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Visual Journey<br />
Gucci<br />
ang
Before you continue<br />
We would say thank you for our God, and our<br />
lecturer and each team member for doing their<br />
best in this project.<br />
This is our first project as a team together, we<br />
face hardship and priceless experiences.<br />
We hope that you could enjoy the book and<br />
learn something from it because we are very<br />
proud of this project.
Content<br />
Meet The Gucci Gang (1)<br />
Pre-Production Stage (6)<br />
Production Stage (26)<br />
Post-Production Stage (36)
MEET<br />
THE<br />
GUCCI<br />
GANG1
Akif Rashdan<br />
Director<br />
and Lead animator<br />
Directing the team and<br />
the animation<br />
Leading animation and<br />
3D stuffs<br />
Character modelling and<br />
rigging<br />
2
Kong Chark Yiing<br />
Post-Pro Artist<br />
and Storyboard Artist<br />
Editing Footages and adding<br />
Sfx and BGM<br />
Draw the storyboard and flow<br />
of the shots<br />
3
Andya Tiara<br />
Nafisah<br />
Concept Artist<br />
and 2D Arts<br />
Design the Characters<br />
Produce the concept art and<br />
helping to direct the color<br />
Do the additional 2D stuffs<br />
needed<br />
4
Rida Maulidia<br />
Environment Planner<br />
and Props Modeling<br />
Design the environment<br />
Model the props and buildings<br />
Helping on 3D technical stuff<br />
5
Pre-<br />
Production<br />
Stage<br />
6
We wanted to create a funny and enjoyable short that<br />
touches on the topic of death. So we created two<br />
characters. One represented death while the other<br />
represented life. In this story, the embodiment of death<br />
is the Reaper, while Life is embodied by a young girl.<br />
The animation is represented in a light-hearted manner<br />
as it is a comedic short. No actual violence are shown<br />
in it aside from comical “death encounters”.<br />
Story “A story of a girl who appears<br />
to be unlucky to the naked eye<br />
but avoids death attempts by<br />
the Reaper with her lack of<br />
luck.”<br />
7
Character<br />
Design<br />
8
Choko Choki<br />
Choko is a very cheerful and expressive<br />
character. She tends to foget her surrounding<br />
while focusing on her game. She is way too<br />
addicted to her game.<br />
9
She is addicted to game, clumsy,<br />
and does not paybattention to<br />
her surrounding. While she’s that<br />
carefree, her luck is awesome<br />
in life but she’s a<br />
total out of luck for her game.<br />
Development<br />
The original idea of this character was to make<br />
her more nerdy and more “no life”<br />
to her game. The glasses and the t-shirt<br />
were to emphasis how addicted<br />
she’s to the game. Meanwhile to reduce<br />
time for modeling,<br />
the clothes was made to be<br />
simpleand not much to<br />
be added (like hoodie/jacket<br />
like the first idea)<br />
10
References<br />
The art that we aim is simple yet appealing. So we keep<br />
the originaly body proportion but less attribute<br />
and simple clothes. And of course with a Japanese<br />
anime style, but modified the eyes to be much more simple<br />
to save more time and to not confuse beginner like us.<br />
11
Lil’ Reaper<br />
Lil’ Reaper is silly, expressive but dedicated to his job.<br />
He is also a bit short-tempered and tend to get angry when<br />
he failed his job to kill Choko.<br />
12
Development<br />
Lil’ Reaper has the most extraordinary<br />
challenge for all of us.<br />
At the first, he was supposed to be<br />
a haunting ghost<br />
that stay nearby the accident.<br />
But then as the story developed, we<br />
decided to make him<br />
as Grim Reaper<br />
who wanted to take Choko’s life.<br />
13
We intended to make his struggle to be funny,<br />
so the design for his face was rounded<br />
along with its features. He is also rounded<br />
and have a simplified body shape<br />
like the references<br />
References<br />
14
Setting<br />
References<br />
15
We aim the setting to be a<br />
modern Japanese<br />
household, with a lot of<br />
2 storey building<br />
and small street that<br />
connects<br />
to bigger street.<br />
16
Sketches to plan the buildings<br />
17
Script<br />
Development<br />
18
Development<br />
The story was planned to be a kind ghost<br />
that wanted to warn the main character<br />
about misfortunes that she would<br />
encounter on that day. So the ghost would<br />
push her or throw her stuffs<br />
just to make the main character realizes<br />
her surrounding and stop playing<br />
with her phone.<br />
The major changes made was between v3 and v4.<br />
The Ghost changed into Grim Reaper, then we changed the list of misfortunes.<br />
At first, we planned to have 3 events including Water Splash, Fallen Pot and Man-hole.<br />
But, after consultation with techincal stuff in 3D about water splash, we decided<br />
to take it down and proceed with the other 2 events, Fallen Pot and Man-Hole<br />
and then ended with a big truck hit.<br />
19
20<br />
Storyboard
21
22
23
24
Scan to watch<br />
2D Animatics<br />
3D Animatics<br />
25
Production<br />
Stage<br />
26
Character Modeling<br />
Choko and Reaper modelling was went smooth. The design<br />
is the same that was drawn, the proportion also have no problem<br />
while the modeller had quite hard time to estimate some body-size<br />
that’s hidden under the cloth.<br />
27
28<br />
To finish the blocking, we had to use temporary<br />
model with rough and planned rig. These are temporary<br />
models that have been used. For Lil’Reaper, the improvement<br />
that was added is only rig to the cloth. Meanwhile for Choko,<br />
we had to model the hair from polygons which was the biggest<br />
challenge.
At the first, the hair modeling was planned<br />
to use Geo Maya Hair Plugin, but it seems<br />
unfit because we aim for more cartoon styled<br />
with simple style, so we changed the hair by modeling<br />
it manually with polygons.<br />
In this part, Choko does not have any significant<br />
change except for the hair planning.<br />
29
30<br />
Environment Modeling
Rough sketch of the floor plan<br />
31
32<br />
These are the set that has been made. With<br />
a lot of different house types, the variant<br />
that you will see inside the animation<br />
will be great.<br />
To save time, we minimalize the usage<br />
of textures and changed the building<br />
color just by rearrange the Lambert’s color<br />
so it wont take long time to render.
For the lighting and background, we used<br />
custom HDR with skydome lighting. The<br />
light was perfect so we just need one additional<br />
direct light to finalize the render.<br />
The render took longer time than we expected,<br />
mainly because a lot of building that unused was inside<br />
the shot, and complicated material such as mirrors.<br />
33
Rendering<br />
We decided to make the color more depth by<br />
adding Occlusion layer. To make the final result<br />
not that flat but also not that realistic either.<br />
The render setting that we done was not<br />
that different. We use Arnold Renderer<br />
with Camera increased by 5.<br />
The time to render was surpising<br />
because it almost took 24 hours to render. So<br />
we decided to delete some building that’s not<br />
showing inside the shot which helped a lot<br />
during rendering.<br />
34
Gacha game<br />
This part is shown inside Choko’s phone. This is the game<br />
that she has been addicted to. The higher the rarity, the costume and<br />
the background color changed, it is to show how “special” that character<br />
is. The last picture was in-game showing the game<br />
35
Post<br />
Production<br />
Stage<br />
36
Footages Color Retouch<br />
We used Gradient Ramp for shot that shows light more or<br />
when the sky is showing. The gradient would start from orange-yellow<br />
into dark blue at the bottom, after that we changed the layer’s blending<br />
into Soft Light to make the scenery looks near evening, not too bright but<br />
not too bright either.<br />
37
38<br />
In-Phone Screen Footages<br />
For in-phone screen footages, we did Keying<br />
in After Effect. So we made the phone screen to be<br />
green screen to make the process easier. Also added Motion Tracking<br />
in moca
Compositing<br />
We combine the image sequences after render in After Effects<br />
and then finally moved all the footages and add sound effects<br />
with its BGM in Adobe Premiere.<br />
39
Gucci Gang (2019)<br />
All Rights Reserved