For the TV station SKY Germany, we created the dragon from Game of Thrones Season 4 in 3D.We already created the younger dragon from Season 3 in 2013 for another commercial.
For the commercial in 2015, our job was to model and apply a good
texture to the dragon. We created the dragon using the program Maya from Autodesk and Zbrush from
Pixelogic. It was quite difficult to construct the dragon in 3D with a couple of references from the
web. The animation and the rendering were done at SKY.
Here, it is possible to view the 3D model of the dragon. In order to be
able to animate the dragon, despite the fact that the details on the models are extremely high, we
worked with normal maps and displacements from Zbrush and we let the resolution of the model quite
low. Thus, we got all the details from the displacement and normal maps. Each of the textures of the
dragon was broken up so we constantly had pixel resolution for the textures. Each texture had a
resolution between 8k and 4k.
For the TV station SKY Germany, we created the dragon from Game of Thrones Season 3 in 3D.
For the commercial in 2014, our task was to create the dragon,
construct an animation rig and animate the dragon. We constructed a complex rig which was really
helpful especially for the animation of the dragon wings. Additionally, several dynamic controls
were used to create animations that were much more realistic. We transferred the animation to Sky
Germany via Alembic Cache to make sure the animation stays the same including all dynamics. A unique
cache tool was utilized to solve overlapping problems. The tool enabled us to paint over caches that
were animated. We created the dragon using the program Maya from Autodesk and Zbrush from Pixelogic.
It was quite difficult to construct the dragon in 3D with a couple of references from the web.
Here, it is possible to view the 3D model of the dragon. In order to be able to animate the dragon, despite the fact that the details on the models are extremely high, we worked with normal maps and displacements from Zbrush and we let the resolution of the model quite low. Thus, we got all the details from the displacement and normal maps. Each of the textures of the dragon was broken up so we constantly had pixel resolution for the textures. Each texture had a resolution between 8k and 4k.