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ANTI breakdown partA (VIDEO TUTORIAL)

Happy month everyone!

Finally the excitement of c4d 2024 run off (with its so many bugs lol)!
First part of breaking down Anti where we are going to discuss besides c4d things, a lot about art direction and choices.
I know its quite hard to pass what I have in my head along to others, as everyone's vision is quite different, but I will try my best to justify creative decisions when I create frames or animation. So in this first long part, im gonna explain the process from 0-100% + some procedural modelling and lighting.

Let me know in the comments  below if any of these makes sense :)

Cheers!
T.

ANTI breakdown partA (VIDEO TUTORIAL) ANTI breakdown partA (VIDEO TUTORIAL)

Comments

OK then, just thought I would ask as I do see the value in it.

Shannon Wilkerson

maybe there is not cause its just a loft, and since i could not share textures there was no value in that

Thanos Kagkalos

That's no problem but the way the Project files are labeled I'm not sure which one is specific to the cave.

Shannon Wilkerson

there is i think? cant remember. But even if it is, its without textures as these I am not allowed to share

Thanos Kagkalos

Is there no project file for this scene, just the other ones?

Shannon Wilkerson

hey bud yes i think i used an initial displacement to give wobbliness or u can sculpt or whatever. The texture displacement will come on top of whatever ur basic shape is. I think I show how i did this on the next tut or so? sorry cant remember its been a while hehe

Thanos Kagkalos

Hey Thanos, Thank you very much for the breakdown. I got a noob question, but what did you use to add the base displacement to the first cave (the non procedural example) before the texture displacement? Did you use a displacer object with a noise?

Shannon Wilkerson

Mm unsure. Probably you need to rotate it 90 degrees or you use a texture that is not tileable. Cause it should just work and only problem should appear on 90 degree angle changes (where if you use the UVs and similar model, you dont have any)

Thanos Kagkalos

Thanks for the reply! I am using the UVs generated by the Loft, as it looks like you were doing the same, since you weren't baking the Loft down to geometry? With these, I get a seam along the full length of my cave, so it's impossible to hide even with darkness. I can't see any tearing at the entrance of your cave where it is brightly lit, so I was curious how you were doing that.

James Clark

Thanks a lot! mmm is that where your uvs end? if so, it is normal to have non tiling there. In my case i didnt have this problem as half of it is in the dark lol. If u wanna be perfect about it though, vertex displacement, projected as triplanar, would solve this problem with the downside that displacement happens actually on polygons instead of UVs (texture displacement).

Thanos Kagkalos

Another great breakdown video, Thanos! I tried recreating your cave setup and found that the displacement was creating a split/seam along Loft object and was wondering how you avoided this?

James Clark

Thanks! Dailies is a generic term used in the industry about how much work you do in an day. Some days u do styleframes, others animation, others specific tasks the creative director wants. Usually in studios can be pretty demanding, again depending the studio and the project timeline. Also in dailies there is usually a call at the end or start of ur day to get brief and feedback. Doggy salutes u back haha cheers

Thanos Kagkalos

Hey bud, Great stuff! thank you so much! I love your concept breakdown so much, was hoping to know how you manage time while working on your project, I noticed you call it dailies in your miro notes, do you go by giving each shot a day? thanks in advance, and what a great doggy you have <3 :D

Tahseen Nehlawi

cheers mate!

Thanos Kagkalos

love the art direction breakdowns man, very inspiring, looking forward for more. 🔥🔥

Kousha Motamedi

nah all good! dont bother haha

Thanos Kagkalos

Thank you, Thanos. Sorry to invade the post. I will delete my comment in 5 mins to keep things clean :)

Mundhir

thanks mate! soon im gonna record these days

Thanos Kagkalos

Great stuff! I really enjoy seeing your methods for art direction. I look forward the next one. 🔥

James Shannon

hey bud! yes very unrelated with this post haha but my speculation is that your displacement map is inverted.

Thanos Kagkalos

Mundhir

thank you! glad the intention comes across

Thanos Kagkalos

love the concept breakdown, always interesting to see how idea is being born and taking shape

Mytya Varivoda

Oh also Thanos, can you briefly explain your decision to bring in another artist for this project? Did they help you create scenes initially and then you took them over the finish line? All just in the name of time?

Adam Zunder

thank you Adam!

Thanos Kagkalos

Really love to get a peak behind the curtain and hear about your art direction. Definitely would like to see more of this type of content. Thanks as always Thanos, looking forward to the next one :)

Adam Zunder

Thanks for the suggestion! Yes pureref is great, although I always had some issues with c4d and it. I need to give it a shot again

Thanos Kagkalos

Great as always! Btw, for those interested: If you need a good moodboard tool for free: google 'PureRef' (not sponsored or anything, it's just a tool i use)

Chronox

yea it sucks lol

Thanos Kagkalos

thanks bud! happy to hear its useful talking about art direction

Thanos Kagkalos

Great tutorial as always. I also don't like the new commander, it's way too laggy. Fortunately, we can use the Legacy Commander by reassigning its shortcut.

Olivier Beaugrand

very nice breakdown/tutorial. I could listen You "babbling"(is that a word?) much more about the mindset You had when starting the project. its very interesting that You show the whole process. I think its very very useful for many of us. Thank You.

Lasse Koivisto


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