WEBVTT

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Who would have thought I would be faster than him?

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That you are faster than me?

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You started earlier also, eh?

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You're not talking about that?

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No.

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Oh, okay.

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We started at the same time.

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Yeah, of course.

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We had some time between projects.

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Rick proposed to make some tests for Gris Pencil.

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It was being developed at the same time.

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They were rewriting all the stuff.

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And I was interested in doing some kind of 3D NPR anime.

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That's how it came.

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I wanted to capture that essence of 90s action heroes and 90s animes.

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That's what I grew up watching.

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A lot of Dragon Ball, a lot of Cowboy Bebop.

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The idea was to have a buff cow punching robots.

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Obliko started with some initial sketches.

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Based off those sketches, I started mocking up just a simple model.

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Me and Vivian got kind of like a back and forth, where she would do some sculpting,

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some adjustments, and she made it a lot more organic looking.

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I mean, it's very, very easy to work for Obliko.

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He pretty much says, I want that.

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This is good.

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This is bad.

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Make it more buff.

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One of the important things was, of course, Cowboy is super buff.

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So the musculature needed to look good and believable.

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So we spent some time on looking at anatomy and

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trying to get that buffness shining through.

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Also, in the topology itself, some of the line work needed to be correctly placed in

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the UVs, meaning that we had to set up to add extra lines that matched the curvature

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of the bicep and the triceps, stuff like that.

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And the face, especially the brow area, had some

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iterations where it needed to be a lot more flat.

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Then we had some outlines with Crease Pencil 3 line art.

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Also some just marked lines in the mesh where Obliko just went into the character

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and just said, OK, I want this line here to be always showing up in the render so

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it pronounces some muscle on the arm or something.

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So with the robot, Francesco challenged us to do it in as little time as possible,

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which he imagined that to be one day, two days, something like that.

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And I had only done really, really quick scribbles.

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We needed something more proportionally

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extreme, something that fits more with Cowboy.

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So I started setting up a character, something similar in

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size to what we were already using for the layout animation.

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We had the charge robot before that.

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That was basically just a stand-in.

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So he set up this very simple base, and then I started sculpting over it

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because I at least could make sense of my horrible quick scribbles.

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We also looked at action figurines a lot because

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they have to move without the parts deforming.

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At first, it seemed crazy to do it in just two days, but then we managed quite well.

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So the urban environment was actually based off Snow Procure short.

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I basically simplified the shading and I placed some buildings, and then that's it.

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We just created a simple background render and Vivian painted over it.

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And that was just like a 2D panorama that was being animated.

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Bo and Pabliko pretty much prepared the files for me.

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So I just got these renders that I could just paint over.

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I mean, they had one or two layers.

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It was very simple.

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And for the ground, I created a simple setup where Pabliko could skew the rooftop

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to emphasise or make the background seem more extreme, like a forced perspective.

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I spent all my brain cells doing this.

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Are you ready to be done?

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I'm ready to be...

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Are you ready to be done?

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Yes, I am.

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Almost.

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Overall, we kept the shading for Cowboy pretty simple.

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Basically just have a two-tone shading of just light

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and dark for different materials of the character.

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And it's really just very simple two-tone shading

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based on the Shader to RGB pipeline in Eevee.

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Quite different to what we did for Wing -It, where the idea was to try and come up

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with a smart system that just works by itself.

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So we wouldn't have to do too much manual work.

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But with Cowboy, we kind of went the opposite way of saying, OK, we want to

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just have a simple base setup, but then have a lot of manual control over it.

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Just set up some parameters so we could change the shadow

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threshold on the fly also for the different objects.

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The lighting itself, like the baseline was super simple, just basically a sunlight to

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give the main lighting direction for the main

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shadow paths that then would be cleaned up manually.

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We use Grease Pencil in different parts.

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All the effects are 2D.

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They are complex in the drawing, but they are not complex on technique

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because they were like basically just a plane between the characters and the cameras.

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The most challenging thing that would push more further was the sticky GP.

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The idea is essentially that with Grease Pencil 3, we have the ability to use

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geometry nodes, and with that we have a lot more ability to make our own tooling.

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We created a tool that we were able to draw over 3D mesh with the strokes and

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they will attach to the mesh and they will follow.

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For example, to stick the Grease Pencil data that is drawn in on the frame to the

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underlying surface so that it just follows that surface and that deformation of the

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character throughout the rest of the shot, which is really useful to have fine

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control over the shadow lines because a lot of the time you want them to kind of

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be consistent to resemble traditional 2D look.

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We were able to draw over the model and not have to draw each frame with this.

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You could draw once and then if the poses were

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similar, you could hold that for many, many frames.

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It was mostly for shadows and tried to make

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everything more blocky and more like hand -drawn.

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Pablico went over everything to clean up the shadow lines exactly to get the kind

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of look that he wanted, which was a lot more angular than the original gave us.

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It was a lot more smooth.

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Wherever it was a mismatch, he could just go in and then redraw it and stick it for

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the rest of the shot to see how long it sticks well and then at some point when

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the arm would rotate too much, you need to

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redraw it and then stick it again and everything.

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The workflow for him was pretty streamlined in that sense.

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Your color void has been done.

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Can we see the file?

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Who said that it was a competition?

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Never hear anything.

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You're the competition guy.

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Yeah, but not in this thing.

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Pablico!

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You're not even... Ah!

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It's not a competition.

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I'm just playing, it's just a sleeve.

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Yeah, yeah.

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A while ago, Matt and me together worked on an add-on that gives the animators the

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ability to create basically shape keys on the fly where they could just press a

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button and then the already posed and animated character would be sculptable.

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That they could just go into sculpt mode and then

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change the shape with the familiar sculpting tools.

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Then for that frame or however long they want that to be an influence they could

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apply that shape key to get the exact shape that they want with sculpting tools.

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Because the rigging of the character was not really great.

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We did it in a rush.

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By pushing with the shape keys I could just

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make the pose I wanted by just pushing the mesh.

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The big benefit of that is that you don't need to rely on a very complex rig that

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can hit all of the different shapes that you might possibly want to hit.

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So you don't really rely on a very involved rigging process and iteration

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cycle between the animator and the rigger to really make sure they can hit all of

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those extreme poses that might be very unique for that one shot but rather you

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can just sculpt it into shape and it just works

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and you don't have to touch the rig at all.

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We encountered some issues with it which we took some

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notes of things we want to improve in the future.

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Mainly that was the performance because Publico really went in adding lots and

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lots of shape keys on the fly because the rig wasn't doing it for some of the poses.

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And then at some point the performance started dragging

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so it wasn't really visible in real time anymore.

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But besides that it was pretty smooth sailing.

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I mean we were working with the alpha version of

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Blender so there's always crashes and bugs happening.

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Press anything.

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I just f***ing click it.

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Well the timing over there was perfect.

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They're very understandable of course.

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They know that things can't get fixed from one minute to the other.

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They're often actually not that pushy enough where they deal

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with problems but they don't tell us developers about them.

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There are some cases where they don't really know if it's supposed to work that

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way or not and then they just work around the issue like Publico does a lot of times

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it just brute forces the problem without telling

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us even though it might be a very easy fix.

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I mean I think this sticky GP is kind of a product of brute forcing because instead

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of going to somebody and touch the normals or whatever for the shadows and everything

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I was like well if I can do it by myself then I don't have to ask anybody.

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I kind of like to just do it and later ask.

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For both of those tools it basically means that any production where you want to put

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more of a focus on the clean up the manual involved process of people actually going

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over the shots going over the frames and pushing them to the best they can be

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rather than investing a lot into pre -production and getting all of the little

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features that you might want to possibly have later on already in there and then

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have everything run smoothly automatically.

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Both of those tools are a pretty good way to go so that's kind of what we were

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trying to push with this little project and that worked pretty well.

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I think that's basically the biggest thing we

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are going to use in the future for all the NPR.

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I think we are in a good path but we will see.

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Oh, so professional, eh?
