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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.

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Comments

James Shannon

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

Anonymous

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

Tahseen Nehlawi

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

motionpunk

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

James Clark

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?

motionpunk

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).