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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

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