Never Surrender



Based on a sketchbook drawing that turned into a CG illustration. The original illustration that Inspired the animation was just something to task production skills. Created in Modo and composited in Photoshop. The clouds are generated using a technique by Yazon Malkosh.
The most challenging part of creating this in 3d was matching the camera to the drawing. Sketches are rarely based in reality and 3d wants to exist in a very real, mathematical space. I cheated by creating my world from spheres and setting my camera to a a focal length of 24mm with spherical distortion. This gave my buildings a little more of the forced perspective that I had loved about the drawing.
I made several stabs at bomb designs, trying to balance that iconic bomb shape with something fun and cartoony. The fins, it turns out, are really important in defining the character of what the thing is.
The buildings were created a quick, low poly builds. 5 of them were enough to populate ‘city’ which was set up using a polygon in Modo with a scatter replicator.
The clouds are my favorite part of this. Yazon Malkosh put together a great tutorial on creating stylized clouds in Modo that weren’t too much of a bear to render. Like the city, they are generated using a polygon to define the plane shape with a single sphere as the core cloud shape. A ‘scatter’ function is added to the shape poly and a procedural texture defines the swirly design.
I wanted to contrast the type against the shiny CG finish so I decided to add a hand-drawn component. Laid out as Roboto, I drew over the type twice with my Lamy Safari while watching some Indianan Jones. I considered just creating it once and using a ripple filter but I really wanted something organic and hand-made. I always love the way Bill Plympton and Don Hertzfield do type treatments, so I created the sheet of type twice and layered it up in After Effects animating the opacity to alternate frames.
To create the gif, it was just a matter of setting those frames to play repeatedly cycling on and off at .2 second intervals.
The color blocks behind the first block of type are a custom shatter map I used in After Effects to break up the type when the Bomb blasts through.

Duration: 20

Likes: 0

Viewed:

source