Mike SchaapEnvironment artist, rendering
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Mike had the responsibility over the environment, with the focus on environmental props. He modeled a lot of the plants, and ground fissures.
In the post stage, his main focus was the rendering of a lot of the scenes.
In the post stage, his main focus was the rendering of a lot of the scenes.
Environment
The foreground elements in this shot were made by Mike. The branches are sculpted in Zbrush for extra definition. The nest was created in Maya. The birds are modeled by Derk, textured by Roy, rigged by Bram and animated by Mike.
This is one of the detailed fissures that are created when the golem comes out of the ground. The fissure was sculpted for a nice definition.
This is another part of the ground breaking, which tumbles the character. This was sculpted to exactly fit the ground it was in, since the camera angle that was going to be used was not clear at that time.
One of the iteration for the trees, and the final art style for the trees. We went through many iterations to arrive back at a similar look to the trees that were used in the block-out of the animation.
Rendering
In the rendering stage, Mike's tasks were to check if the scenes were render-ready and then rendering them. He checked the lighting, grass settings, fur bakes, render settings, and render passes.
This is an example of some of the passes that were rendered for each shot.
This is an example of some of the passes that were rendered for each shot.
Mike also worked on the procedural texture on the golem. The texture was done procedurally to avoid the use of 32K or maybe larger texture files. The golem was modeled and UVed by François.