Disney's
50th Homecoming Celebration:
The high
success of Pixar's 3D content, coupled with the apparent low returns on
2D Animated Features, has prompted some executives to wrongfully
conclude that the public is no longer interested in hand drawn cartoons
anymore. But the fact of the matter is-- it's actually the lack
of good storytelling that turns audiences off. Pixar has always
put story first, and this is the
true lesson that should have been gleaned by those in power...
Jumping on the 3D bandwagon after the continued streak of successful
Pixar films, Disney had been slowly & silently beefing up
it's DVD releases with flashy 3D intros, airbrushing covers of 2D
characters to look 3D and more recently, creating their own
in-house 3D content, "Chicken Little", to directly compete with Pixar
at the box office.
So, it was only a matter of time before the idea of retrofitting
classical hand drawn characters into 3D, would happen. Since
Disney was busy doing their own 3D movies (Toy Story 3, Chicken Little,
Repunzel, etc.), film pipelines have typically slower turnaround, and
movie people sometimes have a negative attitude about doing lowly
"commercial" work; these spots were subcontracted outside of the
Mouse's facilities. Ironically enough, due to the massive layoffs
from their 2D divisions-- many of the artists that worked on these
spots were once Disney employees.
The ramp up time on "Homecoming", the first 3D Disney Ad in the series,
was about 3 months. It was a huge undertaking. There were
around 20 characters that were story boarded to appear in a single 30
second TV commercial. It was like working on a mini movie.
My task was to create Fur or Feather FX for the various
characters. I ended up creating textures for Donald & his
Nephews, Goofy, Mickey, Iago, Cinderella's Horses, Rutt & Tuke, and
that funky blue alien with all the teeth-- Stitch.
Below are a number of examples of Stitch, test poses for Donald &
Rutt the Moose, and an animated example of how I created a pelt for the
3D version of Tuke, from "Brother Bear". This quicktime video
details the various stages of styling a creatures pelt-- from base
model, to final styling. Check it out, below!
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Magic
Box:
This was the second Disney commercial in the "Homecoming" series, and
it stars Goofy in a warehouse filled with "movie props" from various
past Disney films. If you have a chance, you should Tivo it, and
step through the frames to identify as many objects as you can.
I got to do some rough lighting for the set and some incidental
modeling.
Interestingly enough, the tombstone I modeled from the Haunted Mansion
was later dropped, since it made the spot feel too
creepy. I include it here as an example of my modeling and
texturing skills. The original reference I had to work with, was
very low resolution...
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Too creepy?
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Wish:
While "Magic Box" was being produced, I got to spend most of my time
Lighting and Texturing the environment & characters for this
commercial. I was very happy that my supervisor allowed me the
freedom of coming up with a master lighting scheme and then implement
it in every character shot. The backdrop was created in 2D by the
Compositing Department, while I created the grassy knoll with a soft
breeze blowing through it, for the toons to perform in.
These were fun spots to work on, as all the Maya Animators and
Texturing & Lighting people were all grouped into the same area for
production. Some of those people are crazy, but quite
entertaining! Both "MB" and "Wish" took just 6 weeks to create,
concurrently. Thank Angie for PIE DAY!
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Toon
Takeover:
Probably the last in this series of 3D Disney Ads, "Toon Takeover" ends
back pretty much where it started with the first one-- tossing in
almost every 3D model that had been built. And like most projects
with more characters than time to show anything for very long; there is
far less story behind what the character's are doing. "Wish" and
especially "Magic Box" had much better character motivation.
The third image from the lower left, is from a Space Mountain shot that
was pulled from the original edit and ultimately replaced by simple
text slates on black, with large print. This was probably done by
the Ad agency at the last minute, to hammer into the viewer what was
going on... But I've included a sample image so you can see what
you missed by such a change. Stitch originally had 4 shots of his
own in which he appeared to be having so much fun that at the end of
the spot, he's disoriented and falls down in joyous fatigue. I
feel the gag's been weakened a tad by the final edit, but I never get
to
make those kind of calls. I don't get to design the puzzle; I
only get to make the pieces.
Most of my role in this final spot, was to get Stitch into shape for
this ad. We reused all the content from the previous shows,
which meant that Stitch needed to have his motorcycle gloves removed
& his paws furred, so they matched the rest of his now naked
body. A morph was created to turn the open fingered gloves of the
original Stitch, into the fully furred version you see in this
ad. My thanks to John and Farid for making these changes to the
rig so I could create the texture updates. And a special thank
you goes to
Ronin, for the delicate UV fixes to the seam in the back of the mesh,
that didn't make the MDD's from Maya blow up.
Stitch's pelt was completely restyled so I could improve his render
times. The original SAS application was very dense and short like
velvet, but since the client had gotten used to the idea of putting
more naturalistic textures on him, instead of thinking in terms of
"Shark Skin", I was able to get away with using a slightly shaggier
look that only took half the time to render over the original fiber
styling.
Having only 4 shots to work on, I got done early and helped other
people do element passes for their shots. The elevator example
below, shows how mostly black fur (with different spec properties) can
enhance the volume of a shape while imparting an appealing soft look;
without making the model look off character. The SAS settings are
the same as those used on "Wish", with different lighting.
It's been about 9 months of work in total, but I'm pretty happy with
the way these spots have turned out. I've learned a lot in the
process and look forward to even more challenging projects in the
future.
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