Welcome to '' La Sucia - Animation'' A 3D project of a Honduran legend.
A little contextual information to understand the project...
Abstract
La Sucia or its English translation "The Dirty woman" is one of the most famous legends in Honduran mythology. Its history depends on the region, but they share several patterns; a beautiful woman bathing in a body of water like a river or lake, a drunk and / or an unfaithful man who spies on her, and a transformation into a monster where the man dies or is scared. This legend is presumably influenced by Mayan and Mesoamerican mythology, it will be presented in an animated short format using 2D and 3D techniques, with a grayscale palette and without dialogue.
This is intended to attract the attention of people inside and outside the territory who have a nostalgic association with rural stories, who have heard or read the projects of Cuentos y Leyendas de Honduras (Stories and Legends of Honduras) by Jorge Montenegro, or who are fans of Latin American mythology.
Here an example of early considerations in the project:
Introduction and Background
Honduras is a country located in the middle of the American continent, with an economy largely dependent on its agriculture, so its contribution to globalization is usually limited to raw materials.
Although the country has suffered from an unbelievably bad international reputation for several years, it was in 2012 that it was classified as "Murder capital of the world" by the United Nations, having the highest homicide rate on the planet, reaching an estimated violent death every 74 minutes, these crimes mostly committed in San Pedro Sula and Tegucigalpa.
This had a catastrophic influence on the country's tourism sector, which is why an attempt has been made to create decrees such as Ley de Fomento al Turismo (Tourism Promotion Law) (Trucchi, 2019) and organizations that encourage cultural, ecological, and archaeological tourism. Marca País was created in 2015, an organization that promotes the alliance of the public and private sectors in order to highlight the positive aspects such as ecological reserves, historical sites, indigenous influence and all the raw material that is for export. (Marca Pais Honduras, 2015)
The beginning of this project consists of cultural approaches to the country. In 2018 a strenuous investigation of the various regional or / and indigenous legends was carried out, with which we will highlight the work of Jorge Montenegro who was a writer known for his work in the compilation and dissemination of the Honduran oral tradition, through various books, comics, radio shows and a movie. (Honduras.com, 2020) His radio program called Cuentos y Leyendas de Honduras was broadcast since 1964, broadcasting for more than 50 years and many of his episodes are still available on YouTube. (Cuentos y Leyendas de Honduras, 2015)
We cannot rule out that these programs have contributed to keeping many of these legends alive in rural areas, but specifically speaking of La Sucia it is a story found within the Honduran family, one of the best compilations of the various oral histories were made by Fernanda Maria Martinez Reyes in her thesis report La Narrativa Oral En Honduras: Nuevas Exploraciones en los Inicios Del Siglo XXI (The Oral Narrative In Honduras: New Explorations in the Beginning of the 21st Century) for the University of Alcala, with a minimum of 10 different versions told by farmers from different parts of the country. (Martínez Reyes, 2016)
The history of La Sucia has been shown for years in all sectors of the population, from radio programs, comics, movies, and school events where students and teachers dramatize the popular song ''La Sucia '' written by Manuel Castillo Giron in his album CATRACHISIMO Cantares de mi Patria. (Manuel Castillo Giron, n.d.)
An example of these events is the one acted by the folk projection group of the Sheridan Bilingual School in La Lima, Cortes. (Jomzag, 2011)
Another decisive factor worth mentioning is that the Honduran animated sector is still relatively new and partially developed commercially but not artistically.
It was not until September 2020 that the Museum for National Identity (MIN) and its educational program EduMIN made 2D animations of some Honduran legends, which has once again attracted the attention of the capital's population and social networks. (MIN, 2020)
With this we want to make clear the importance of the representation of Honduran elements. Although this project is not intended to repair the reputation of a country with an animation, but rather to attract a little more attention to unique elements of its culture in an intercultural environment with the help of the Honduran embassies in Europe and Asia.
Finally, this project seeks to innovate in the Honduran animated sector, following the trend of grayscale animation to reflect "antiquity" to history, without the need for dialogue, so intensive translations beyond the title and credits will not be necessary.
For our story prototype we have taken three main elements, a drunk and unfaithful man, a beautiful woman bathing in the river and the transformation into a monster.
When the story begins with the moon and the title, a drunk man is walking in the forest while looking at a photo of a sexy woman, from his pocket the photo of his family falls.
As he continues his route, he meets a beautiful woman bathing in the river and he decides to spy on her, as he approaches, she transforms into a monster that is about to devour him, the movement of the camera takes us to the moon with the hat and boot flying.
Here we assume that the man has died, but the screen goes dark, and we see the man wake up scared, with the photo of his family in his hand which he looks at with love.
However, he also notices that he has the marks of La Sucia's claws, so we see him running to get away from the forest, and we close with La Sucia’s face in the moon and a macabre smile.
For reasons of better understanding, an animatic published on YouTube with this story was made.
Acknowledgements
The completion of this project would not have occurred without the supervision and support of Constatinos Sophocleous and Richard Cunningham. Carlos Bautista is also thanked for his advice in the area of sculpting and modeling. An incredible gratitude to Kingston University, which provided all the necessary programs and materials for the project. Big thanks to the Discord communities of Agora, Ask a Rigger and AnimState; where many users offered feedback and tutorials. Special mention to all animation events provided by London ACM SIGGRAPH, in which it was received special feedback from animators from different industries.
Finally, it is immensely grateful for all the help and inspiration from family and friends, especially Richard Lovell.
Aims and Objectives
Resources
In more detail these are the Honduran works that the works of Jorge Montenegro are being considered: Tales and Legends of Honduras vol. 1 and 2 (1972 and 2006)
Tales and Legends of Honduras (radio 1964-2018) Tales and Legends of Honduras (2014 film) The doctoral thesis prepared by Fernanda Maria Martinez Reyes (2016) The Oral Narrative in Honduras: New Explorations in the Beginning of the 21st Century. And a story within the Salinas family, where the great-grandfather of the author of this project, Pedro Salinas Matamoros had an encounter with La Sucia in the surroundings of Jacaleapa, Honduras. It is worth highlighting the use of visual references from various animated films and communities, this project is strongly influenced by the following projects:
- The Amazing World of Gumball (2011-2019)
- Paperman (2012)
- Frankenweenie (2012)
- The Peanuts Movie (2015)
- Dystopian animated short film (2017)
- Spider-Man: Into the Spider-Verse (2018)
- Purl (2018)
- Bigtop Burger (2020)
- The Mitchells vr. The Machines (2021)
Multiple resources from educational channels were used, which will be specified throughout the report.
Method and Workplan
Method
This project is divided into 3 main phases: Pre-production, Production and Post-production.
- Pre-production: conceptualization of story, characters, environment, production times and corrections of the written report.
- Production: Modelling, Rigging, Animation, VFX, Lighting, Render / Playblast
- Post-production: VFX, Color Correction, Music and Sound Effects, Compositing.
Pre-production
For the conceptualization of characters, simple designs were made inspired by farmers who are the ones who usually tell these stories; for La Sucia in her normal form, the term "beautiful woman" was taken into consideration according to the cultural context, where she is usually a woman with long dark hair, with a large bust and backside. In her monster form, reference was made to the description within the song of La Sucia by Manuel Castillo Giron:
''Suddenly the beautiful girl transformed, her eyes bulged, her teeth fell out, her nails grew and such a laugh! She was screaming! ''
And considering famous elements like her bust falling and sticking out of her clothes.
Once the manuscript was ready, we began to work with the storyboard and animatic.
Design and conceptualization of the characters was based on three main ideas, for the drunken farmer he was inspired by the typical peasant clothing of the towns, work boots, hat and an appearance of macho, which stereotypes that the men must wear a mustache and chest hair.
For the guapa (beautiful) version of La Sucia, it is usually represented with a supermodel beauty with wasp waist, instead a more common appearance in Honduran women was chosen, long hair, thick body, shorter and slightly darker skinned. In addition to the use of the torn white dress that is present in almost all versions.
Finally in the design of the monster, we played with the idea of the growth of the parts of the body, an elongated skull face refers a bit to the versions in which it transforms into a horse skull, its breasts uncovered and considerably larger than the farmer.
For the remaining elements such as trees and shrubs, it was based on simple geometric figures with some reference to Nobuyoshi Sakashita's tree study work (Sakashita, 2014), which as an important detail used plans to add small leaves that protrude from the main base of the tree.
Production
Modelling
For our next stage, various modeling methods were investigated for the characters and the environment; Among the options available was to sculpt the characters in Zbrush or model them in Maya. The biggest problem was the use of the various software and the weight of the learning line that would have to be done to carry out the final objective.
So, in the end it was decided to model the characters in Maya, using the support of various supervisors. It should be noted that this was the first time that a character of this style was made, so many references were sought in construction processes.
One of the most used resources in this phase was the series of videos created by Polytoon, where it shows step by step the construction of characters but highlighting the creation of loops in the topology (Polytoon, 2019). Something that will be needed later for rigging and animation.
It was a process with a lot of trial and error, where the character that suffered the most modifications was La Sucia Guapa; She required the use of Maya sculpting tools and a complete retopology to be sure the face loops worked.
The second part of the body that needed more work was the breasts since a natural appearance was sought. The dress was made starting with retopology on the body and then editing the details such as the broken parts.
Once the body was fixed, different versions for the hair were made, it was desired to maintain a cartoon appearance but also be able to animate in parts, in the end the tutorial created by GGP_Animation was followed where it creates the hair fragments using the Curve tool Warp Deformer. (GGP_Animation, 2019)
The Farmer was created with a similar process, directly connecting the parts of the body to the clothing; The hat was left as a separate element since it would be animated separately in some scenes.
The monster was created from the model of La Sucia Guapa, applying deformers and then making a retopology to guarantee a better animation.
Finally, as mentioned above, elements such as trees and bushes were created from simple geometric figures.
UV mapping and Texturing
At the end of the character models, work was done on the creation of the UVs, for the workflow we worked with UV Tiling Mode, following the advice of our supervisors and tutorials from channels such as AntCGi and FlippedNormals. It should be noted that some elements such as legs and arms were superimposed to reduce space and apply symmetry in the texture. (antCGi, 2021) (FlippedNormals, 2018)
In the texturing process the Procreate program was used, where the UVmaps were colored in 2D, this was before the update at the end of 2021 when the application added a tool for 3D elements.
Another crucial step in our texture was the use of the Aitoon Shader in combination with the Ai Standard Shader, taking advice provided in artist.B’s video where he combines both shaders to create the effect. (artist.B, 2021)
Rigging
To create the rigs of our characters, the Advanced Skeleton plugin from Animation Studios was used under the license for use for an educational project (Animation Studios, n.d.). The plugin's learning curve includes the Animator Artist Life channel's video series (Animator Artist Life, 2020) and Joshua Jones, where the basics for rigging a bipedal character is presented. (Jones, 2018)
However, some elements required a separate study, combining the basic Maya tools with the plugin. For example, for the rig of the breasts of La Sucia Guapa and its monster version, the tutorial '' Rigging Dynamic Breasts '' (Steve, 2012) was followed. The hair of both characters was rigged like limbs sticking out of the head and the dress was a combination of what was learned from Jeremy P's material and Advanced Skeleton tools. (P, 2015)
Skinning was an arduous job that required a lot of patience, although the plugin has some tools that facilitate the process, the workflow presented by Gio Coutinho which really helped to finish the job. (Autodesk, 2016)
Although the Rigging process officially ended in mid-July, once the animation process began, problems were found in specific scenes, so variations of Rig were also created for a single character, in the case of the Drunk Farmer a version with photographs in both hands, where the visualization was deactivated when necessary.
And a version in which the hat could be assigned to the hand, head or animated independently. The latter with the method presented by Sir Wade Neistadt using Parenting Constraints. (Neistadt, 2018)
Water
An important mention is made in the process of water animation since it required many changes, firstly it was planned to use a flat texture with 3 layers of planes, animating the mask connected in geometry. However, the result obtained did not satisfy the desired quality level, it also created an error in which the main texture "flashed" in the rendering.
However, after much searching and advice on various platforms, I found this incredible tutorial by Uhr in which a texture is animated using mathematical formulas. (Uhr, 2018) This method combined with Dikko's video, key drivers and a Sine deformer was what gave the result that is seen in the final render. (Dikko, 2018) Here's a comparison Before and After:
Animation 3D
In the initial stages of the animation process, he concentrated on blocking poses and configuring backgrounds; it was at this time that he studied and experimented with camera animation and its lens variation with dramatic motifs.
Speaking of specific animations, the first and last scenes have many elements in common, particularly the presence of an animated cycle (drunk walking and running) so following the advice in our feedback sessions, we worked with the flow of fig. 20.
In most cases the feedback was about the Drunk and Run cycle, so many versions were made until one was chosen and polished.
For our animation we also used a series of plugins that facilitated the creation of in-betweens, tweenMachine and Overlapper. (Barret & Widener, 2020) (Kolpakov, 2018)
The latter was used for the animation of the Monster's hair, using as a reference the scene of the goddess of the Sea in Ponyo. (Miyazaki, 2008) Another factor was the continuity of the scenes with each other, especially with camera changes. For this reason, some scenes were removed or modified. Many changes were made to the scenes, but these were the ones that most influenced the story: Scene 2, the time of this scene was shortened and the continuity of the walk of the previous scene was connected. Scene 3, before you only had one photo in your hand, it changed to two.
Scene 4, in the first place it was planned that the photo of his family would fall without him noticing, however the message that he left his family was not clear, so it was changed to throw the photo. Scene 7, this shot was lengthened, and the farmer hiding was added. Fig 21. Change of scene, where the farmer shoots the photograph on purpose.
Lighting
First of all, Skydomes were being used for the general lighting of the scenes, but this quickly became a problem in rendering times.
So it is switched to using direct lights and some area lights. But the biggest factor around lighting was the allocation of lights by element. We can see in a simplified way the configuration with which the lights were separated, assigning a light to the background, two lights to the elements (one main and one to soften shadows) and between two and three lights to the character.
The amount of lights depends a lot on the scene and the elements, also some lights were used only to illuminate without generating shadows.
In almost all the scenes a dim light was placed directed to the ground and affecting the assets and the character, this to create a shadow on the ground.
Rendering
Rendering was subjected to multiple tests and advice obtained from the video Removing Noise From Your Arnold Renders was followed, in which they present numerous ways of understanding where the noise is being produced. (R, 2020)
Once the noise was minimized in the scenes, our next step was to separate the layers; This is because in some scenes the background was required to be out of focus. Although it is understood that this effect can be carried out with Maya's cameras, the decision was made to use green screens, as in the video of Amanda Morrison. (PlantParade, 2020)
The advantage of using this procedure is to minimize the rendering time in the elements that we will blur and add more details to the characters. The downside is that twice as many layers are rendered per scene.
Counting all the layers, 4,073 frames were rendered in the final material with an estimated time of 33 hours.
The time is estimated since the heaviest layers took between 40-60 seconds, and the lightest ones between 10-30 seconds. In this calculation we are not taking into account previous tests where it was rendered in low quality and if any scene required it to be rendered again due to errors.
Post-production
Compositing
For animations and effects in 2D, it had been considered to use the After Effects program, changed to Adobe Animate, in which animations of direction lines, water splash and effects in the steps were added.
Visual effects include green screen editing, making sure the cut of the characters is good. Although one factor was the implementation of an old camera effect, obtained from Hadwin Channel for editing in Adobe Premiere. (Hadwin Channel, 2020)
For the base of the logo, Restless Youth Small Caps font was used, adding a small element of water as it is a spirit that appears near rivers.
Music
The musician Fernando Gimeno provided background music and support in editing the sound effects. (Gimeno, 2021)
Here is the complete list of all the sound effects used in the last version:
- Whoosh (CLEREMTV, 2020)
- Forest Footsteps (Nagaty Studio, 2020)
- Forest Edge (KDekay Sleep Sounds, 2019)
- Soothing River (Relax Sleep ASMR, 2017)
Obtained from the YouTube free audio library, which allows its use:
- Jog on Gravel
- Walk on Dirt
- Walking in Shallow Water
- Pants Whooshing
- Light Splashing of Water
- Punch Swoosh Series
- Rake Swing Whoosh Close (Youtube, n.d.)
Discussions
Most of the audience would be the Honduran public, especially now that organizations such as the Museum for National Identity (MIN) have opened a new exhibition specifically on the stories and legends of Honduras. (Museo de la Identidad Nacional, 2021) For viewing the short, contact has been made with various organizations that have confirmed that once the short is finished, they will be able to support the project in terms of visibility. Among these organizations is the Honduran embassy in the United Kingdom.
Conclusions
Although the final objective of the project was achieved, there are many aspects that could be improved and that will continue to be worked on in the future. It could be improved and added more types of plants for the backgrounds, a better texture with the use of normal maps.
- In terms of animation, fix meshes transfer errors, add leaves falling from trees, polish cycles.
- The rigs could improve in expressions, use of collisions.
- Add more visual effects in general, especially in the water.
- Implement more sound effects, specifically screams for the characters.
It was learned how difficult it is to carry out a project of this magnitude and the need for a team of professionals to complete something longer (for example, an animated series). While many new work techniques were learned from the number of references visited, it was the advice and weekly meetings with supervisors that really shaped the final result.
Finally, it was found that it is completely necessary to design a timetable before starting a project of this style, while remaining flexible in modifying it.
Final version for presentation:
Reference List
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