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Eternal Ascent - 3rd place Full Creation Breakdown

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Art and Creativity

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Mitch Mitch (Mitch Mitch here) shares his full CGI creation breakdown for “Eternal Ascent”, explaining how he built a 5-second animated CGI scene for a challenge where artists had to follow a simple staircase template: keep the staircase shape, include a main character climbing, and use a provided animation while still creating a distinctive interpretation of the prompt.

He frames the project with a philosophical approach—the visuals serve the idea/message, not the other way around—and then walks through concept, character animation, set building, cloth/costume creation, crowd simulation/optimization, lighting, rendering pipeline, compositing, and color grading.

The scene’s emotional concept centers on a “calm amid chaos” moment: reverence and universal respect emerging from turmoil. Visually, he uses motion/rhythm in the staircase ascent and adds slow rippling upward movement through the crowd to guide the viewer’s eye and pacing.


Artistic Techniques, Concepts, and Creative Processes Shown

1) Concept Development & Visual Storytelling

  • Idea-first approach: visuals are designed to convey a specific emotional state.
  • Multi-layer motion design:
    • Stairs provide directional ascension.
    • The main character creates decisive upward momentum.
    • The crowd motion creates a wave/ripple upward effect to slow pacing and guide attention.
  • Early rhythm planning: kneeing posture timing in the crowd is chosen early to establish the scene’s visual tempo.
  • Reference-driven thematic procession: he connects the staircase procession to religious/cultural procession scenes and painting traditions, discussing influences like gravity, crowd dynamics, and death/mourning symbolism.

2) Blockout and Animation Planning (Blender)

  • Uses rough blockouts inside Blender to “interrogate” the template and test visual language.
  • Focuses on:
    • camera readability
    • crowd composition density
    • the sense of motion implied by the twisted staircase form

3) Character Creation & Animation Transfer (Rigging / Retargeting)

  • Uses a custom character to replace a provided template motion:
    • Characters are built from AI/character generation tools (noted: “made the lady using … geneen”).
    • Uses Armatures from MetaRig and Blender tools.
  • Retargeting method:
    • Rather than fully traditional retargeting, he uses bone constraints for key parts (notably feet and hips).
    • Mentions inverse kinematics (IK) so the rest of the body follows more naturally.
  • Secondary motion for realism:
    • heel lifting before steps
    • shoulder sway
    • subtle head rotation
  • Inert “dead” baby character physics:
    • A baby created and rigged similarly.
    • Uses Bone Dynamics for floppy, physics-driven motion.

4) Costume Design and Digital Cloth Simulation (Marvelous Designer)

  • Costume design is inspired by ancient cultures and historical silhouettes (ancient Egypt/Assyria/Mesopotamia/Greek plus Far Eastern/Pagan influences).
  • He sketches/iterates shape language to avoid an overly stereotypical religious look.
  • Cloth simulation workflow:
    • Uses Marvelous Designer to model clothing with layers.
    • Uses material elasticity/stiffness assumptions:
      • inner layers: more elastic (e.g., silk)
      • outer layers: thicker/stiffer (e.g., wool)
  • Practical realism principle: “stick to what works in real life.”
  • Tips include:
    • Use the layer system for garment assembly, but turn it off during simulation to avoid artifacts.
    • Fix time step/framerate mismatch:
      • Blender project at 24 FPS
      • set MD time step to 1/24 = 0.041667 (instead of 0.033)
    • Use nonlinear simulation; disable GPU simulation if collisions look wrong.
    • Keep self-collision interaction count low (values above ~1–2 can reduce quality).
    • Tune CG finish condition (residual threshold) for better convergence.

5) Texture / Material Workflow (References + Substance + Blender Shaders)

  • Uses reference libraries such as Smithsonian Open Access for patterns.
  • Texture generation tools:
    • Photoshop (content-aware fill)
    • Substance Designer (map generation)
    • Substance Painter (texture painting; noted palette includes gold/dark green)
  • Blender shading approach:
    • simple BSDF using a base map
    • adds sheen/velvet behavior

6) Crowd Generation, Variation, and Optimization (Instancing + Shader Randomness)

  • He needs a large crowd; too few people breaks the effect.
  • Settles on ~66 people.
  • Optimization strategies:
    • Characters are built from shared components using instances (saves memory by reusing assets).
    • Uses a single shared shader for the crowd, varying outputs through object-data-driven shader randomness (e.g., different skin colors via variations rather than unique materials).
  • Crowd kneeling animation strategy:
    • Act it out first to understand balance and gravity.
    • Decompose motion:
      • key joints first: pelvis + feet
      • secondary later: head turning, etc.
    • Use timing offsets so kneeling cascades upward into an upward wave.
  • Balance method:
    • center of gravity within the polygon/area formed by the grounded joints
    • describes kneeling dynamics as forming a “Z” shape overall in motion.

7) Environment / Set Building (Geometry, Vegetation, Detail Breakup)

  • The set is built around the staircase sides, columns, and stonework.
  • He keeps it ancient temple/ceremonial ambiguity, not explicitly modern.
  • Stone/block realism:
    • sculpts using texture maps from Google images
    • adds both large and small wear/detail
  • Vegetation:
    • uses G Scatter to quickly place vegetation in cracks/crevices
    • uses an ivy generator via geometry nodes (stated: “iv generator from Baga”)
  • Break repetition:
    • introduces randomness in UV/tiling with tools like object info nodes and noise blended with lighting variations.

8) Lighting Design (Late Afternoon Look, Contrast Control, Rim Lights)

  • Targets late afternoon, shadowy atmosphere with strong readability.
  • Uses atmosphere scattering and “sun angle” to achieve:
    • highlights and silhouettes
    • readable silhouettes even in basic shapes
  • Lighting composition includes layered “sun” setup:
    • two suns
      • sharper, warmer main sun (~4200K)
      • larger, warmer/dimmer diffuse glow (~3400K)
    • superposition creates energetic highlights plus warm shadow-edge glow.
  • Narrative lighting framing:
    • sunlight focuses mostly on the queen/main character
    • background stays shadowed to reduce distraction
    • the dead-hair element is framed as ominous dread; the queen carries the infant toward hope, while uncertainty remains (hinted by shadows higher up)
  • Adds rim lights using light linking so only key characters are affected:
    • reinforces silhouettes
    • separates characters from background
    • kept subtle to avoid breaking the illusion

9) Performance Planning and Render Pipeline (Cycles GPU + Layer Splitting)

  • Notes the scene remains heavy even on a powerful computer.
  • Render strategy:
    • splits render layers into:
      • background
      • midground/hill
      • set + main characters
      • multiple crowd scenes
    • uses linked collections to reduce duplication/edit issues across Blender files
  • Cycles issue fixes:
    • disables polish/photo smoothing since motion blur breaks if left on
    • addresses occasional transparent mesh/jumpy vertex bugs after motion blur by:
      • baking character animations
      • forcing animation keyframes to linear interpolation to match baked sim assumptions in Alembic exports
  • Rendering settings highlights:
    • Cycles noise:
      • noise threshold controls tolerated noise
      • increases threshold for speed (with visible artifact tradeoffs)
      • uses animated seed to reduce temporal noise
    • bounce control:
      • keep diffuse/glossy bounces moderate
      • tune transmission/transparency to scene needs
    • enables persistent data to speed up subsequent frames

10) Compositing and Color Grading (After Effects + DaVinci Resolve)

  • Exports multilayer EXR (32-bit) to keep grading flexibility.
  • Compositing:
    • After Effects for assembly and minor fixes
    • cloud atmosphere added from a folder of cloud images converted into masks
    • technique:
      • solid/grading color layer
      • cloud texture as alpha mask
      • channel shift linking opacity to luminosity
  • Final grading in DaVinci Resolve:
    • levels/saturation adjustments
    • slight blur + overglow for analog-film feel
    • subtle vignette
    • local color adjustments (especially greens)
    • lens reflection/distortion
    • chromatic aberration
    • film grain

Step-by-Step Lists Extracted From the Video

Cloth Simulation Tips (Marvelous Designer)

  • Turn on/use garment layer system for layout, but turn it off during simulation to avoid artifacts.
  • Set correct time step:
    • use 1/24 = 0.041667 if your project is 24 FPS (don’t keep the default 0.033 meant for 30 FPS).
  • If collisions look wrong:
    • enable nonlinear simulation
    • turn off GPU simulation
  • Keep self-collision interaction count low (avoid much above 1–2).
  • Use CG finish condition = residual, and reduce its value for more accurate cloth settling.

Crowd Kneeling Animation Approach

  • Act it out physically:
    • kneel slowly multiple times
    • check balance at key moments (unclench test; observe fall direction)
  • Decompose motion:
    • kneeling depends on foot placement for leg bending
    • manage pelvis shift relative to planted foot (balance timing)
    • choose lowering style (squatting vs forward-and-absorb using arms/chest)
  • Start animation with key joints:
    • pelvis + feet first
    • add secondary motion later (head turning, etc.)
  • Create the upward wave:
    • time crowd characters so kneeling cascades up the stairs.

Creators / Contributors Mentioned

  • Mitch Mitch — creator of the artwork and breakdown
  • Clinton Jones — challenger who ran the “Eternal” staircase prompt/template challenge
  • Trisha Biggar — referenced as lead costume designer for Star Wars
  • Universe Kinematics / IK — technique referenced (not a person)
  • Thomas Cole — referenced as an inspiration for naturalism

Music / Composers Referenced

  • “The Isle of the Dead” — composer name not fully specified in subtitles (noted as Rak (Rakel?) Manov)
  • Hans Zimmer and Lisa Gerrard — for “The Wheat” from Gladiator

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