Bachelor Project

Full CG-Musicvideo

Info

For my last project as a student of “Virtual Design” I decided to create a unique, full CG music-video, featuring my Bands song “Border”.

Main intention was to represent the songs overall message, to follow your dreams regardless of how hard the way to the goal might be.

This project was a massive workload, especially working on it all by myself, covering all aspects from base-idea to storyboard via modeling/rigging/motion capturing, scene creation, postproduction to the final product (which can be found at the bottom of this site)

The idea behind this stylised-cel-shady look developed long before I started to work on this project and is related to our artworks in CD-Booklets, Tshirts etc. Same counts for the ape-characters, which are based on our band-mascot, “Captain Banana” a gorilla character.

Client

Bachelor-project (2016)

Field of work

Modeling, Character Design, Environment Design, Storytelling, KeyframeAnimation, Motion Capturing, Sculpting, Texturing/Shading, Rigging/Skinning, PostProduction, SoundDesign, CrowdCreation, Tons of patience

Software

3DS Max 2016, Photoshop CC, Unity 3D, Substance Painter, MotionBuilder, After Effects CC, ZBrush, Marvelous Designer, Audacity, Golaem Crowd, Maya

Character-creation

Vocalist "Berg"
Final Artwork
Vocalist "Berg"
Overview and real-life character
Bassist "Nico"
Final Artwork
Bassist "Nico"
Overview and real-life character
Myself
Final Artwork
Myself
Overview and real-life character
Drummer "Nirres"
Final Artwork
Drummer "Nirres"
Overview and real-life character
Guitarist "Aaron Elvis"
Final Artwork
Guitarist "Aaron Elvis"
Overview and real-life character
Fullband Concept
Shaded and textured
Fullband Concept
Clayversion

The characterdesign was one of the most creative aspects of the whole production, representing the whole band as caricated-ape characters. Luckily every individual musician features a pretty unique style in real-life (according to hairstyle, piercings, tattoos and clothing), which made the process a lot easier.

As a basic startoff for the first characters I created (guitarists and bassist) I used a basic “free-to-use” monkey-model which I redesigned, oversculpted, topologised by hand, unwrapped textured and rigged/skinned. From that point I simply had to idividualise them to give them the look of their real-life alter egos. 

 

Designing the drummer started off by using a human-base model and then followed by the steps from above. The vocalist, which was also the hardest one to realise, came all the way from scratch, staring as a simple box.

All the characters have multiple morph-targets, allowing facial animation.

The characters clothing is created in Marvelous Designer and then animated in 3DS Max. The creation process was relatively time-consuming infact everyone had to be satisfied with his caricature.

Environment and asset-creation

Outsideshot
Final-footage
Outsideshot
Clay WIP Shot
Rehearsalroom Assets
With materials
Rehearsalroom Assets
Clayversion
Rehearsalroom Topdown
Clayversion
Rehearsalroom Topdown
Textured
Bar-scene Topdown
Clay
Bar-scene
Detail
Festival-Stage
Clay
Festival-Stage
Shaded WIP
Opening/Outro Interiour
Clayshaded

Creating the environment was a lot of fun. Knowing that I was working on my final study-project I tried to basicaly implement everything I worked on during my time as a student in some way. Having that in mind I was able to use numberous models from earlier projects such as guitars (as seen as in “Les Paul”), the Mustang and the bike outside the barscene and the dinosaurhead-trophy inside the bar (from the “ThrillRide” project) fust to name a few.

 

Furthermore I profited extremly from my experiences during my internship/traineeship at Faber Courtial, where I was taught to model extremly fast, efficient and (most important) procedural. Knowing how to use Railclone for example made it possible to create the stage from the festival-scene in less than an hour. 

Motion Capturing

Bringing the musicians to life was by far the biggest challenge throughout this project. Knowing all the musicians have their own unique movements in real life plus the fact of a 7000frame song made keyframe animation almost impossible.

Working as a professors assistant at the local “real-time-lab” I had the opportunity to use our MotionCapture-System and was compfortable in the usage of it.

Needless to say that it was a stunning experience for all the bandmembers to jump into the MoCap suit, play their instruments and seeing a real-time point clound of them rockin out.

 

The biggest problem after cleaning all the MoCap-files was the massive proportional differences between a “normal” human being (represented by Motionbuilders Actor) and the actual characters.

Therefore I had to invest countless hours into manually fixing the pose-offsets and meshcuts until I finally had a satisfing result. 

Last but not least there was the jittering that came by the markers that had to be taken care off.

Final Project