CHAINSAW MAN FAN ANIMATION

Directed & Animated by:

Aaron Leavitt

What started as me wanting to remake one of the Chainsaw Man manga cover in 3D quickly turned into this project.

Iv been building a pipeline over the years now and this is the first project where i've fleshed out the whole process

Matte Paintings

The environment was first modeled in 3D with quick materials and lighting for reference

Each 3D Render was rendered in layers for easy masking in Photoshop, those are also the layers that will be used inside of After Effects once they have has been painted

Projection mapping was used but only when

the foreground needed high fidelity parallax

The rest of the enviroment will be reassembled in After Effects per shot

3D Character

Lighting/Composting

Rigging

Built custom element onto the CC5 rig, like this toggle that changes the chainsaw blades to become a stylized smear

Design Sheet by Kazutaka Sugiyama

Base Mesh

I used the software Character Creator 5 to get a base mesh and bone structure similar to the reference from the official Design sheet

its important when working within a character creator pipe line to not change poly could, i shrink the head to get it out the way then later down the line i can hide any unwanted parts

3D model

Thanks to the detailed design sheet i skip the sculpting phase and was able to directly model out each piece to save time. For this style we dont need a high poly mesh for details, the detailing comes in texturing and line work

Texturing

Mostly solid colors, only painting in contact shadows and some wrinkles

Lines

Use a combination of hand drawn mesh lines and shader generated lines

Red lines are internal and Blue are external for showcase purpose

Using redshift Toon shader and contour it generates lines based on the viewing angle of the model

These hand placed lines are very powerful and i honestly hardly used any of the build-in functionality in this project

They're just splines that are projected onto the mesh so you could very easily add a displacement modifier to add line jitter

Example

Character is assembled in Character Creator 5 before exporting to C4D, Here i test the weight painting, and make sure the base rig is working. Great thing about CC5 is it has rig export options & plug-ins all DCC's

Programs used: Cinema 4D, Character Creator 5, Photoshop, Substance Painter, After Effects

This is where the aesthetics of the project really starts coming to life, it can be a bit time consuming but still a very enjoyable process

Layer assembly in After Effects

CC5 Rig and Control Selector

To get the hand crafted look and style fand to avoid any ugly "anime cgi" the lighting is fully hand crafted in composting, even the reflections.

A big issue iv ran into in the past when making CG toon shaders is the lack of control of shape language and color,

AOVS/Render passes used for comping

Normal

Base Color

Cryptomatte

Light pass

Previz

A concept I really think about when making stylized CG work is "where i can steal the job of the computer". This idea shapes how i composite character lighting, Enviroments, and the composing shots as a whole

Every environment could technically be projected back onto 3D space as every environment starts in 3D, but by using them as 2D plates i can add my own creative input on how i want them to be revealed/move about as the camera navigates the space, creating field of views and camera angles that are just not possible when working in perfect perspective.


With how stylized i wanted the final result to be i knew i had to ask a lot of import questions in the previz stage. I figure out how many mattes paintings are needed and how they'll be used per shot (as 2D plates or projected back to 3D). I also map out the more standard stuff like shot and frame counts.