A 3D Artist behind weapons from Love, Death + Robots Lennard Claussen talked about the production process, shared some thoughts about working on such a massive project, and told us how to make the weapons feel just right.
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Introduction
Since we last spoke in 2019, my life has gotten a little crazy. In a good way, of course. I've had the chance to work for a lot of great companies like Volkswagen, Unit Image, Beyond Frames, and others. I worked on big VFX projects like Love, Death + Robots Vol. 02, on car commercials, and VR productions. I never thought I could make as much money as I do today with my passion for art, and I'm learning more about the creative industry and business in general than ever before. I would describe it as Christmas but on an everyday basis.
Becoming a Part of Love, Death + Robots Team
I was recommended to Unit Image through someone in the first half of 2020, and they reached out to me as a result. To this day, I don't know by whom exactly, so if you, the person who referred me, are out there somewhere, I have to thank you very much! But aside from the recommendation, the story goes back much further. The reason I got the chance to join such a great team goes back to the fact that I pushed myself through many nights of work and hundreds of times of running into a wall.
Society teaches you that you shouldn't expect too much from life and that you shouldn't strive for more than average. In my eyes, this puts you in a box that leads to not trying to reach your potential. The energy to achieve something comes from within you, not from someone else magically creating a dream life for you. You must release the energy yourself. Aim for greatness, strive for the best you can imagine, and don't let anyone badmouth your mindset. Opportunity comes when luck meets preparation.
The Team and Responsibilities
I worked as an additional Character Artist and focused on the hard surface look development of the weapons. This included not only guns but knives as well. Since the style of the project is similar in several aspects to my personal portfolio style, the project was a pretty good fit for my skill set.
Using previs data and mood boards gave me the information I needed to build both the shape language and the surface look. The key to success here was communication. In close communication with Unit Image's in-house team, we made sure that all the weapons looked different, but conveyed the same aesthetic to the viewer.
Designing the Weapons
The look of Snow in the Desert for me personally is a mix of the future and the past but in the age of science fiction. The technology doesn't look super advanced. It looks used and like it was used ages ago. Since Love, Death & Robots is an anthology, it is important that the viewer quickly understands the context of what they are seeing and can also quickly empathize with the characters.
Each of us artists in the world, when we first modeled something organic like a rock or a cliff, started just slapping some alphas on a mesh and that was it. The problem with that is that it also looks like an alpha. In modeling, and especially in organic modeling, it's important to build up the shapes step by step, adding more and more details from time to time. And for this, it is important to look at references and try to replicate them. Once that's done, it's easy to abstract from there and adapt it to a more stylized look.
So when I looked at references, I had to abstract and deviate from realism to achieve the look which was required for the movie. My rule of thumb for texturing is to always support the shape of the model with the texture, not the other way around. This is also why I add as much detail to the model as possible. The texture will follow these details with the help of the curvature and ao and strengthen the visuals that are already present in the model.
So when I looked at references, I had to abstract and deviate from realism to achieve the look which was required for the movie. My rule of thumb for texturing is to always support the shape of the model with the texture, not the other way around. This is also why I add as much detail to the model as possible. The texture will follow these details with the help of the curvature and ao and strengthen the visuals that are already present in the model.
The Favorite Part of the Workflow
Seeing the final result on Netflix after seeing the previs and building the content was a surreal moment. It's one thing to work for car commercials, architecture, or even games, but for film production, it's a completely different feeling for me. When I see my work on a stage as big as Netflix, I get goosebumps.
I’m also extremely proud of the people who are close to me in my life. Their selfless support and constant encouragement to keep up the pace helped me build my career in the first place. Without them, I wouldn't be where I am today.
Conclusion
I had confidence in my ability to get the job done. From start to finish, it was an extremely creative and productive experience. I had the opportunity to use my creative thoughts and skills to help produce a product that a lot of people enjoy. That's something that gives me a lot of gratification.
In terms of mindset or thinking, it was a challenge. Because it's a big and important IP, the work had to meet an extremely high level of quality. I think it's pretty normal to start thinking about whether the work you're doing is good enough or whether you're even good enough for a company like Unit Image or Netflix. Even if I know I'm good at what I do, I'm still sometimes in a battle of "I know my worth vs. Is my work even good." No matter how chilled out production is, sometimes you have quite a lot on your plate and then you start thinking these things. An important lesson to learn in these situations is to stay calm, be rational and look at the facts.
Aside from getting faster at 3D production work, I learned a lot about myself. This project helped me figure out what my passion even is in the world of 3D, how I handle fast-paced productions, and most importantly, I learned that I have a lot of unused potentials and can push myself even further. Love, Death + Robots made me feel that anything is possible and I can achieve any goal I want as long as I take care of what is important to me.
Lennard Claussen, Hard Surface Artist
Interview conducted by Arti Sergeev
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