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Mama's Boy Music Video
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Mama's Boy Music Video

by MrWingly on 1 Jun 2024 for Rookie Awards 2024

Mama's Boy by Dominic Fike. Music Video created by Matthew Leung.

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"Mama's Boy" by Dominic Fike. Music Video assignment for class. 

3 week final assignment. First week was dedicated to storyboarding and getting green screen footage in my backyard. Last two weeks were dedicated soley to visual effects and editing.

List of Programs Used: Maya, Blender, Unreal Engine, Houdini, ZBrush, Marvelous Designer, After Effects, Photoshop, Davinci Resolve

TOTAL OF - 18 different scenes that I had to create and put together.

(I think it'll be too much to give a breakdown on every single scene so Ill only breakdown the most important ones.)

Storyboards. Final output deviated a bit from the original plans .

Scene #1 Breakdown - The scene was created in Blender using cloud textures on transparent image planes and a camera panning up. The slides were imported from Sketchfab and the playground was modeled. I then imported a still image of me sitting and animated it along with the swings. 

For the text, they were animated in photoshop and then were imported on top of the footage in after effects. The stamp animation, which was also used from Sketchfab, was created by importing a 3D model into after effects and animated there.

Scene #5 Breakdown - The environment was created in Unreal Engine with Quixel Bridge assets and the smoke was from a free asset in the Unreal Marketplace. The house was imported from Sketchfab. I then imported the green screened footage of my terrible acting and animated it in falling and turned off the visibility at a certain frame when I was pushed by the hand. I then rendered this out and tracked the camera movement in After Effects which I then imported into Blender for an accurate 3D tracked scene.  I then used a free rig to match my movement of my greenscreen of me being pushed over in Maya. I exported this animation as an alembic and imported it into Houdini which I used as the source of my sand simulation. I then exported the simulation from Houdini as an alembic and imported it into the tracked 3D Blender  scene and used geometry nodes to instance tiny spheres in place of the points that I exported from Houdini. After rendering out the sand sequence, I comp it in After effects placing the sand simulation over my green screened body making it seem like I turned into sand. I also added in a green screened footage of my hand sweeping myself to dust and cleaned up the shadows in photoshop frame by frame. 

Scene #7 Breakdown - I 3D scanned my head in polycam and imported it into Blender which I then cleaned up its geo and textures. I then modeled the tray and placed both items inside a cube which surrounded it. A shrink wrap modifier was applied to the cube which gives it that "sunctioned" look. I cleaned up the plastic's geo in the sculpting section and added a clear material to make it look like plastic. The labels were created in photoshop and then simulated with a cloth simulation to place it on top of the plastic shrinkwrap. The hand and table was imported from Sketchfab.

Scene #9 - Breakdown - I created a character sheet for a puppet self portrait of myself. I then modeled a base shape in Blender which I then took to ZBrush to make some final changes. I imported the puppet model into Marvelous Designer to create a quick T-Shirt. A particle system was added to the puppet to give it a "furry" look and I used the wiggle bones addon for Blender to animate the puppet.

Scene # 11 Breakdown- The green screen footage of my face was tracked in Aftereffects with the GeoTracker addon which tracked a 3D mesh onto my face. I then placed a pacifier and parented it with the tracked geo and I then animated it to fly off when I spit. The footage was rendered out and imported into Blender as a transparent plane. I sculpted the statue of my head in ZBrush which I then took into Unreal Engine to create a foliage growth animation with the Cloner Tool. I then also rendered this footage out and imported it into the same Blender scene with the pacifier. Finally, I seamlessly merged the two footage together with some camera movement and animation.

Scene #18 Breakdown - I took a Mixamo model which had a casual look which I then took to Blender to modify and put my face on. I used the sculpt from Scene #12 and created a quick face map in photoshop which I projected onto the mesh. I then reimported this model into Mixamo and exported it out with a walk animation. I took this animation and create 3 more variations which I then instanced onto points with Blenders geometry nodes to create an army of me's walking. I animated a camera and rendered out the army with transparency and shadows. I then created a "desert" scene in Unreal Engine which I then imported the camera animation into and rendered out a moving background. I comped the two footages together to make it look like it was an army of me's walking through the desert.


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