PRODUCTION |
Why ? |
The team So that's the goal we set for ourselves with a talented and motivated young team: to make a humorous fake ad. The project is directed by Manon Carrier, Johan Cayrol, Etienne Fagnere and Pauline Grégoire and supervised by Ludovic Habas. |
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The production pipeine For this short film our pipeline use the Adobe suite for the pre-production part, the compositing and the editing, Zbrush for modeling, Substance painter for texturing. For the animation part, 3ds Max is the spine of the set, equipped with FX Forest Pack and FumeFx plugins and finally the 3D Redshift engine for rendering. Two pipeline management plugins are being tested on this production: Vexus and SmartRefs. |
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Storytelling &storyboard For this short film everyone has looked for an original idea and the group has naturally gone to one of them. Then we work on the storyboar. The storyboard show all the key sequences of the short film in the form of a comic book simplified. With the storyboard in hand, a first production schedule was drawn up to define all the key steps to follow. |
2D layout and design The storyboard was set in motion to create a 2D layout. This allows us to easily check our timings, to validate them all the movie. Character design |
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Production 3D Then, the team separated by specialty to start the 3D production. The characters began to be builded on ZBrush and then finalized on 3ds Max. This is a delicate step because you have to be able to translate the 2D designs into 3D. Same thing for the props modeling. Texturing Once the first models are well advanced, the work of texturing on substance painter can start. |
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The goal is to obtain visually credible materials while respecting design visuals. Each garment, each object is therefore the object of particular attention to find the good graphic rendering. Rigging et animation Rigging is our strong point in CG-Animation. This consists of defining all the points of articulation of the characters or objects that will come into motion during the film. |
In summary, we create a skeleton for our characters and "stick" their skin. A technical job. Once the rigs ended, our characters became real digital puppets. The animator then starts his work which consists of making them move. A meticulous work which requiring a great sense of observation and patience. Indeed, there are 25 frames per second to get the illusion of movement and therefore as much pose to work to give life to our characters. |
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Environment and rendering FX Compositing and editing Compositing is the art of assembling all the elements made by each department and correct the color of each sequence to improve them. The point of honor that comes to highlight all the work done until then by everyone. Next the editing which consists of putting end to end each composite sequence to finalizes our short film. |