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IClone 8 Movie - RESIDENT EVIL: REMNANTS

Posted By LABRATS 2 Years Ago
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Auroratrek
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LABRATS (3/3/2024)
Well, actually Ratlabs is a relative of mine =)

Good luck with your future projects!

Regards
~Labrats

Nice!
Thanks, you too!

On my Youtube Channel: Quest of the Key: Chapter One
LABRATS
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Good luck with your future projects!

Regards
~Labrats
Auroratrek
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@Labrats,

Thanks for taking the time to answer all my questions! This is very helpful, and points me in some directions I can look into. You certainly have an efficient and effective workflow, and I have to confess some envy that you have a collaborator! I think most people working at this level are lone wolves. I’m really grateful that my wife helps me with voice work and motion capture, but sure would be nice if she could help with the production. ;-)

Thanks again, great job on Resident Evil, and looking forward to what you do next!

On my Youtube Channel: Quest of the Key: Chapter One
LABRATS
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Well, that's a lot of questions 😅 I'll just go step by step through them:

Q: What renderer / Time per frame?

A: We rendered everything inside Iclone 8 as Avi compressed or PNG sequences. Some Scenes were rendered as TAA which took about 1 to 3 seconds for one frame, but because TAA took away some quality we switched to super sampling medium 2x2 which took about 5 to 10 seconds à frame.

Output size is 4K (3840x2160) with 30fps (but 2K would have been enough, but we wanted to test out if it's worth it. Quick answer: no, 2K is enough).
Some locations were with global illumination, while others didn't need them at all. GI didn't had a great impact on the time needed to render (about 1-2 seconds). I will have to mention, that Reallusion didn't really optimized volumetric lights. On opacity maps, mainly hair, it caused bad ghosting effects. Some scenes had to be rendered 3 times (Alpha Output, Background and characters and props in the foreground) and layered on top afterwards because of it. So some scenes took 3 times as long.
As we both work on our dedicated PCs, here are the PC specs:
1 PC: 1080 GTX (8GB) 32GB RAM I5 Intel
2 PC: 2080 RTX (11GB) 64GB RAM I7 Intel
GPU render always beats CPU render due to it's design.



Q: What mocap system do we use?

A: 1x Perception Neuron Studio with Finger Tracking (for comparison in quality terms, you can find out previously movie called: Resident Evil Reborn on Youtube, in which we used Perception Neuron V2 32N with Finger Tracking)
We do not use facial capturing, only Iclones motionpuppet tool + additional keyframing.
We also don't use ACCU lips, as I think it doesn't give good results. I go through all by myself and keyframe it.



Q: VFX only in Iclone?

A: Particles almost, except the dissolve particle effect you can see at the very end of the movie where (if you have watched it full) Ethel, Chris and Claire dissolve to dust like a Thanos snap effect. This was made inside Davinci Resolve, which we also used for editing, composing, sound design, post motion blur and some contrast push ups and minor color adjustments. I will post a unlisted video comparison of our "nude" render from Iclone and our final output in Davinci. But yea, pretty much the final result cam out of Iclone.



Q: Who works on what and have you learned 3D Animation?

A:  First of all, this isn't our job and we did not take any courses. All is learned by doing and or Youtube / watching movies and playing lots of games 😅

Ratlabs uses PC#01 and works mainly on:
Rough Script with pen and paper, Motioncapture actor, camera work, primary character lights, composition, character motion & main facial expressions, cutting and post effects inside Davinci

Me (Labrats) works on PC#02 and works on:
Monitoring motion capture, Textures, character modeling, LOD Models, Environment Scenes + main lights and post effects inside Iclone, fixing motion capture and final motions (avoid mesh intersections etc.) physics, tweaking facial expressions and adding viseme, adding and tweaking some lights, fix all mistakes and bugs and render final output


We both worked on the main script and dialogue + sound design.
Of course, some slight changes or work were also made in areas where the other one was mainly in charge.
But broadly speaking, that was the division of labor



Q: Were there things you wish you had known before you started?

A: TAKE REFERENCES!!! Look always at references of lights on characters, environment concept art etc. And don't be ashamed to copy methods others are using.

- Choose an artstyle before you start modeling characters / environment.

- Start with small stories

- make a script beforehand and try to draw it as sketches

- If something turned out bad, start again from scratch if you can't fix it. It's always better than your previous one.

- Take regular breaks!

- Make backups ...

- Don't compare yourself with everyone: "There will always be a bigger fish". They most likely have years spend in their field / hobby or just learned it as their main job. But always try to improve yourself!

- using too many different programs / software is a dead end. There will always come up something new or better. Try to end your project with what you have and know already. That doesn't mean you should try something new or improve what you have. I can see this issue with many users on this forum.

- You don't need Adobe Products 🐭

- If someone who works on your project and does take forever to do their task, think about quitting to work with him / her. It's sad, but it doesn't work like this. For example some of our previous projects some voice actors took about 3 months to lend us their lines...

- Try to find things that take too much time in your project and try to reduce them / eliminate them.


I guess I'm done for now. If more questions come to your mind, always feel free to ask them.

Kind Regards
~Labrats
Auroratrek
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@Labrats,

Wow, 6 to 9 months—that’s impressive! You get a lot of work done in a short amount of time. I may need to reconsider my workflow!

So, a couple of questions, since you offered. ;-)

1. Which renderer are you using, and how long is the render time/frame? Relatedly, do you have a really powerful GPU? I’ve yet to wrap my head around GPU rendering partly because of the chicken and egg situation of whether I can really assess it without buying a honking GPU. I have GeForce RTX 2070 that’s a couple years old, so not sure if that’s a reasonable yardstick to test with. From what I’ve researched, even with GPU renderers, it can still be several minutes per frame.

2. Which mocap system do you use—Neuron I believe—but do you have the full system with finger capture as well? Is the capture relatively clean, or does it need substantial cleanup? Are you using facial capture for the expressions and lip sync? I have an old Optitrack system that does a pretty good job, but the capture area can be a little constraining, and doesn’t have finger capture.

3. Are all the VFX done inside iClone, or are there post effects? Do you do a lot of post-processing/compositing in After Effects or other app, or is what we’re seeing pretty much the way iClone rendered it?

4. Does each of you work on entire sections to finish, or do you specialize for particular functions? Related, do you do this kind of thing as your day job, or is it unrelated? A substantial portion of my skills I learned on the job as an illustrator and video producer, tho most of my character animation skills I developed as a hobbyist.

5. Any kind of hard-won “I wish we knew that when we started this project” wisdom you can impart to save the rest of us the same heart ache? 

Anyway, again, impressive production—thanks for sharing it!


On my Youtube Channel: Quest of the Key: Chapter One
LABRATS
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Glad you liked our movie.

To answer your questions so far:
We work as a team of two (Ratlabs & Labrats (plus the voice actors if that counts).
Time took about 6 to 9 Months. We had some longer breaks in between. We started this project at the beginning of 2023.

We might consider doing a small workflow / behind the scene video. However, there is currently not much demand for this. For now, you might ask your question just here.

I also would like to thank you for your feedback regarding the eyes. Although we won't change it the way we are doing it for now, we will invest slightly more time for the eyes. Locking their eyes to a prop will eliminate all these subtle eye-movements which we wanted to keep. Sure you could move the prop accordingly, but this would take too much time and that will not be an option for now. But I would like to thank you again, for your suggestion.

Regards
Labrats
Auroratrek
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Wow, an amazing achievement! It looks really great—nice clean mocap, interesting lighting, and dynamic camera work. I had assumed you had rendered this in Unreal or something, so very impressive that it’s all in iClone. Is there someplace with more info on your workflow? I’d be curious to know how many people worked on this, and how long it took, etc. 

As for feedback, one simple thing that I think could improve a future project would be to target each of the characters’ eyes to a dedicated invisible object rather than animating the eyes themselves. I think this is particularly important when using motion capture, because the subtle movements are hard to compensate for, so what can happen is that the character’s gaze can end up moving with the head, which can look robotic or like they’re not really seeing anything. In reality a person’s eyes fix on a point even when they’re looking “at nothing.”

On my Youtube Channel: Quest of the Key: Chapter One
Alolu
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BRAVO!!! You took iClone to its limits and showed us what it is capable of. Truly impressive!!! 
restif
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Amazing work!! Totally inspiring!
LABRATS
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Thanks, we will always try to improve even further with our next projects.

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