Humanity is long gone. After an apocalyptic war, a member of the team of robots tasked with finding a new hope for life discovers a mysterious map

Year :

Duration :

License :

Archive :

2023

11 min 45 sec

CC-BY

Open

Credits

Marco : Director, Producer, Music, Modeling, Animation

Bernardo : Greenland set

Joseph : Previz, General Advisor

Josue : Robot Protagonist

Nathan : General Advisor

Stefan : General Advisor

Making of

This is our second short film made entirely with Blender. What a journey it has been, since I wrote the story back in 2021 up to the final release. Sci-fi can be interesting if made with purpose and thought, what I wanted to show with the film was a post-humanity world, where nature has died everywhere except in one place, and that place is being protected by some robots.
Joseph did the previz back in 2022, and that gave me many ideas as well as a proof of concept to base all the shots on.
The dedication that went into the short film is worth more than 1 year of work, by far my longest project, hope you enjoy it.

Assets

I got some very highly talented artists to work in the project, Josue modeled the robot protagonist while Bernardo did the Greenland set, needless to say they did an awesome job!
I made use of some of my asset packs, like for the city I used the Real City models and made them procedurally damageable using Geometry Nodes, also used the Real Environments procedural desert for the desert scenes, and then the procedural dust and ivy from Tools for the giant robots and the city scenes. I made use of procedural textures as much as possible, but I also used textures and assets from resources like Polyhaven and AmbientCG.

Tools

Geometry Nodes were basically used for every scene, from the destroyable city buildings to the scattering of debris and rubbish around the streets, also the city gate and walls were made using Geometry Nodes, the dust particles in the interior scene, the fire in the battle scene, the desert displacement, for the scattering of dead robots pieces, for the scattering of rocks and grass… I made extensive use of Simulation Nodes too, I used them for example in the giant robots’ shooting scene where we see sparks, for the pebbles falling down the sewerage tunnel, also for the simulation of rain in the cave scene, and for some floating particles in the sandstorm scenes.

Sound

As for the audio, I made use of sounds from Freesound, and for the music I composed the pieces using LMMS.