VFX SUPERVISOR / VFX ARTIST
After the world's water is contaminated and polluted, Deepwater Sponger must travel to the deepest depths of the ocean to find the final remaining source of pure water. He leaves behind loved ones clinging to survival and a world now counting on this sole diver to accomplish what no man has done before. The fate of the world is at stake.
About The Project
This film was born out of pure ambition. We sought to create something that would utilize every technology we have access to at UNCSA; from mocap systems, to live camera mapping, we discovered many clever solutions along a long yet rewarding process.
DEEPWATER SPONGER
The Challenges
Using green screen for the whole film
Rather than using markers, we created our own way to record camera motion. Our incredible Unreal Engine team, Asa Gordon and Dante Armstrong developed a blueprint for camera motion capture using the HTC Vive tracking system.
Creating a lifting rig
We needed to somehow lift Sponger for the wide shots. Doing as much in-camera was important here, so using an engine lift, we created a bicycle seat-based saddle that would lift Sponger through each of these shots.
Digital double
Some shots required dynamics that wouldn’t be possible with our lifting rig. This made me think it might be worthwhile trying to make a digital double of Sponger.
For modeling, I used Fusion 360 alongside some calipers and the actual suit to recreate a dimensionally accurate double.
In some shots, the backpack is completely cg!
For texturing, I used Rizom UV and Substance painter.
First fluid simulation test
Physics and fluid simulations
Although this was my first time doing simulations professionally, early on in the development I was experimenting with TyFlow and PhoenixFD. I quickly realized how attainable the scope of the film was.