Welcome to Tern’s Landing!
This peaceful beach is home to a large population of seabirds
Art Breakdown
The vast majority of this work was done in Blender (about 75%), while some painting was done in Affinity Photo.
Background
The background was painted in Affinity Photo. I started with a simple sketch, then colored it in:
Seabirds
Simulation
The paths of the seabirds were done using simulation nodes:
Each path uses the following nodes:
The paths randomize themselves at the beginning, smooth themselves out over time, and slowly randomize themselves over time as well. The seagulls use a Sample Curve node, as well as some angle correction, to follow their path. Each path has one of three base seagulls, which allowed for the animation to be offset.
Modeling
The seagulls were poly-modeled in Blender and painted:
They’re low-poly, only 600 tris. I didn’t use any subdivision, as I liked the more angular look of the wings. Here you can see a wireframe:
Painting
You can see the UV seams on the model above. I hand-painted the seagulls and gave them simple cel-shading:
Animation
The seagulls were then rigged in Blender and animated in Blender. The skeleton was kept very simple:
The seagulls mainly just coast, while occasionally flapping:
I added some subtle noise to the wing bone animations to replicate the effect of small wind currents you can see on real seabirds (I used slow motion video reference as I was animating.)
Rocks
The rocks / sand texture was added in Blender. I sculpted a few quick rocks and used geometry nodes to scatter them on a plane:
The
dis
attribute is used to capture the distance from the camera- I used this both to add aerial perspective (using the nodes below) and as a W value to drive random noise.I added a second layer of smaller rocks with greater color variation using this noise:
You’ll notice the rocks have a cast shadow, I did this using ambient occlusion mixed with transparency:
Water Sparkles
The water sparkles were made first on a flat plane, then rotated in 3D space for the appropriate perspective:
The nodes are extremely simple:
Clouds
I made the clouds as planes in Blender, layered in space for parallax:
The shading of the clouds is also done in Blender. Rather than moving the clouds, I simply move the camera past them.
Waves
Same as the sparkles, I started with a flat plane and rotated for perspective:
Compositing
All the compositing and post-processing was done using Blender’s VSE. This is an in-progress shot, the final sequencer had even more layers:
I used masks on pretty much everything to get things to layer correctly.
Sound
The only thing I didn’t make 100% myself, from scratch, was the sound. I acquired it from Pixabay, under a royalty-free, attribution-free, license.
Closing thoughts
I’ve been working on this since July 5th, there’s probably 30 or more hours of work here. Getting all the masks to render correctly took many, many, many tries
I’m really happy with how this turned out, thanks for looking