The idea for my animated short film Bagel 2 was first conceived by my friend and colleague Matthias Koenig and myself shortly after seeing all the news about the European space mission “Beagle 2″ in December of 2003. We found it quite amusing that while all one ever heard of the European Beagle were messages of failure and tragedy, the American mission at the same time was doing a much better job.
We soon realized that the story could make a cute animated short film and started sketching out our ideas.
Sadly, Matthias dropped out of the project early on due to him working on another personal project.
In the beginning, there were several different designs for the protagonist Bagel 2, some of which you can see sketched out below. Only a single day before the modeling-phase started, the look for Bagel 2 was finalized.

Concept art for Bagel 2
The Storyboard
Fortunately, the story itself was already roughly fixed when I started drawing the storyboard, but now the time had come to judge for every single shot, whether
a) it was required in order to tell the story
and
b) it was possible to implement in the relatively short timeframe of about 4 months.
I was aiming for a two minute film, and so I added, removed, changed and swapped shots until I was happy with the story and the length.
The storyboard was then scanned, cropped and inserted into Adobe Premiere to create an animatic. This can be useful to see if a story really works, in that it helps in timing the length of shots. Also, when people ask you what you’re doing all the time, it’s always nice to have at least something to show them!

The first shots from the short as envisioned in the storyboard
Modeling
By early April, all pre-production work had been completed and I could finally start modelling the “characters”:

A quite simple model was used for the robot Bagel 2
As you can probably see, the models featured in Bagel 2 are relatively simple, so the construction process didn’t take too long. All animate objects are modelled using NURBS, only the terrain and rocks are made of polygons .
Take a closer look at Bagel’s antenna (or tail) in the above image: In the film, there was a shimmering light where here is only a little green dot. This was done because it’s much simpler to add glowing lights in post-production than to render them in 3D. In After Effects, all I had to do was to filter out that specific shade of green and apply a glow effect there, giving me great control over the look and intensity of the light.
Interestingly, one of the only stored textures used in the film is the body of the American space ship, “Bob”. The flag and the details on him were painted in Photoshop.
Most other textures are created using procedural shaders, meaning that they are not stored in image files but are created only through mathematical formulas directly at render-time. I preferred using procedurals because even though the original texture for the Marsian landscape was huge (around 300MB), it still wasn’t large enough for close up camera views.
Procedurals do not lose quality when zooming in, so they were the obvious choice here.

Procedural shaders were used wherever possible
The detail on Bagel’s tires and Bob’s thrusters are created via displacement shaders . These are applied like bump-maps, but with the difference that they actually move the geometry instead of just the normals of the surface. If you look closely at the depiction above, you can probably see that the tires on the left are completely flat, unline those on the right.
Displacement shaders are great when you want to keep your models light and still retain a high level of detail. Beware though, certain renderers take much longer to render displacement maps than bump maps! I rendered most scenes using the free RenderMan-compliant renderer
3delight, so rendering displacements wasn’t that much of a problem in my case.