The bitter and the sweet
Updated 5 days ago
Bitter and sweet memories for #ProxiArtChallenge made in #Unity

General relativity

My mother went to buy some groceries. And my world just got a little bigger. I have plaied a little with a lighter under the table and just having fun leaning fire on the table cloth. Suddenly laws of physics applied in a most non desireable way. Cloth caught fire and it was to late. In few seconds half of the table was on fire. It was so hot and bright that i wasnt able to run passed it. I remember squizzing myself in the corner and just waiting for something to happen. I still remember the fear and hard time breathing that i had and how time acctually stopped.
Story: scene is depicting the duality of time. From the bystander who is observing the stressful situation and is mostly eager to help, time flyes and for the victim the hoplesness of the situation presents time running slower. Between the two, time relativity according to the perception is revealed in the most cruel and unbiased manner.
Concept: positioning of the scene was allready in my head since this is my mothers house. Here i just put all the todo's on my brainfart table. I hope that word doesnt have and tm behind :). It got dirty fingers with this one very fast.
Modeling: starts with Blender. Standard procedure. Piemenu and view3d.view_selected in the global settings for focusing the objects are a must. When i model i just go with the flow (if i am not trying to copy something). For the table destruct i used cellfracture. For modifing the meshes subdivision, and skining were used.
Texture: in some cases i have separated the model by selection and just added different coloured material. There rose on the right is just this case. Since i have decided on mono color pallet this was an easy way out. Some models i have seamed and unwrapped just for the purpose of creating the magazine and picture. Room on the other hand has standard textures (diffuse, normal, ao and specular). Ao was baked in blender others where laid on the uv texture of the room. They where GIMPYfied. There i have said it. :). Flor texture and burned texture were painted. Not that hard basicaly puting the colors on. Freestyle.

Rigging: the only rig there is, is on the boy. I have made basic IK without the helpers. I have also rigged table cloth just to see if it would be better than animating it with keyframing the shapekeys with the export of .mdd.
Animating: boy and door are animated by keyframes in blender. Particle system (fire, smoke) was supported by animated light intensity and light position above the table. That way we get the feeling of fire intensity changing and woobling of the flames. Above the table is one light that changes intensity so that i didnt have to use emision on the shader. I wanted to show how burned wood sparcles and how it sucks air. That is why i have animated the door that show the air flow into the room. Curtains in the room are unity cloth system. I just wanted to try it out. And it was easier to use than i thought. Mirror is camera rendering on the texture.
Scripting: i just plaied with the scipting because sometimes it makes easier to determine a start of some function, destruction, sound by invoking or setting the activation gameobjects in the scene. So the destruction of the table is handled with a script that gets activated which start function consists of playing the sparcle emission and setting the parent go to null. That way actually unity physics takes over. Time is slown down with activation of a script that subtracts deltatime from timescale and then adds it back to 1. With shaders i just made one corretion of standardshader where i inserted CULL OFF in the shader and that made table cloth visible from bothsides.
Lightning: basically i didnt have a clue what i was doing. I tried to replicate something what i thought it would be a room on fire with busted lights and in later evening. Scene uses 4 lights and 1 probe. 1 is directional that had little impact, and 3 point lights. 1is more yellowish and 1 is allmost red. 1 point light is hovering above table to illuminate burned texture. Probe is in the room merely because of the windows glass and the mirror. Lightning is fine art. I tweaked and tweaked and i hope it didnt end up to dark.
Postprocessing: picture says it all. Maybe important also there is no differed rendering here. I meant it for mobile.
Audio: chorus is just a mere loop that represents time continuum and duality. Where slower and low pitched strings represent one perspective and higher, faster representing the other. Low base is like a glue that holds them together when they occure at the same time representing the reality. Eventhough they all have different tackts they altogether create a bubble that represents space-time. Chorus was asembled on my ipad (GarageBand) and then exported in blender. Mixed down in mp3 and then off to audacity for corretions. Clock sound is from the same clock that it was at that time in the room. Its moms wedding gift. Actual fire was recorded . I wanted to make it as realisticaly as it can get. For recording i used my phone and a mic. All tracks were mended in Audacity. All noises were reduced and some narative tracks have applied effects. Changing tempo, speed, repeat, noise reduction, pitch reverb and echo were main effects.


Andraž Gruden aka Dado
Master of disaster - Other
Farrukh Abdur
5 days ago
3d Artist / Game Designer - Artist
Nice start on this. Looking forward to see more :)