The scope was to have the spider start out in it's lair, crawl out and attack the protagonist. To get us all on the same page before we started working, Nicola provided a pre-visualization animatic of the spider motion for us. It is amazing to me how much a few simple hand drawn lines could convey! It was enough for us to have an idea of the general spider framing in the shot, it's size, proportions, and movement style.
Kif then iteratively modeled, rigged, and textured the spider. I recall that we were in Montenegro at the time, and were able to get real spider reference shots right outside our door.
Kif used these scouted spider references to develop the look and add realism. He also individually groomed every hair on each of the eight spider legs. I will tell him to elaborate on this here at some point!
While the hero asset was being developed, I was setting up the render and compositing pipeline. Each shot had it's own individual blender file, with camera, lighting, and proxy geometry to match the plates. I also created a procedural spider web in Houdini that I could scatter around the room for a nest like atmosphere.
With every major iteration of the spider, Kif would send me his blender file with the character and it's materials, and I would append the spider to each shot.
I was the REnDeR WRanGLeR. Most of what I learned here was how to efficiently manage five shots simultaniously. I
am very thankful for naming conventions, and also our Blender deploy script! With this script, I could send
multiple shots to our remote machine, and batch render them (and their shadow passes configured with a blender
script) on their own GPU's.
Everything ran overnight, on it's own, and far away from me. I slept in silence, without the sound of my laptop
fan taking off. At some point I was even batch rendering the final composites from Nuke
on command line:)
On the creative side, some compositing work went into the spider webs and how to add realism. On top of the render
of the
3D web, I collaged in some real spider web textures from a great photo pack on art
station.
A Day for Night shot was added to the list later -- breakdown below.
Thank you for reading <3
Nicola Rios - Director
Kif - Character Artist
Snay - Rendering & Compositing