Making of “The art of Rigging in blender” teaser

Making of “The art of Rigging in blender” teaser

– [Pierrick] Hi everyone, this
is Pierrick from P2design. In this video I will show
you some trick and tips that I’ve been using to make this announcement video. (exploding) (blades clashing) (somber music) This new rigging course was released on the 1st of November and so far it has been a great success. If you missed it and you want
to learn rigging in Blender just check the description below. Before I even started production I had a pretty clear idea
of what I wanted to do regarding the atmosphere
and the environment. I wanted some kind of Japanese shrine where our character was
praying the Gods of rigging. To create the shrine statue I’ve been using a Blender
bone as a reference. I’ve remodeled it. I’ve slightly modified proportion so that it looks better to my taste. Then to engrave the runes in symbol I’ve unwrapped the model
and then I’ve made sure that the UVs were overlapping
one on top of each other. In Illustrator, I’ve drawn
the pattern on the UVs and also added some of
Blender 2.8 official icons. Maybe some of you have spotted
that the symbols engraved on the shrine are currently
some constraints icon and icons related to rigging in Blender. I’ve then subdivided the model a bunch, added a multi-resolution modifier and then a displacement modifier using the exported drawing
I’ve done in Illustrator. I’ve also made some basic
modeling for the lamps and the shrine altar. Built some stone, exported
everything to ZBrush and then add a pass of sculpting, using a lot of Trim Dynamic and ORB brushes to create cracks and stone shapes. Then these sculpts were decimated
and sent back to Blender where I’ve done a
retopology and unwrapped them and baked the normal map, AO, etcetera. I’ve then combined
those with a simple type of old stone texture and then
I’ve used the position node to create a wet map base
on the Global Z-axis, meaning that the closer
we get to the water, the glossiest and the
sharper are the reflections. So, it seems to be wet. To make the water surface
blend in with the horizon, I’ve used a gradient texture
with a radial pattern. I’ve also rapidly hand painted
a mask to add a roughness to the water around the
contact area within the stones. To light my scene I mainly
rely on HDRI from HDRI Haven. I always use HDRI Haven HDRI
because they are the best HDRI. So if you like HDRI just go to HDRI Haven. That’s a lot of HDRI. I am then combining it
with a dark background and a camera ray path that is substracted that I can dial the
amount of energy captured by the camera. To make the water surface animation, since I didn’t know how to
do it I’ve asked a friend. Yes, you can do it. This is a great technique. Just find a friend that knows
how to use Dynamic Painting and gently ask him to do it. Or you can threaten him and his family to get what you need. After a short negotiation
he will create proxy meshes of the stones and animate
them, inflating and deflating. This will affect a subdivided mesh that had Dynamic Paint
set to wave, with a bunch of settings that I don’t understand. I advise you to Harass this guy on Twitter so that he produces some
tutorials, because he knows a bunch of stuff but
is too shy and too busy to produce those tutorials, that’s why I’m asking him to do so every day. To make the small flames
that are in the lamp or the sprites, I’ve used
a simple animated shader. This is a pair of noise
textures that are combined and their coordinates are animated using the #frame* by value. This will create a driver
that is frame based. Whenever you are playing the animation it will input a value based
on the frame you are playing. Then those noise textures are also mixed with a gradient texture to
drive a transparency mask and animation shader onto
an alpha blend shader. Then the effect is enhanced
by the bloom in Eevee and finally the mesh is
slightly displaced using an animated empty as texture coordinate and the displacement modifier. For the sprites I’ve
used the same technique and just modified the color
and add some rigging icons on a plane. To make the bird, I was fully influenced by Ian Hubert, Lazy
Tutorials, which are awesome. While I am trying to teach you
the way of effective rigging, he does know how to make 3-D effectively. So I just took a Creative
Commons picture of a heron. Then I’ve just symmetrized
it inside of Photoshop. I’ve then created the flat
mesh inside of Blender. I rigged it and then
created an animation loop of the bird flying. I’ve then bound this animation to a curve and a path animation
that I’ve been modifying, depending on the different shots. Then I’ve animated my character,
but I won’t show you how I did it, because it’s a secret, but I’ve mostly been
moving bones that were made in this awesome rigging course. The explosion effect was made
using a simple point lamp that was increasing the
intensity while the HDRI was lowering in intensity,
allowing me to get a very nice contrast
between the bright light and the darkened environment. Then the shock waves are
simple animated spheres with an animation shader combined with transparency as usual. And the energy rays are simple cylinders, also animated using an emission shader. Then I’ve added another
sphere that was animated and then used particles to
drive an explode modifier and destroy the stones where
our character is sitting. The tricky part was to
keep the emitted particle a good shape, so I’ve used
a Force Field to do so. I’ve then rendered every
sequence, using Eevee, composed them in After Effects,
adding some color grading and some lens flare effects. Then in Audition I did a bit of flute, a bit of (whooshing) and
a bit of (exploding), then combined everything
and exported as a video that could promote this new rigging course that is now available on
Gumroad, Blender Market, ArtStation, FlippedNormals and Cubebrush where you will learn the way of effective rigging inside of Blender. See you.

18 thoughts on “Making of “The art of Rigging in blender” teaser

  1. so, should I always use HDRIHAVEN because it has the best HDRI? And if I like HDRI just go to HDRIHAVEN? Just clarifying insert laughter track right here

  2. Awesome overview and marketing!

    I bought and would buy again because of this video. Thanks, very funny and informative.

  3. You are completely crazy! Very nice stuff, I am C4D user, but I am blown away from this! And I use HDRIHAVEN… Keep the good work!

  4. please! I told you
    The rising sun image is the same as Hacken Kreuz!
    Why are Westerners so ignorant of Asia?
    If you knew anything about the Japanese invasion, you wouldn't have used that image.
    The rising sun image itself may be no problem.
    But if it is associated with Japan, it cannot be art.

    Can you make the same video with Hacken Kreuz?

    The images in your video seem to be adoration of Japanese aggression.
    This is very dangerous.

    If you truly love Japanese culture, please know the relevant historical knowledge

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