I originally worked in a class group to design this character which involves my work in lighting, compositing, FX and animation. I found the idea of rebirth and rejuvenated life powerful and together, we decided to continue developing this idea together.
A dying botanist embarks on a journey across a post-apocalyptic Earth to sow the last seeds of humanity.
Latest render of FX and lighting work.
USD Solaris workflow
FlowerFX
Solaris Character FX Workflow
Animatic
Synopsis:
Botto, a dying botanist in post-apocalyptic earth must sow the last seeds of humanity to ensure Earth’s survival. That is until her journey takes a detour. A thousand years later, a glimmer of hope emerges, proving the potential for life to bloom.
Previs
My motion capture acting
First sketch
Concepting
Final Concept (Justin Cheung)
Concept Design (Alistair Hadlow)
Character Animation
I was originally inspired by a small wind-beaten and sacred Pōhutukawa tree I saw hanging off a cliff face at the tip of New Zealand, near Cape Reinga ‘the place of leaping’. The 800-year-old tree is said to guard the entrance to a sacred cave through which disembodied spirits pass on their way to the next world. For myself, it appeared as a powerful symbol of strength, spiritual in atmosphere and evocatively composed by nature, a testament to the enduring nature of these trees, particularly while being placed in such a precarious position in a completely hostile and exposed environment. I considered the intensive journey to growth this would have been. The place it stands is a testament to its enduring nature and something I see as inspiring and relative to growth journeys based on my own personal experiences. This basis grounded inspiration for my character.
Justin Cheung concepted these final paintings.
Developmental sketches for my concept
I pitched this concept to the class and this was further developed by a team.
RBD simulation of Head
Cave Noise Generation with VDBs
MaterialX Design
Weight painted the dispersion of grains through attributes
Assorted grains of varying noise and sizes
Varied attraction weight of grains using a VOPS fractal noise and finally passing it in as an attribute.