Hi guys.
Very quick intro:
I've been doing 3d as a hobby in some form or another for twenty years. Nine years ago I wrote a screenplay for a short horror film. I tried to produce it six years ago but realised within a week that I didn't have the skills at the time. Two years ago I did a masters in games art and last May I finally got my first job in the industry (hard surface art for games). I realised during my masters that the time might be right to give this film another shot. My technical knowledge and my artistic eye are both far more developed now, plus the tools have evolved so much (I think the release of UE5 was the turning point). I started production six months ago, doing a few hours in the evenings when I can.
I'm using UE5 for rendering, 3ds Max, Fusion 360 and Zbrush for modeling and sculpting, Substance Painter for texturing plus a bit of Photoshop here and there. During the last trimester of my masters I made some of the characters for an assignment, though these assets will need to be reworked. I'm going to use Metahuman, but with custom sculpted faces that I'll make in Zbrush. This is because a) the off-the-shelf Metahumans suck, and b) I spent hours and hours over the last ten years practising character sculpting and I don't want to waste that work by using stock Metahumans, or scanned heads. I'll put a couple of screenshots of the characters that I made. These are Metahumans made with the Mesh to Metahuman tool in UE5. Forgive the not-so-great rendering, I made these toward the end of my masters when I was under a lot of pressure to finish them on time! I'm happy with the quality of the faces but the clothes in particular will need some love to bring them up to the same standard.
Hmm looking at the these now there are a couple of anatomy problems I might address at some point. Her zygomatic-frontal process is very pronounced. Anyway I'll tackle that when I tackle the other characters.
Last year I did some experiments using an array of old-and-shitty-but-super-cheap Playstation cameras and a program called iPi with some success. This is what I'll use to animate the characters, but I will need to collaborate with an animator to clean up the mocap and animate the fingers and small bits. I won't need to worry about that part for several months.
I also made some space suits and I'll put some renders of those below, but I might need to redo these. I made two of them, but one of them just doesn't look that good, and the other one would be too hard to animate. That said I might get some use out of the second one as a static prop.
During the summer I made an animatic that blocked out all of the shots of the film except the very last (and brief) scene. The running time is just over fifteen minutes, which is longer than I'd like but I've already cut so much from the story that I just can't shorten it more.
Right now I'm making the environments. There are two space ships, with most of the action taking place on one. It's divided into two principle compartments, plus an airlock. One of those compartments is the cockpit, where a crew of four have their stations.
It's a bit hard to see but it's in a conical section at the top of the spacecraft, a bit like the command module of the Apollo ship. These screenshots are out of UE5. I have a few more large props to put in here, and then a lot of wires, hoses, pipes, tubes, other small props etc.
I'm going to post updates here as I go. I'm going home for Christmas so you might not see any updates until January, but this project will still be alive and kicking.
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