Exploring the Making of the Brave Asagi CG, the Airship of the Protagonists from the TV Anime "Pocket Monsters"! ~No.1 / Design & Modeling Part
In this article, we will showcase the making of the "Brave Asagi" airship that is appearing in the TV anime "Pocket Monsters" (2023~) and the production process for the 3D layout required when using 3D backgrounds, in a three-part series.
※This article is reprinted from the monthly magazine "CGWORLD + digital video" vol. 329 (January 2026 issue).
Converting the airship into 3DCG assets to improve efficiency
While the TV anime "Pocket Monsters" primarily relies on hand-drawn animation, 3DCG is utilized for shots where camera work and other production elements increase animation costs. OLM Digital handles the production of these 3DCG elements. The Brave Asagi introduced here was also created as a 3D asset by OLM Digital based on a design by BARNSTORM DESIGN LABO, and is used in shots.
"The Brave Asagi serves as the living space for the protagonist Liko and her companions during their journey. Since the characters move around the deck and there are shots of it flying, we decided to create 3D assets. Based on the design drawings provided by BARNSTORM DESIGN LABO, we worked closely with the directors to determine how the ship would be used in various scenes while progressing with the 3D model creation.
Initially, it was intended for distant flying scenes, but creating complex three-dimensional shapes like the ship's stairs and railings solely through animation proved difficult. Therefore, we utilized the created 3D assets to build 3D layouts, which also served as guides for the animation team.
Additionally, the Brave Asagi underwent numerous structural changes and added gimmicks as the story progressed. Its transformation gimmicks were also extremely complex, making adaptation challenging. However, thanks to the cooperation of the setting staff, 3D team, and other departments, I believe we achieved a good result," says CGI Director Takayoshi Kawasaki.
Maya is used for modeling and rigging. Additionally, efficiency is achieved through the use of in-house tools, such as applying animation assets using the proprietary After Effects (AE) plugin “OLM_UV_MAP” (described later).
Designing the Rising Volt Tackers' Airship, the Brave Asagi
The design of the Brave Asagi was created by Satoshi Yuri of BARNSTORM DESIGN LABO, who established the foundational concept. Based on this, Katsumi Takao, responsible for 3D art, prepared the models design line art while meticulously adjusting details such as consistency when rendered the 3D assets, gimmicks, color tones, and textures. The modeling specifications were developed as Takao actually created the 3D model, confirming consistency during gimmick operation. Also, the Brave Asagi was designed to look closer to an artwork background.
"The Brave Asagi is often rendered as background scenery, so when it's in close-ups, it needs to look similar to when it's in the background, and while viewed from a distance, it must still appear as a machine. To maintain consistency with the same asset, we designed the textures accordingly. Anticipating close-up camera angles, we painted all the shading and highlights directly into the textures, imagining how it would look as a painted background. However, we avoided over-detailing to prevent overload during wide shots, assuming close-ups would require retouching." explained Mr. Takao.
Brave Asagi Ship Design and Line Art / Examples of Brave Asagi Ship design artwork
▲ Design of the Brave Asagi by Satoshi Yuri. Includes detailed specifications for gimmicks and other features. The illustration shows the design with the wing deck deployed.
▲ Also by Yuri: the design for the transformed state that appeared in Episode 89. Additional parts and gimmicks, such as those in the bow section, have been added.
▲ Design line art for the pre-transformation state, modeled and created by Takao based on Yuri's design. The Rising Volt Tacklers' logo is incorporated onto the hull.
▲ Similarly, the design line art for the post-transformation state. The blue areas indicate newly added sections.
Artboards and Texture Creation
An example of the art board for the Brave Asagi created by Mr. Takao. Mr. Takao reportedly worked with the director to finalize the design and color scheme for the Brave Asagi, making various proposals along the way. Notably, the hull features a two-tone color scheme, with the lower section painted red to evoke the design of a Monster Ball. Additionally, the wing deck at the stern was colored green and was inspired by the color of Liko's Pokémon Nyahoja.
▲ Artboard of Brave Asagi before transformation
▲ Artboard of post-transformation design
▲ Brave Asagi displayed with textures applied in Maya. Shading details are also painted into the textures.
Exploring the Making of the Brave Asagi CG, the Airship of the Protagonists from the TV Anime "Pocket Monsters"! ~No.2 / Gimmicks Part
The modeling of the Brave Asagi and the complex mechanisms such as the wing deck and cockpit.
The Brave Asagi features numerous transformation gimmicks, and making adjustments to their behavior and the cohesiveness of the hidden parts was extremely challenging. "Since it's an airship with many gimmicks, we first created just the parts and refined their detailed designs while confirming their intended movements. We were able to change the design of the arm section from the initial concept art to make it move more easily. Areas where the camera zooms in or characters pass through repeatedly were modeled with higher detail. The modeling period was about 1 month, but the task of creating all the gimmicks while maintaining cohesiveness was quite demanding." said Shun Takahashi, Toon Model Supervisor.
"As we actually proceeded with the modeling work, inconsistencies often surfaced during the process. Each time this happened, we would confirm details and brainstorm ideas together while continuing the modeling work. Also, the Brave Asagi undergoes modifications midway through the story, and new hidden gimmick are revealed. Implementing these hidden elements in a way that felt natural was extremely important."
Brave Asagi Model
The Brave Asagi model after transformation. Modeling and rigging for the Brave Asagi was done in Maya.
▲ The model's wireframe. The entire model was created using approximately 285,000 polygons. When creating the 3D model from the concept art, some areas lacked design details. Takao expanded the design in for those areas.
▲ "I approached the parts of the design I wasn't provided in-depth details for in a playful manner, thinking it would be for the best if kids found them fun to look at." says Takao.
▲ This floor section incorporates a lifting mechanic. The design was developed during modeling consultations, ensuring consistency while considering the transformation mechanics.
▲ Since the observation deck is often used as a background, details like stairs and handrails were carefully rendered.
Deployment of the Rear Engine
The gimmick of the rear engine deployment. Since the rear engine is designed to deploy by having the balcony section rise up from the hull, new design considerations were incorporated during modeling. These include adding grooved and trim parts to ensure that the balcony's movement looked natural.
Opening and Closing the Wing Deck
The deployment mechanics for the wing deck located at the stern. While the wing deck's shape could be matched to the original drawings design, the model showed there was some interference during it's deployment. This necessitated adding joint structures and making minor adjustments to the wing deck's design.
"To prevent the process of making wing deck deployment animations from becoming cumbersome for animators, we set attributes for each arm deployment and wing deck movement. This allowed the opening/closing mechanics to be controlled simply by adjusting values, while also giving fine-tuning adjustments to each part." Rigging Supervisor Yūki Yafuse.
Cockpit Transformation
An example of the transformation gimmick for the cockpit located at the bow. Among the many gimmicks on the Brave Asagi, the cockpit transformation mechanics were particularly challenging. Finding a convincing way to make the transformation appear seamless was extremely difficult. There were areas where physical interference occurred, so the production team requested specific angles be avoided during filming.
"The movement required the front parts to split left and right, then the cockpit to rise, and finally the parts to rejoin. However, the animators requested controlling the entire sequence using a single attribute within a 0.0 to 1.0 range. So, we carefully adjusted the timing of each part while ensuring the contact points with the rails didn't lift off." explained Yafuse.
Jet Engines Deployment
An example of the deployment mechanics for the jet engines on the hull sides. The jet engine sections are normally concealed. When transitioning to high-speed flight, the hull sides move, followed by the engines deploying. Since the design only specified the pre and post-deployment states, the team adjusted the mechanics while considering the optimal timing for deployment to achieve the best visual effect.
Rigging these transformation gimmicks for the Brave Asagi took about a week to adjust. For the Brave Asagi's rigging, they used almost no skin-weighted rigs, instead spending a lot of time figuring out how to move them using joints.
Exploring the Making of the Brave Asagi CG, the Airship of the Protagonists from the TV Anime "Pocket Monsters"! ~No.3 / Cut Production
In-house tools for optimizing the production of scenes featuring the Brave Asagi and streamlining scene creation.
In scenes featuring the Brave Asagi, 3D layouts are utilized to reduce the animation workload. There are two patterns for using 3D layouts: for scenes where an animated character comes into contact with a 3D asset, the 3D shot is created first, and for other scenes without interaction, the 3D model is shot to match the animation layout. In both cases, layouts are constructed with the utmost priority on preserving the intent of the storyboards.
Additionally, for scenes depicting damage to the Brave Asagi, creating a high-quality damage model from scratch for just a few shots proved cost-prohibitive. A simplified damage state was created, and the shots were finished using retouching techniques rather than applying textures.
During cut production, OLM and OLM Digital collaborated to brainstorm ideas and solve problems. Sometimes, the 3D team's proposals determined the final look and camera work. In-house developed tools are also used and efforts are devised to reduce production costs and work efficiently.
The Brave Asagi airship flying while turning
A shot of the Brave Asagi ship navigating while turning, appeared in Episode 100. Shots like this, involving turns or the camera circling around, often incur high animation costs and are frequently produced entirely in CG, including the background. The background for this shot used a 3D sphere asset with background materials mapped onto it. Since the storyboard was just a rough sketch, production proceeded through repeated discussions with the directors about how much of the ship should be shown and how to show specific areas of the ship's hull within the shot.
▲ Sphere background assets. Sky texture creation was handled by ARED.
▲ State during animation review
▲ Final cut. After prominently displaying the bow flag, it culminates in a dynamic maneuver where the ship turns.
▲ Cut Production Workflow
Liko and Roy on the deck with their Pokémon
A shot of Liko, Roy, and their Pokémon in front of the observation room. In this shot, the background is a 3D asset, while the characters, including the Pokémon perched on the railing, are hand-drawn animation. For shots like this, 3D work proceeds first, creating the 3D layout, and the animation work then progresses to match it. When 3D work leads, they take care to match the composition intent and perspective feel depicted in the storyboards as closely as possible. Once the 3D layout is approved, the rendered image is sent to the art department for retouching before being passed on to the shoot.
▲ 3D Layout
▲ Ambient Occlusion Textures
▲ Texture Materials
▲ Color Mask used for Book
▲ Similar Color Mask used for Book
▲ Shadow assets. These are compiled into a PSD file and provided to the art department.
▲ 3D Composite
▲ The finished shot after the drawing has been photographed
The Damaged Brave Asagi
A shot featuring the Brave Asagi with part of its hull damaged. Since the Brave Asagi's 3D assets weren't modeled down to the internal framework, only the exposed sections were modeled. Takao then retouched these images, which were composited during the photography stage to complete the final shot.
▲ The layout for this scene was created before the 3D work.
▲ 3D layouts are created based on the 2D layouts.
▲ Brave Asagi in its original state
▲ Holes were added to the damaged areas, and the framework was modeled only in the visible areas.
▲ Set an ID for each skeleton part to output the mask material
▲ Final cut. After rendering the ship's hull animation, Takao used the mask material created with the aforementioned "mask material with assigned IDs" to add and adjust textures, then applying final filming effects.
Cut of Friede descending onto the wing deck of the Brave Asagi
In the shot where Friede descends onto the wing deck of the Brave Asagi while riding Lizardon, the 3D camera work tracks up from the foreground character to the characters on the wing deck. The clouds in the background are not 2D backgrounds created by the art department. Instead, a 3DCG cloud material was created and composited. This 3DCG cloud material was created using MayaFluid, and its color tone was adjusted during filming to match the backgrounds in other shots. Initially, the clouds were planned to be handled as a 2D background. However, the 3D team proposed creating it as a 3D material instead, and this suggestion was used.
▲ Cloud material created with MayaFluid
▲ Photographed clouds
The characters standing on the wing deck and the barrier effects are created by applying animation assets to flat meshes. For this shot, the animators first created rough motion guides for the incoming Friede & Lizardon and the ship's hull movement. 3D camera work was then applied to match the animation. Once the camera work was complete, the meshes with the characters applied were positioned. Finally, rendering and filming processes were performed to complete the shot.
▲ Animation layouts drawn to create the camera work
▲ Animation layouts drawn to create the camera work
▲ The Characters drawing material is put onto a flat mesh and placed on the field
▲ Enlarged view of the red box
▲ Finished cut. It has a dynamic feel.
OLM_UV_MAP: An After Effects Material Mapping Plugin
Developed by OLM Digital, the After Effects plugin “OLM_UV_MAP” enables precise 2D material mapping in AE based on UV information exported from Maya. This is particularly useful when compositing hand-drawn animation onto moving 3D assets, where 2D materials are often mapped onto the 3D scene.
Specifically, UVCoords are output to a square plane mesh in Maya using the aiUtility tool and then this material becomes the target. Then, using "OLM_UV_MAP" to map the footage, they can use the mapped assets directly in AE. Using this tool eliminates the need to re-render in 3D when changes are made to the mapped material, significantly reducing work time.
▲ An example of a layout cut. The characters are on the deck of the moving Brave Asagi.
▲ Painting materials used
▲ UV material output from Maya
▲ Artwork materials mapped using "OLM_UV_MAP"
▲ With material applied
▲ Example of a shot captured using "OLM_UV_MAP". The characters on the wing deck are composited during the photography process rather than 3D modeled. Notice how the composite matches the ship's movement in the depth direction.
▲ Cut Production Workflow
Other shots featuring the Brave Asagi
▲ Another example of a shot featuring the Brave Asagi as the main subject. In Episode 101, Murdock and the others are on the deck of the Brave Asagi.
Asset Management Tool "AMtools"
The "AMtools" asset management tool, is an original tool developed in-house that supports asset and shot data management. It enables automatic input of save data storage locations and naming conventions according to internal naming rules, as well as automated version control and backup management following established guidelines. Furthermore, versions are available not only for Maya but also for AE, allowing similar data management on the production side.
▲ Work screen of "AMtools" for Maya. The lower image shows an enlarged view of the red box.
▲ Work screen of "AMtools" for AE. The lower image shows an enlarged view view of the red box.