SAN FRANCISCO BAY AREA, CA
Blender/PremierE: Bogart Levesque
While it is no surprise that 2020 has been a rollercoaster of a year, Bogart has used some of the downtime he has had to learn 3D Animation, specifically the program Blender.
Below you will find an assortment of projects from stand-alone high resolution furniture assets to animated spaces. Everything below was fully modeled and animated by Bogart Levesque.
Check out AceyMedia Instagram page for process posts and regular 3D/film/photography content.
Always having an obsession with mid-century modern architecture and furniture drove Bogart to replicate some more iconic furniture pieces in Blender.
Bogart has been working towards a furniture pack that will be available in 3D stores like Gumroad, Flipped Normals and Blender Marketplace for use in interior design.
A few stills from a larger animation Bogart has been working on of a car driving through a dune-landscape. The environment needs a bit more elements to really sell the desert realism, but he has found it thrilling to uncover new possibilities in Blender. The car is a Bugatti Cintron though a few elements where tweaked to give it a bat-mobile/muscle car feel.
Whether its a blockbuster film or a video game, water is one of the most challenging elements to realistically simulate. Researching videos about the Blender Fluid Sim called MantaFlow, Bogart decided that was the best place to start. He had a number of issues with the program when it came to the baking stage of the process, but he found it to be like a sudoku where you keep trying different components until the pieces come together. This could be very frustrating as testing your final animation can involve hours of processing, but it is overall a rewording experience.
This animation began with the idea of a running man made of disks. After the initial form was created, the shoulders seemed quite broad and out of proportion but also had the most character and is really where the life of the animation comes from. Upon creating the armature and running loop, the strides and overall motion looked more like the character was running up stairs than on a flat surface. This turned out to be a happy accident, as the introduction of stairs added a verticality to the animation that opened a few doors. Getting the stairs to line up with the “foot” placement was tricky over a ~25 second animation but ultimately worked out. The freeness and swivel of the camera was very important and adds a lot to the energy and vibe of the video and cues a few of the background animations. The vaporwave look was always the direction this animation was headed and the glassy reflections pick up the extended Arri Skypanel-like lights nicely. There might be an remix of this idea with wider disks creating a more solid-body character in the near future.
The Modern Home animation began with a simple mid-century modern floor plan. From there, the addition of mid-century style table, chairs and sofa were a needed addition. It also seemed important to flesh out the kitchen as well, to add depth and to match the plain wood paneling on the exterior.
Creating the environment was a much harder model than the house. Bogart found getting the textures and diffusion through the grass and trees was very difficult and required a very complex node tree. There will be a concerted effort in the future to building a photo-real library of nature objects that can be added to other objects. This seems like an area of Blender that could use a large amount of focus.
This is the ubiquitous Blender Donut, created from Blender Guru’s walkthrough. This was a great introduction to 3D and Blender, and the need for 3D graphic techniques to be used in other areas of editing and Post-Production. Much more to come!