![Hero background image](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2Fa919c3514170e49901838694c58c2b927cf327fc-1920x1080.jpg&w=3840&q=100)
![The Blacksmith](/_next/image?url=https%3A%2F%2Fimg.youtube.com%2Fvi%2FpXWAsayTFTo%2Fhqdefault.jpg&w=3840&q=75)
The Blacksmith
The Blacksmith was developed to try out the rendering capabilities of Unity 5. It shows the advanced graphics features that come out of the box. Since the engine is extremely extensible, we could also implement a number of custom solutions.
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The Blacksmith was made by three people working directly in the Unity engine—an artist, an animator, and a programmer—together with some external help for the assets, concept art, motion capture. They used a build which combines the official version of Unity 5 with a sequencing tool developed internally.
The short film runs at 30 FPS in full-HD on a desktop PC (Core i7 4770 with a GeForce GTX 760).
Physically-based shading
The Standard Shader in Unity 5 is easy to use and extremely flexible at the same time. Therefore, we were able to iterate quickly on material quality.
![Standard shader](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2F16d6a03382b7cf3e7879b83d227a90fba111983c-810x455.jpg&w=3840&q=100)
![Custom solution for high resolution realtime shadows](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2F874f10fcd17c06ce740ff4f43783a031fc9de903-810x455.jpg&w=3840&q=100)
![Custom shader for hair and beard](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2Ff37c4c80482f604022d4651402b33ff69a5c17bb-810x455.jpg&w=3840&q=100)
High quality lighting and post effects
Global Illumination algorithms achieve a realistic look by including both the light which comes directly from a light source and the light reflected by the surfaces in the scene. Making this film, we used the new real-time global illumination system to change the lighting setup quickly from one shot to the next. Custom-developed post effects enhance the look and feel of the movie.
![Indirect lighting](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2F334358923d32cbcf9266664dec4a897017fdb595-810x455.jpg&w=3840&q=100)
![Atmospheric scattering](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2Fe07613c1e6042cc0a0ecaf3bb58b7c1133763a9c-810x455.jpg&w=3840&q=100)
![Color grading](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2F1b19a5802407be115a3450ca2d08341e6759992b-810x455.jpg&w=3840&q=100)
![Custom motion blur](/_next/image?url=https%3A%2F%2Fcdn.sanity.io%2Fimages%2Ffuvbjjlp%2Fproduction%2F6adcc2a2dd2b7ad6c6b46196d7677a31e47e0105-810x455.jpg&w=3840&q=100)
Credits
Writer, Director, Art Director
Veselin Efremov
Animation Director
Damien Simper
Tech Lead and Graphics Programming
Torbjorn Laedre
Producer
Silvia Rasheva
Concept Art
Georgi Simeonov
Sergey Samuilov
Character Art
Jonas Törnqvist
Sergey Samuilov
Editing, Color Grading
Mihail Moskov
Creative Consultant
Nikolay Toshev
Motion Capture
Imagination Studios
Choreography and Performance
Stuntgruppen
Additional Animation
Imagination Studios
Rigging and Simulation
Bläck Studios
Environment Art
Plamen Tamnev
Sergey Samuilov
Martin Huisman
Additional Environment Art
Jonas Levin
Concept Art - Environment
Dimitar Marinski
Pre-visualisation
5th Degree
Song
“Ilmarinen’s Lament”, Composed and Performed by Theo Hakola
Sound Design and Additional Music
Music Marks
Dominykas Kiauleikis
Robert Cupisz
Dominic Laflamme
Catherine Proulx
Andre Gauthier
Pierre-Paul Giroux
Renaldas Zioma
© 2015 Unity Technologies