Re: Whiskytree, Elysium breakdown
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?
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
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
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
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
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.