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Lucan studios chose Maya for their game cinematic on the new releases on Steam, Terra Nil

Lucan studios chose Maya for their game cinematic on the new releases on Steam, Terra Nil

Customer challenge

Lucan is an animation Studio based in Cape Town, South Africa and was established in 2012. Co-founders' Wian Bergen and Werner Uys have their focus on crafting exceptional animation that brings captivating stories to life for a global audience. Their team of talented artists pour their passion and expertise into each project, fueled by a steadfast dedication to excellence. As a tight-knit group of artists, technicians, storytellers and filmmakers they strive to infuse each pixel of their work with a touch of magic, be it for television shows, feature films or commercials.
In their latest project for FreeLives, Lucan studio created a game cinematic for one of their new releases on Steam, Terra Nil, utilising a hybrid approach of 2D backgrounds and 3D characters. To create the illusion of depth when viewed through a moving camera, they made use of matte painting camera projections on 3D volumes, while the 3D characters and props were textured with a hand-painted aesthetic that blended seamlessly with the painted environments.

Project goals

After transitioning from a comparable workflow in Adobe After Effects a few years ago, they experienced measurable improvements in process speed and final quality. Lucan studio also ensured that Maya was set up to work seamlessly with their pipeline tools, enabling us to iterate much faster without any complications.

Autodesk Maya played a crucial role in almost every phase of production. They began loading image planes in 3D space as early as the storyboarding phase to build a basic layout using primitives, enabling us to assess the camera moves and scale of the environment. Once the final matte paintings were completed, they refined the proxy layouts with accurate volumes and cards for the camera projections, which were then polished with Nuke's compositing tools. The characters and props were also modeled and rendered in Maya. It was a challenge creating a believable appearance for the animals' fur while adhering to the established painterly art style. The sharp outline of the geometry created an artificial appearance and hindered the animals' integration with the backgrounds. They opted not to use a conventional fur solution as it could result in a CG appearance. Their goal was to achieve a traditionally painted aesthetic and have the 3D blend seamlessly with the painted 2D environments.

Solution

Lucan used Autodesk Maya to strategically place geometry cards with painted fur and alpha maps. Using this method not only achieved the desired appearance, but it also provided them with greater control over the placement of the fur. Rather than covering the entire character with fur (as the texture map handled most of the details), they selectively added fur to soften the hard silhouette lines. This approach also allowed them to art direct the look, such as in the shot with the deer where they used strong backlighting and created a beautiful warm furry edge.

Business outcome

They developed a system that projects a spline onto the character's surface, relying on the silhouette normals visible from the rendering camera. This generates a spline outline of the character that follows the corresponding polygons as the character moves. We then extrude the splines along the outward-facing normals, creating strips of geometry for texture painting. 


"In our current pipeline we trust the Maya suite and support to enable artists through some of the most creatively & technically challenging aspects of animation production. In a business sense that often means that your most expensive departments are running optimally due to a specific software suite- choose wisely!"
Ingrid de beer - producer

"We aimed to create a 2D appearance for our 3D characters, requiring us to manually paint the fur instead of relying on a simulation. During the animation process, we had to be careful to prevent the fur from stretching. This involved utilizing specific tools to manipulate the character's geometry in a manner that avoided stretching."
Dylan de Kock - animator

Conclusion

Maya has always been first choice software when it comes to character animation. For Terra Nil, the animation team dealt a lot with walk and fly cycles. In order to keep the animation style and quality indistinguishable across the board, it was essential to make use of Maya's ATOM in combination with animation layers to tweak and make each individual character's animation unique to the project whilst keeping that harmony. - Moe Govender (animator)

Project summary

    Duration & delivery

  • 84
  • 2023-04-01

    Autodesk solutions

  • Forge
  • Spacemaker
  • Forge
  • Spacemaker
  • Vault
  • 3ds Max
  • Arnold
  • Character Generator
  • Flame
  • Flare
  • Forge
  • Lustre
  • Maya
  • Maya LT
  • Media & Entertainment Collection
  • MotionBuilder
  • Mudbox
  • ShotGrid
  • Smoke
  • Spacemaker
  • Vault

    Services provided

  • Animation

    Customer industry

  • Film & TV
  • Games
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