Re: Whiskytree, Elysium breakdown

2014-02-04 Thread Js Guillemette
Everytime I see this, my jaw drop to the floor. I'd love to play with 
such a scene!


Amazing work. Congrats!

Js Guillemette
3D Artist @ SHED
www.shedmtl.com

Le 2014-02-04 13:46, Steven Caron a écrit :

Here is a breakdown of Whiskytree's Elysium work...

https://vimeo.com/85581391

Steven




Re: OFF:Game job in Canada?

2013-06-26 Thread Js Guillemette
Eidos in montreal have a pretty good reputation aswell. Not as old as 
Ubisoft of course, but they seem pretty stable now that Square Enix 
bought them and I hear great things from the team over there.


Js Guillemette // SHED
3D Artist
www.shedmtl.com

On 6/26/2013 3:45 PM, Daniel Brassard wrote:

Three other companies to look at:
- Digital Extremes (London, Ontario) my backyard, a nice and not too 
big city to live

- Bioware (Edmonton, Alberta)
- Gameloft (Montreal & Toronto)


On Wed, Jun 26, 2013 at 2:48 PM, Sebastien Sterling 
mailto:sebastien.sterl...@gmail.com>> 
wrote:


Maybe I'll join the stubborn few one day too :P


On 26 June 2013 20:34, Marc-Andre Carbonneau
mailto:marc-andre.carbonn...@ubisoft.com>> wrote:

Hey, I’m one of the stubborn people keeping Softimage alive in
this joint!! :)

Yeah, I understand your point, but it’s all about lots of
in-house tools built on top of MAX… is MAX still relevant in
today’s game pipelines? My opinion is less and less…

*From:*softimage-boun...@listproc.autodesk.com
<mailto:softimage-boun...@listproc.autodesk.com>
[mailto:softimage-boun...@listproc.autodesk.com
<mailto:softimage-boun...@listproc.autodesk.com>] *On Behalf
Of *Sebastien Sterling
*Sent:* 26 juin 2013 13:38


*To:* softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com>
*Subject:* Re: OFF:Game job in Canada?

ow Marc you say that like its a bad thing :)

i remember trying to work with 5 characters i modelled rigged
and animated in 3Ds Max, feed back was so slow i had to make
playblasts, (previews) and when i did, the rig and bones would
leave the meshes behind.

i find it difficult to imagine how max is still relevant when
every year game assets get heavier, and i really liked max.

On 26 June 2013 19:00, Marc-Andre Carbonneau
mailto:marc-andre.carbonn...@ubisoft.com>> wrote:

There’s a couple of stubborn people in here, so yeah,
Softimage is still in the house, running silently. :P

But Softimage or not, Szabolcs mentions he knows all the DCCs. :)

*From:*softimage-boun...@listproc.autodesk.com
<mailto:softimage-boun...@listproc.autodesk.com>
[mailto:softimage-boun...@listproc.autodesk.com
<mailto:softimage-boun...@listproc.autodesk.com>] *On Behalf
Of *Sebastien Sterling
*Sent:* 26 juin 2013 12:56


*To:* softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com>
*Subject:* Re: OFF:Game job in Canada?

Do ubisoft use softimage ? i thought they had a history of 3ds
max ?

On 26 June 2013 18:37, carl callewaert mailto:c...@fundi3d.com>> wrote:

Do you have work permit in Canada?
If not, once you have a job offer in Canada (excluding the
province of
Quebec) it takes 1 day to get the work visa.

Carl


On 2013-06-26 11:29 AM, "Szabolcs Matefy"
mailto:szabol...@crytek.com>> wrote:

>Thanks guys, I really appreciate the help! I'll look those
site at home!
>
>Cheers
>
>
>Szabolcs
>
>-Original Message-
>From: softimage-boun...@listproc.autodesk.com
<mailto:softimage-boun...@listproc.autodesk.com>
>[mailto:softimage-boun...@listproc.autodesk.com
<mailto:softimage-boun...@listproc.autodesk.com>] On Behalf Of
Eric
>Thivierge
>Sent: Wednesday, June 26, 2013 4:12 PM
>To: softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com>
>Subject: Re: OFF:Game job in Canada?
>
>FYI, Hybride is not games. We are owned by Ubisoft though.
I'd say
>Ubisoft Montreal would be a good choice since they've been
around for
>quite some time. It depends on availability though obviously.
>
>Your best bet would be to apply for a job and then get the
company to do
>the work for the visa.
>
>Eric Thivierge
>===
>Character TD / RnD
>Hybride Technologies
>
>
>On June-26-13 9:47:21 AM, Eric Lampi wrote:
>> There's a fair bit of work going on in Canada, but some of
it seems
>> that there's a significant portion of it driven by the
availability of
>> subsidies being offered. Take some time and read up what's
been going
>> on at VFX Soldier: http://vfxsoldier.wordpress.com/
>>
>> You'd

Re: Latest work from SHED - Behind-The-Scenes

2013-05-13 Thread Js Guillemette
For those interested, here's a blog post about the Hair workflow we used 
for the IGA commercial:

http://shedmtl.blogspot.ca/2013/05/iga-hair-salon-how-we-do-it.html

Also, you can check Td Survival on facebook, they interviewed our hair 
artist, Luc Girard. It's great insight on the pipeline.

https://www.facebook.com/TDSurvival?fref=ts
(or directly on vimeo: https://vimeo.com/66041361 )

Js Guillemette // SHED
3D Artist
www.shedmtl.com

On 5/9/2013 10:31 AM, Chris Covelli wrote:

Amazing work!  Great lighting, characters, everything top-notch!!

Chris Covelli
http://www.polygonpusherinc.com/
http://exocortex.com/products/species
TurboSquid Models 
<http://www.turbosquid.com/Search/Artists/Polygon-Pusher?referral=Polygon-Pusher>



On Thu, May 9, 2013 at 8:36 AM, Sylvain Lebeau <mailto:s...@shedmtl.com>> wrote:


Thank you all!

Forgot to mention Philippe Sylvain at lighting/comp...

;-)


*Sylvain Lebeau // SHED**
*V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555  F 514 849-5025
WWW.SHEDMTL.COM <http://www.shedmtl.com/>

On 2013-05-09, at 3:42, Jordi Bares mailto:jordiba...@gmail.com>> wrote:


Thanks for the insight and detailed info, really appreciate

Seems you have a great team and setup, love the approach and I am
sure it had not been easy to bring that culture up.

Excellent work. Look forward to see more.

Jb

Sent from my iPhone

On 9 May 2013, at 02:32, Sylvain Lebeau mailto:s...@shedmtl.com>> wrote:


JM,

Timeframe would be around 2 months from concept art, character
design, storyboard and revisions, 2D animatic, 3D animatic, to
all the 3D stuffs we all love.

Shed is a little army/familly of passionate peoples.  Maybe
around 12-14 artists participated on the project. Here is the
breakdown of our resources, human and machines… (wow…that
sounded weird to say) …. feel's like the matrix..

*Here's the credits to my team:*

1 Illustrator/story artist = Benoit Theriault
Our lead modeller Mikhail Semionov with the help of Marc Lebuis
and Isabelle Mainville
4 Animators = PH, Guillaume Pelletier, David St-Amant, Christine
Houle
1 Character TD/Pipeline = Miquel Campos
1 ICEman for hair grooming and sims = Luc Girard
1 FX artist for smoke and PES (particles in suspension) Dominik
Kirouac
2 Lighters/comper on Arnold/Nuke = JSeb and Bruno-Olivier Laflame
2 Texture artist on Mari = Isabelle Mainville and Marc Lebuis
1 Onliner on the Flame = Nicolas Pellicelli

I've only participated into client meetings, approbations, and
all the political stuffs. ;-) …. i may have suspended a pass or
2 on the farm because it was failing….. wow my job is too cool!!


*Software and hardware:*
*
*
*
Softimage 2013 sp1, Nuke, Photoshop, Mari, Mudbox,
Framecycler……. but mostly Windows Explorer V156… hep.  I prefer
dolphin but for now we are mostly windows 7 x64.

*
We use Gear with a bit of customizing for rigging our
characters, (correct me if i am wrong Miquel)…

We use Exocortex Alembic for all of our animation caches needs
except for the hairs (for now).

Our render farm (used along with deadline 5.1) consist of a
couples of older blades for Nuke and 25 for Arnold long
hours crushing.
Wich some of the latest are 24 threaded machines with 16 to 32
gigs of ram.

That's pretty it…. nothing very fancy except from very talented
artists with big hearts and ambitions. Kudos to them!


sly



*Sylvain Lebeau // SHED**
*V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555  F 514 849-5025
WWW.SHEDMTL.COM
<http://www.shedmtl.com/> <http://WWW.SHEDMTL.COM
<http://www.shedmtl.com/>>

On Wednesday, 8 May, 2013 at 10:20 AM, john clausing wrote:


very nice!


*From:* jm khayat mailto:j...@moondog-animation.com>>
*To:* softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com>
*Sent:* Wednesday, May 8, 2013 10:08 AM
*Subject:* Re: Latest work from SHED - Behind-The-Scenes

Beautiful work guys, loved every part of it, character design,
layout, animation, render, FX
Congrats!!

What was the time frame and ressources avaliable for this
commercial ?
--

*JM Khayat*
Founder/ COO

www.moondog-animation.com <http://www.moondog-animation.com/>

mobile: +33 6 99 79 56 98



/CONFIDENTIALITY NOTICE: Privileged/Confidential information
may be contained in this message and is intended only for the
use of the addressee.  Please advise immediately if you or your
employer do not consent to Internet e-mail for messages of th

Re: Latest work from SHED - Behind-The-Scenes

2013-05-08 Thread Js Guillemette

Thanks for the kind words!

The project ran a little more than two months including pre-production 
(character design, storyboard, animatic). All in all we had fourteen 
artists spread over all department, with several artist wearing multiple 
hats, especially toward the end of the pipeline.


It was especially stressful because we made this project in 
november/december, just before doing this one: 
https://vimeo.com/58124644 <https://vimeo.com/58124644>
And we had to finish all those characters and huge layouts before 
jumping on "petit bouffeur".. it stretched the team quite a bit working 
on both projects at the same time just before leaving for the christmas 
holidays. But still, it was fun times :)

<https://vimeo.com/58124644>

Js Guillemette // SHED
3D Artist
www.shedmtl.com

On 5/8/2013 10:08 AM, jm khayat wrote:
Beautiful work guys, loved every part of it, character design, layout, 
animation, render, FX

Congrats!!

What was the time frame and ressources avaliable for this commercial ?
--

*JM Khayat*
Founder/ COO

www.moondog-animation.com <http://www.moondog-animation.com/>

mobile: +33 6 99 79 56 98



/CONFIDENTIALITY NOTICE: Privileged/Confidential information may be 
contained in this message and is intended only for the use of the 
addressee.  Please advise immediately if you or your employer do not 
consent to Internet e-mail for messages of this kind.  Moondog 
Animation assumes no responsibility for errors, losses, damages, or 
costs arising from the use of this email.  Moondog Animation reserves 
its common law copyright to all contents of this email.  The contents 
of this email may not be revised, copied, distributed to or used by 
any other parties without written permission of Moondog Animation.


/


2013/5/8 Sylvain Lebeau mailto:s...@shedmtl.com>>

Hi Chris! ..

It was 2013 sp1 x64, rendered in Arnold.
But we will jump on 2014 as soon as my subscription problems are
worked out.


sly

*Sylvain Lebeau // SHED**
*V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555  F 514 849-5025
WWW.SHEDMTL.COM
<http://www.shedmtl.com/><<http://www.shedmtl.com/>http://WWW.SHEDMTL.COM>

On 5/8/2013 1:06 AM, Chris Chia wrote:

So which version of XSI is used in this production?

Regards,
Chris

-Original Message-
From:softimage-boun...@listproc.autodesk.com  
<mailto:softimage-boun...@listproc.autodesk.com>  
[mailto:softimage-boun...@listproc.autodesk.com]  On Behalf Of Js Guillemette
Sent: Tuesday, May 07, 2013 10:37 PM
To:softimage@listproc.autodesk.com  <mailto:softimage@listproc.autodesk.com>
Subject: Latest work from SHED - Behind-The-Scenes

Hey guys,

sorry for cross-posting this in different mailing list, but some of you 
might not be on those.. and since this is a pure softimage project rendered in 
arnold, well I guess it fits here :)

You can read about our production on our blog here. At the top of the post 
you can view the spot in HD. Don't forget to go full screen! 
:)http://shedmtl.blogspot.ca/2013/05/iga-aide-gourmet.html

--
Js Guillemette // SHED
3D Artist
www.shedmtl.com  <http://www.shedmtl.com>








Latest work from SHED - Behind-The-Scenes

2013-05-07 Thread Js Guillemette

Hey guys,

sorry for cross-posting this in different mailing list, but some of you 
might not be on those.. and since this is a pure softimage project 
rendered in arnold, well I guess it fits here :)


You can read about our production on our blog here. At the top of the 
post you can view the spot in HD. Don't forget to go full screen! :)

http://shedmtl.blogspot.ca/2013/05/iga-aide-gourmet.html

--
Js Guillemette // SHED
3D Artist
www.shedmtl.com



Re: This is what I meant by AE integration

2013-04-08 Thread Js Guillemette
Fighting to update the FXTree is not a solution imho.  Supporting a 
compositing software in an already heavy lifting 3d software is quite 
hard. Especially if it wasn't thought off from the ground up.  I'd be 
more happy with a plugin like what Maxon and Adobe is doing.  Code 
something that reads a .emdl/.scn file straight into nuke or more likely 
an export-to-nuke xml file from softimage.  Wouldn't that be more 
usefull and require less intense programming ?


Js Guillemette // SHED
3D Artist
www.shedmtl.com

On 4/8/2013 10:31 AM, Paul Griswold wrote:

Wouldn't the solution be to update the FXTree so it can use OFX plugins?

That opens a lot of doors.

-Paul



On Mon, Apr 8, 2013 at 10:27 AM, Luc-Eric Rousseau 
mailto:luceri...@gmail.com>> wrote:


> What does the FX Tree lack compared to AE / Nuke ?


It's not a good question to ask. It's like asking, what's the
difference between OneNote and EMACS.  People use EMACS for a thousand
different reasons than taking notes, and so do people using AE or
Nuke.

The low hanging fruits that are missing in the fxtree, for its main
intended purpose which it could hopes  to fulfill  are nodes for the
most common post processing for CG renderers, which includes 2D motion
blur and lens effects, and a quick text node. All of which is actually
in Composite, but we didn't have any the FX R&D at Avid (bafflingly, I
still don't know what the DS fx team worked on). Then again, someone
is always going to need some specific AE plug-in like "frischluft
lenscare" for AE, and dismiss the FxTree for that.