Star Wars - Redemption | Trailer

Here are cinematic shots I did for my fan game project Star Wars Redemption

I worked the animation mostly with Akeytsu (camera/chara/props) except for particle systems, lighting, and procedural stuff, the goal here was to see how far I could push the limits of the software and how it could integrate realtime render pipelines on both UE4 and Marmoset Toolbag 4 to get what I wanted, and I'm really happy of the result !

As for the game project, Thomas Chaumel helped me on the animation part (we did our own sequences on our own but he was the "big boss" when time comes to review our shots in terms of animation)

Except when mentionned, I was in charge of everything

This shot was made at the very end of the process, I just found the sky with fading Venators and gentle sparks of light everywhere in the grass magical, a good way to start the ride =) Camera movement was animated in unreal, it's super subtle (3 keys)

I like how everything looks magical here just with a few faeries/dragonflies, all in the dark but quite relaxing =) This was rendered on UE4

That shot was not planed initially, but after I made the next one (with big lucrehulks), Aurélien Charrier gave me a smart feedback : "you should create a shot that explains a bit further Mevenn's situation". The combination of both makes it mysterious !

This render and the previous one were made using Marmoset toolbag 4. Thanks to RTX, lighting these scenes was quite easy even with huge models =)

Here I wanted to explain clearly how Mevenn got her armor. So she has no warpaints, and it looked so beautiful as is that I finally put it as well in the demo =) This was rendered on MT4

This shot was a hard one for me to do. It was one of my firsts on the trailer, but with so many walking characters and an expressive Mevenn, I adjusted it several times to get something good enough, I still want to edit things on it...but, time flies !

An interesting shot to do, I did partly animation in Marmoset here, for the Stardestroyers. A big scale helped give a sense of deepness of the scene.

I used this shot to "justify" the creating of a new environment, not planed as usual ^^" The whole temple archives was made for this, yep. And you only see a few rows ^^"

One of the most important things to me in Star Wars is space battles, and especially the big ones you have in prequels, since I made the Venator a few years back, I always wanted to recreate the fantastic openning of ROS. Rendered on UE4 =)

Do you feel this phantom menace vibe ? =D I just loves those heavy blasts, I needed to recreate them. Just for fun. Render made with MT4

The destruction of the ARC 170 was quite challenging, as I didn't knew where to start this. I first thought about emberGen, but anim wasn't supported and it was quite complex to understand, so here it's oldschool stuff, like panners, depth fade...etc =)

This shot was one of the first I did for the trailer, it changed a lot through time (at first I wanted to bring Mevenn, I quickly abandonned it cause we would see her like in each shot, other actors also have to be portrayed decently ^^). Render on UE4

This shot was animated by Thomas Chaumel, I only worked on set dressing/lighting/Rendering, and additional background animations (spaceships, lasers, vfx...etc)

This shot was animated by Thomas Chaumel, I only worked on set dressing/lighting/Rendering, and additional background animations (spaceships, lasers, vfx...etc)

This shot was animated by Thomas Chaumel, I only worked on set dressing/lighting/Rendering, and additional background animations (spaceships, lasers, vfx...etc)

This shot was animated by Thomas Chaumel, I only worked on set dressing/lighting/Rendering, and additional background animations (spaceships, lasers, vfx...etc)

This shot was animated by Thomas Chaumel, I only worked on set dressing/lighting/Rendering, and additional background animations (spaceships, lasers, vfx...etc)

This one was a pleasure to make thanks to new ghosts system in akeytsu. Then, I wanted to add dragonflies everywhere !! But I stopped before it looked too noisy/strange ^^"

This shot changed tons of times, at first I wanted to show Mevenn with her troops, but I ended up changing their distances to emphasize Mevenn's Leadership.

The shot I'm the most proud of, Thomas mentored me perfectly on this one to set a good action flow between characters, and I really liked to learn alongside a friend =)

This one hasn't seen its full potential, but I still wanted to use it somewhere in the trailer. It's also the very first one I did, using a complex camera movement with many characters just to see how it can be done in akeytsu ;)

Aaaaaaah this shot was a lot of things but not planed at all, and I changed it drastically at render time. Instead of being once more in space, I thought flying near pine trees could be interesting (then with thunderstorm, fog...it became the final shot)

This shot was animated by Thomas Chaumel, I only worked on set dressing/lighting/Rendering, and additional background animations (spaceships, lasers, vfx...etc)

This shot was animated by Thomas Chaumel, I only worked on set dressing/lighting/Rendering, and additional background animations (spaceships, lasers, vfx...etc)

This shot was animated by Thomas Chaumel, I only worked on set dressing/lighting/Rendering, and additional background animations (spaceships, lasers, vfx...etc)

This shot was animated by Thomas Chaumel, I only worked on set dressing/lighting/Rendering, and additional background animations (spaceships, lasers, vfx...etc)

This shot was animated by Thomas Chaumel, I only worked on set dressing/lighting/Rendering, and additional background animations (spaceships, lasers, vfx...etc)

A little test, I wasn't sure of what I would bring in the background, but I wanted something really vast, refreshing, that invites you to explore the world of Lumberia =)

WIP of the first shot Thomas animated, set dress was done in unreal over a rough one used to estimate the acting space

WIP of the first shot Thomas animated, set dress was done in unreal over a rough one used to estimate the acting space

I wanted to have these beautiful TIO-BA spacecrafts, but since I didn't had the time to model them precisely, I just made a quick model in a few minutes (same for textures)

I wanted to have these beautiful TIO-BA spacecrafts, but since I didn't had the time to model them precisely, I just made a quick model in a few minutes (same for textures)

On the rig/Anim part I wanted to have something close to what a "final model" would need, so I won't have to rework this part =)

On the rig/Anim part I wanted to have something close to what a "final model" would need, so I won't have to rework this part =)

I also added this little guy =) The walk anim is super rough ; one pose copied+mirrored on another key, add a loop, add inbetween and roughly adapt foots. But...they're super far ! So that's good enough =)

I also added this little guy =) The walk anim is super rough ; one pose copied+mirrored on another key, add a loop, add inbetween and roughly adapt foots. But...they're super far ! So that's good enough =)

Remember when I said I cheated with Venator's scale ? Here it is ;)

Remember when I said I cheated with Venator's scale ? Here it is ;)

I also tried with default armor skins, even on troopers. Result could've been cool ! I choosed the actual one just cause it's more "Lumberiesque" ;)

I also tried with default armor skins, even on troopers. Result could've been cool ! I choosed the actual one just cause it's more "Lumberiesque" ;)

It's getting dark here ! You have the first version of the Archives, I tried to do the whole with one single UVSet. It will probably change a little for the final in-game version. And don't be affraid, of course I will light up this level properly ;)

It's getting dark here ! You have the first version of the Archives, I tried to do the whole with one single UVSet. It will probably change a little for the final in-game version. And don't be affraid, of course I will light up this level properly ;)

A little test i did to pick up faces quickly, the idea was having a camera focusing them, so I could pick any whenever I wanted to, and copy the expression over the current anim =)

A little test i did to pick up faces quickly, the idea was having a camera focusing them, so I could pick any whenever I wanted to, and copy the expression over the current anim =)

This was the very first version of the shot where Mevenn discovers her new beloved armor. Things looked interesting on paper but I couldn't find a way to make it as cool in 3D composition, too much space gets wasted, readability wasn't good enough

This was the very first version of the shot where Mevenn discovers her new beloved armor. Things looked interesting on paper but I couldn't find a way to make it as cool in 3D composition, too much space gets wasted, readability wasn't good enough

The destruction of the Arc170 started with that : an updated version of the rig where a lot of pieces could be animated separately. I uved Space Switching feature to break parent space once a shot blasted the ship =)

The destruction of the Arc170 started with that : an updated version of the rig where a lot of pieces could be animated separately. I uved Space Switching feature to break parent space once a shot blasted the ship =)

Rig is mostly about "Left" vs "Right" joints, since it was only for a "one shot", I didn't need to spend time renaming all these joints ;)

Rig is mostly about "Left" vs "Right" joints, since it was only for a "one shot", I didn't need to spend time renaming all these joints ;)

A little video I made a while back just to tease the trailer we were making under the hood ;)