OutBreak (short film, LISAA 2014)


#1

Hi Guys ! We are a team of students from LISAA (Paris, France) et we’ve just finished our short film “OutBreak” !

Late in the night, a punk starts to play guitar. She disturbs her neighbour, a DJ who’s gonna start to play louder. A musical battle starts between these two characters…

Hope you like it ! =)

The Film : [VIMEO]99029713[/VIMEO]

The Making Of Video : [VIMEO]99699078[/VIMEO]

Softwares used : maya, nuke, photoshop, mental ray

Credits/Contacts :

Hugues Daumail : Director, Animator,
hugues.daumail@gmail.com huguesdaumail.wix.com/huguesdaumail

Florian Scaduto : Rigging TD
scaduto.florian@gmail.com scadutoflorian.wix.com/home

Tiffany Mazeau : Lighting, Rendering, Compositing
tiffanymazeau@gmail.com tiffany2m.blogspot.fr/

Celia Plassat : Board, Colordesign
celia.plassat@gmail.com celiaplassat.blogspot.fr/

Axelle Fierville : Animator
axelle.fierville@gmail.com

Bertrand Tournier : Animator, CharaDesigner
tournier.bertrand28@gmail.com tournierbertrand28.wix.com/monportfolio


#2

Awesome, I’m most impressed by the rendering. How did you get that look and feel like it was almost 2d?

The only criticism I can give this is that I think the facial expressions should be a little more dramatic.


#3

Awesome, I’m most impressed by the rendering. How did you get that look and feel like it was almost 2d?

The only criticism I can give this is that I think the facial expressions should be a little more dramatic.


#4

Thank you ! glad you like it! =)

For the render, we separated each elements : a “color” pass (this pass is provided by the mental ray plugin “mental core” but you can have it by putting your diff texture in the color+incandescence slot in a lambert), a “rim” pass (made with a sampler info, connected to a ramp, connected in the color slot of a lambert => this technique is sometimes called “fresnel effect”, we used it but we needed to tweak it a bit) and a “shadow” pass (a mib_blackbody in the color slot of a lambert) . + some id passes & occlusion and zdepth pass. The lights (white, with high intensity) are just here to give a direction to the rim or shadow pass, no need final gathering or GI either. We controlled everything during the compositing process with all these passes.
We used that technique for the characters and the props. All the “graphic backgrounds” were made in photoshop, and we composited all together in nuke.

Sorry for my bad english, I hope it’ll help you =)


#5

Hi ! sorry for the late response, I already answers this thread yesterday but it seems that my answers didn’t get published… ^^

Thank you, glad you like it !

Our rendering technique is pretty simple, we separated each elements ( color/diffuse, shadows, "rim"light). For the shadows, we used a mib_blackbody attached to the lambert’s color slot, and for the rim lights we used a technique sometimes called “fresnel effect” (a sampler info connected to a black& white ramp, connected to a lambert). The lights were here only to give a direction to the shadows/rim. No need of finalgathering or GI. There were a lot of compositing (all done in Nuke). We used this technique for the characters and the props, and all the “graphic” backgrounds were made in photoshop.

Hope this will help you =)

Cheers !