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Bumblebee

Bumblebee

The challenge is to create our own bumblebee model and turn it into a movie shot.
 

Introduction

The desire to build a big robot has always been very strong, so we set ourselves the challenge of creating two shots of our own bumblebee. Doing everything from A to Z. A big challenge and lots to learn and discover on this very ambitious project. We will show you from pre-production to post-production how we proceeded to achieve these two shots, from the initial mesh to the final compositing !

bumblebee

Pre Production

References

We started by taking a lot of references from existing Bumblebee products by ILM and interesting fan art. We quickly decided to create two shots. The first one focused more on emotion, playing with a close-up, and the second more on action, featuring the hand transforming into a cannon. There were many technical challenges, which motivated us for this project.

miro bumblebee
miro bumblebee

There wasn't a formal concept art stage in this project, it involved a lot of 3D research for the design and placement of the pieces in Maya.

Production

Modeling

The modeling part was one of the longest, we spent two full months during our summer vacation on it. We were able to create over 4500 meshes. Placing the pieces took a long time as well, for the rig to function properly, the pieces had to be positioned carefully to avoid creating collisions visible on screen. However, this part was a lot of fun. Creating our own model with its unique piece designs was very enjoyable ! 

Here are some renderings of the final modeling :

bumblebee
bumblebee
bumblebee
trun bumblebee
bumblebee
bumblebee
bumblebee

For the second shot's environment, we modeled and recreated an environment to integrate our transformers. We opted for an industrial environment.

landscape

Rig

To rig Bumblebee, we had to create a rig that could be easily controlled but had complex deformations to avoid any possible collisions with the pieces. With over 4500 meshes, we had to act accordingly to create a complete rig, requiring more than 2500 joints for control. Additionally, over 150 controllers were needed for movement in all directions and situations.

rig bumblebee
rig bumblebee

Many controllers are solely there to facilitate the driven key system, allowing control over multiple joints simultaneously and creating more visually pleasing, mechanical deformations.

For instance, as seen in the leg example, this controller can be rotated to manage the three main pieces of the leg, enabling it to rotate around itself.

rig bumblebee

Canon transformation :

We used the same system to achieve the cannon transformation, all done through a drivenkey system.

bumblebee canon
bumblebee canon

With a vast number of pieces, we needed to create proxies to animate Bumblebee as smoothly and easily as possible. Animating the character without proxy would have been simply impossible, so we had to create a proxy with significantly reduced topology to make the rig usable.

Rig Full modeling                                                                                           Proxy Rig for Anime

proxy bumblebee
proxy bumblebee

Lookdev

For texturing/shading, we stuck with a classic Transformers style: the yellow car paint and predominantly metal pieces. We worked extensively between Mari and Substance Painter for the Lookdev. The look development and rigging were done together over a period of two months. We rendered using RenderMan to achieve the most realistic output. We also had to optimize the scenes with the character as much as possible, otherwise, we would have encountered issues. 

Of course, we gave Bumblebee a very rugged appearance, he's covered in dust and heavily damaged because our shots take place towards the end of a battle. Hence, the character and its look development need to tell its experience and story. Here, Bumblebee is a warrior fighting at the risk of his life. We aimed for that epic quality in our images.

Here's the turntable and a few images of the texturing (Cave Academy Set Up):

bumblebee
trun bumblebee
trun bumblebee
trun bumblebee

The longest part was figuring out the texture setup and creating all the mesh groups for importing into the texturing software. Ensuring no piece was forgotten, etc. For shading, we created materials in physical mode to apply the correct IOR and values specific to each material. The lighting part was more artistic and enjoyable from the creative side !

bumblebee

Seen from the Hypershade and Maya's viewport, we had 1493 textures.

rendu bumblebee
rendu bumblebee

Modeling, Occlusion + Vizu Render

Indirect Diffuse

rendu bumblebee
rendu bumblebee

Directe Diffuse

Directe Specular

rendu bumblebee

Result in Renderman

Above, you can see the render of the different pass for Shot 1 and how the various layers of look development were managed independently.

Lighting

We work extensively with references. For the first shot, we had to create several off-screen fires. We needed to generate a number of lights that would resemble fire and animate them like real physical flames. We chose to give them an orange color to counterbalance the blue hue of the moon (American night, Hollywood).
 

References

miro bumblebee

The combination of orange and blue became conventions in grading and lighting. The human eye appreciates this mix a lot (orange resembling human skin, evoking a sense of naturalness), and blue is almost its complementary color. This well-explains their effective interaction; it's a sure value.

The combination of orange and blue became conventions in grading and lighting. The human eye appreciates this mix a lot (orange resembling human skin, evoking a sense of naturalness), and blue is almost its complementary color. This well-explains their effective interaction; it's a sure value.

colorimetrie
colorimetrie

Before lighting a shot, it's important to ask ourselves what story we want to tell (similar approach to the look development). Here, Bumblebee undergoes a violent mood change. We want to convey what he feels. The warm lighting on the left side of the image, contrasted by the cold blue of the night, adds a violent aspect to the image and complements the storytelling. This shows the duality of the character in this important moment.

What was a bit challenging
, especially with the close-up, was bringing out the character's volume: achieving lighting that illuminated the right pieces and gave a good shape to his face. With so many pieces, it was quite complicated.

bumblebee

For Shot 2, it was a bit simpler, there was a lot of smoke that would diffuse the light and give a cool aspect to the image. The hardest part was timing the animation of the spark light correctly. We ran many renders to get a lighting spark that worked properly. The sparks were going to be done in FX and stockshots afterward. We were working on something less narrative. 

Timing was crucial: the spark, background fire, off-screen fire, cannon fire, and explosion. Everything had to be timed correctly.

bumblebee
bumblebee

Animation

To animate Bumblebee, we used the proxy rig, which allowed us to animate Bumblebee quickly and far more efficiently than if we had used the character with its complete modeling. Later, we simply replaced the proxy rig with the rig containing the final model.
 

During rendering and to create certain playblasts, this process was crucial to achieve the result for both the first short and second shots.

Post Production

Nuke

For compositing, we played a lot with the glow to give it more life. We added 3 layers of very important glow to achieve a beautiful diffusion effect. Out of habit, we create pre-comp because we export the maximum number of passes to have total control in compositing (light color, intensity, exposure, etc.). Once the parameters are managed, we compile all of that into the pre-comp, and then we can start the compositing work (keying, flare, background, etc.).

glow nuke

Glow setting

We created the VFX, developed the background, added stock shots for the smoke in Shot 1, incorporated the FX for Shot 2, and gave the overall image an epic feel in the grading.

Compositing wasn't extremely heavy or time-consuming to produce. The RenderMan outputs were clean.

nuke script
bumblebee

Node Graph for the Shot 1

script nuke
bumblebee

Node Graph for the Shot 2

Pass and Workflow for Shot 2 :

FX ATMOPHERE :

We extensively played with stockshots and FX created in Houdini to craft the atmosphere of this shot, which was the most challenging technically.

smoke
fire
FX
fx
smoke
smoke
fx
smoke
nuke script

Final Result :

Credits

Margot BRUN and Frederic Dewit.
 
Sotfwares : Maya, Photoshop, Substance Painter, Mari Foundry, Houdini, Renderman, Nuke

Special thanks at Dennis Muller and Perceval Shoop.

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