Gadanthara Shading / Pintura do Gadanthara


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Brief update on our main character, Gadanthara.

We recently finished the shading and textures of this unusual character. And here are the latest images and a spin test that we produced
(the animation of this test was done by me, I’m not an animator and I did just to see how the textures would react):

He now has accessories and details such as seams, dirt on the clothes. As you can see on all of his materials, the way they reflect light, is not very realistic. Besides the fact of textures such as the skin, are “unrecognizable” at first sight. We have already commented in our last post the thing with the “realism”, and in this case is even more evident then on the Poster-Man:

We want a specific color and look for the short. In the case of Gadanthara he must be different from the environment, but still consistent with the visual style of set. Overall we have as a guide the visuals of stop-motion animation plus the visual Paintings (guache and watercolors). The textures have a defined scale keeping in mind that the “puppets” and scenario have a equivalent size in real life, but the lighting (and how the materials react) looks toward the painting techniques. Of course none of this is rule, and ultimately the rule of thumb is to give the idea that everything in front of the camera is “tangible.”

Just as a curiosity: The skin of Gadanthara was created from the texture of an old umbrella I had. =P

We hope you enjoy our approach to 3D and I will be happy to hear your comments!

Recalling that at the end of production, all files will be available under Creative Commons. =)

Until next time!



Atualização breve sobre nosso personagem principal, o Gadanthara.

Recentemente terminamos o shading e texturas deste estranho personagem. E aqui estão as ultimas imagens e um giro teste que produzimos dele.
(a animação deste teste foi feita por mim, não sou um animador e fiz apenas pra ver como as texturas reagiriam)

Ele agora tem acessórios e detalhes, como costuras, sujeira e desgaste na roupa. Como podem ver todos os materiais dele, a forma como eles refletem a luz, não é muito realista. Além do fato das texturas, como a da pele, serem “irreconhecíveis” a primeira vista. A parte do “realismo” já comentamos na nossa ultima postagem, e neste caso fica ainda mais evidente o que comentamos lá:

Queremos um visual e cores específico durante o curta. No caso do Gadanthara é necessário que ele seja realmente diferente do ambiente, mas ainda assim coerente com o estilo visual definido. No geral temos como guia o visual de animação em stop-motion somado ao visual de pintura. Nossas texturas tem escala definida tendo em mente que os “bonecos” e cenário tem um tamanho na vida real, mas a iluminação (e como os materiais reagem a esta) tem um visual voltado para as técnicas de pintura. Claro que nada disso é nenhuma regra e no final das contas a regra de ouro é passar a ideia de que tudo que estiver na frente da câmera é “palpável”.

Apenas como curiosidade: A pele do Gadanthara foi criada a partir da textura de um guarda-chuva velho meu.

Esperamos que gostem desta nossa abordagem para o 3d e ficaremos felizes em ouvir comentários seus!

Lembrando que, ao final da produção, todos os arquivos serão disponibilizados em Creative Commons. =)

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