From this week I decide to use destruction and pyro techniques to make a more interesting and technicial shot. The whole shot should be finished in 1 to 2 weeks.
What I want to make is a scene in which a creepy monster/creature breaks through the side wall and running towards the camera. The shot will lasts about 7-10 seconds, which focus on the dynamic effects of buildings and creature and the atmosphere of the whole scene.
I decide to build up a corridor for this shot. I firstly did a research on horror corridors on the internet and gathered some lighting references. After that I started to build the frame of the scene. What I need to do is to build part of the corridor and duplicate it forward to make whole corridor. Each part of the corridor shares same UV and textures.
Since I don’t have enough to focusing on creature modeling and rigging, I searched on the internet and found an alien rigged model, which is pretty nice(I can use it to test some CFX later). The texture of it is not at a high quality (no SSS, and low res), maybe I’ll replace it later.
After that I baked normal textures in substance painter. Then I made other textures by combining quixel scaned textures and baked textures together in substance painter. The uv had some problem at the beginning and was solved then quickly.
I then placed the creature into the scene and render a shot with redshift. The whole atmosphere is quite close to what I want. What I need to do is to add a little bit more details on the ground and ceiling. The next part is to animate the creature (it is an alien model acturally) to make the shot more horrible and set up the wall for destructions. The animation is quite important because it drives the range of whole destruction. It should be powerful enough to make the VFX looks better.
After that I did a rough animation for the creature and set the position of the camera.
I import all the environment and animation to Houdini to make the RBD simulations and pyro sim.
Below is a test for the scene. The smoke sim is fine. However, I think the constraints of each fractured pieces still have some problem. I ‘ll add a hard constraints to test the result later.
Here is a rendered one testing the smoke and other textures: