"Little Dead Girl"
Step-by-Step


"Little Dead Girl" was fabricated with Maya, AfterEffects, and Gimp on various PCs running Windows XP. The biggest challenge was producing the character animation rapidly enough to meet the tight shedule. In addition, diverse locations and special effects such as candle flames, large forests, and quicksand pits made each of the shot composites unique and challenging. The average 2-second shots took between 6 and 18 hours to create from start to finish (not including modeling, texturing, and rigging). Ultimately, it took 14,000 rendered elements to make the finished version.

Storyboard drawing for concert set.


Concert hall set progression (letf to right):
Initial 3d model (based on a free one posted on Turbosquid.com); revision sketch;
revised model; final render;
background photo (from clipart archive); final composite.



Storyboard drawing for quicksand shot.


Quicksand shot progression (left to right):
Wireframe of 3d quicksand (with non-linear deformer applied); final ender of girl (with green fog for taper);
final render of quicksand; shadow of girl (white represents transparency);
shadow of trees; final composite.



Storyboard drawing for inner crpyt.


Inner crypt shot progression (left to right):
Wireframe of 3d model; initial pass on layout and lighting;
final render of set; final render of chest;
final render of girl and shadows (white represents transparency); final composite (with fake depth-of-field).



Dead Girl rig (left to right):
Skeleton with custom handles; wireframe of final polygon geometry;
blend shape targets for face and pupils.


Unique shoulder set-up for girl. The arms are FK and have additional joints for a shoulder blade.
This allowed for greater freedom of movement. Also, rib and chest joints made weighting the skin more automatic and much more rapid.



Facial expression test of Demon by Kirk Buckendorf.
The Demon had 9 facial blend targets, including one named "Belushi."


Frog skin shader (left to right):
Painted bitmap assigned to color only; same frog with custom shader;
Expanded custom shader - uses advanced connections and operations
which create special ambience and incandesence based on scene lighting.