary character

More expressions

More expressions

another expression

another expression

Alien Render Test that I made for a reel that is due this weekend.

Ladies and gentlemen, the cast!!

Ladies and gentlemen, the cast!!

Engine Textures (model by partner)

Engine Textures (model by partner)

Test render with character

Test render with character

Glamor Shot. Why is it blurry? I don't know... still learning stuff in Unreal

Glamor Shot. Why is it blurry? I don't know... still learning stuff in Unreal

Things to click on when importing textures from substance (the occlusion/metallic/roughness map)

Things to click on when importing textures from substance (the occlusion/metallic/roughness map)

New Door Asset

New Door Asset

Engine Room

Engine Room

Science room modeled by my partner.

Science room modeled by my partner.

Clean Room Textures (model by partner)

Clean Room Textures (model by partner)

Bloody Room Textures (model by partner)

Bloody Room Textures (model by partner)

Table and Wire textures (model by partner)

Table and Wire textures (model by partner)

Window and Textures

Window and Textures

Cans for science room (modeled by partner)

Cans for science room (modeled by partner)

Clip board asset (model by partner)

Clip board asset (model by partner)

Burger splat

Burger splat

Planet test (has spinning clouds)

Planet test (has spinning clouds)

Node set up for a planet

Node set up for a planet

Lots of  materials have been inputted into a library on Unreal to be used for all future scenes.

Lots of materials have been inputted into a library on Unreal to be used for all future scenes.

Using After Effects to create an intro. Also we have a title.

Animation1 WIPS to go over in class.

Animatic/Roughs put together to show what the film will generally be like.

Table Scene WIP

Table Scene WIP

Engine Room WIP

Engine Room WIP

November 13 Cut

Stair Environment test

Stair Environment test

Stair Environment test 2

Stair Environment test 2

November 20 Cut

RoughCutDec2