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A Journey into Customized FX | Daniel Lee
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A Journey into Customized FX | Daniel Lee

by danieltslee on 25 May 2023 for Rookie Awards 2023

During my last year at Gnomon, I focused on creating effects that are more stylized in my own unique, twisted language. Working to create unconventional effects can often mean coming up with clever systems to control exactly what I needed, or simply utilizing shortcuts to achieve a final look. I hope you enjoy!

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Brutal Sacrifice

This piece is a 3D rendition of a concept art done by Adam Burn. https://www.artstation.com/adamburnart/albums/6790244

I am responsible for all modeling, effects, lighting, rendering, and compositing. Character modeling and character animation are provided.


Breakdown

To create a complex look to the primary web simulation, I separated the webs into three different main layers. This allowed me to work with the web layers separately, while still achieving an interesting, complex result. 

Note that each of the layers shown in the breakdown is only one of the many sublayers created for that main layer. I used Houdini's PDG to create many wedges (variations) for each layer. I then merged the sublayers at render time. In total, Layer 1 contains 5 sublayers, Layer 2 contains 15 sublayers, and Layer 3 contains 40 sublayers. Layer 3 has the most sublayers by far because these webs represent the outermost layer of webs, laid on the surface of the creature and wall geometry.

I used vellum strings to simulate the webs. I pre-cut the webs before the simulation and connected the cut points using welds. This setup allowed me to art direct where and when I wanted the webs to break. Setting the breakthreshold and placement of these welds gave me complete control over the direction of the simulation.

A main element of the concept art includes fleshy tendons that attach to the creature from the wall. I also used vellum to simulate these elements

In addition to the main webs, I added secondary sims to fill in the scene. These include rock debris attached to the webs; the rocks are set to activate and fall once the webs pass a certain velocity threshold. Dust is emitted from both the rock debris and the web itself.

Hallway Ghost

I incorporated some VFX elements on live-action footage. In this project, I experimented with several interdependent simulations to achieve a more complex look. Special thanks to Erik Mclean for the footage (pexels.com).

This is the order in which I completed the elements: Ragdoll Sim > Animation Cleanup > Cloth Sim > Smoke Trail Sim


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