RE: Mill 98% Human

2013-05-25 Thread Nick Angus
Thanks for such a detailed reply Vince, this is the sort of stuff that puts the 
wind back in the sails of our little community!
Inspirational.

N

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Vince Baertsoen
Sent: Saturday, 25 May 2013 9:32 AM
To: softimage@listproc.autodesk.com
Subject: RE: Mill 98% Human

Hi everyone,

Thank you so much on the great comments. It feels good to hear all this.

It was such a pleasure working with the whole team and supervising this project.
It's not every day you get a project with  great script for a good cause, with 
good schedule and have time to RnD so much stuff.
It was roughly 3 to 4 months of work, to get tools done and spot out of the 
door.
Seriously we couldn't have done it without ICE in the time we had.
I am always looking at any software for commercial, to get things done to a 
really high quality level, in a short amount of time, and i still can't find 
anything which can beat the combination XSi, ICE and Arnold.

Everything on this project used ICE, from rig, muscle, skin, hair, rendering.

I started early test on skin with syflex and handover to Jimmy with Verlet 
which was much faster while I was carrying on and finishing the muscle system 
and leading the project.
Jimmy was working on the grooming of the hair and did a lot of super awesome 
compounds and scripts (yes he is being very modest). Dave did an amazing work 
on the hair interaction in a couple of weeks... like proper Siggraph paper 
staff... to get the stiffness and collision of the hairs right.

On the muscle, it was one very simple and generic muscle which had a lot of 
control to expend to more complex shapes and dynamic.
It was extremely fast, and could control stiffness, handles, tangeant, jiggle 
and more, through few parameters and weight maps.
The main strength was the speed to setup the whole body. I just needed to place 
each muscles close to the skeleton geometry and they would stick to it 
automatically: zero rigging involved.

Anyway XSi and ICE are awesome, i know i don't need to convince you guys.
It's not just about the software it's a lot about the talents and people, but 
seriously...XSi/ICE help a lot!

Thanks again for the feedback everyone.
Best,
Vince Baertsoen

co-head of CG
The Mill NY
Ext.: 2311
www.themill.com<http://www.themill.com>

From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of César Sáez 
[cesa...@gmail.com]
Sent: Wednesday, May 22, 2013 1:50 PM
To: softimage@listproc.autodesk.com
Subject: Re: Mill 98% Human
Awesome work guys! Thanks for sharing :)


Re: Mill 98% Human

2013-05-24 Thread Alan Fregtman
Can you talk a bit about the skin collision with the muscles? Did you go
with a plain raycast or something more fancy? :)



On Fri, May 24, 2013 at 7:31 PM, Vince Baertsoen  wrote:

>  Hi everyone,
>
> Thank you so much on the great comments. It feels good to hear all this.
>
> It was such a pleasure working with the whole team and supervising this
> project.
> It's not every day you get a project with  great script for a good cause,
> with good schedule and have time to RnD so much stuff.
> It was roughly 3 to 4 months of work, to get tools done and spot out of
> the door.
> Seriously we couldn't have done it without ICE in the time we had.
> I am always looking at any software for commercial, to get things done to
> a really high quality level, in a short amount of time, and i still can't
> find anything which can beat the combination XSi, ICE and Arnold.
>
> Everything on this project used ICE, from rig, muscle, skin, hair,
> rendering.
>
> I started early test on skin with syflex and handover to Jimmy with Verlet
> which was much faster while I was carrying on and finishing the muscle
> system and leading the project.
> Jimmy was working on the grooming of the hair and did a lot of super
> awesome compounds and scripts (yes he is being very modest). Dave did an
> amazing work on the hair interaction in a couple of weeks... like proper
> Siggraph paper staff... to get the stiffness and collision of the hairs
> right.
>
> On the muscle, it was one very simple and generic muscle which had a lot
> of control to expend to more complex shapes and dynamic.
> It was extremely fast, and could control stiffness, handles, tangeant,
> jiggle and more, through few parameters and weight maps.
> The main strength was the speed to setup the whole body. I just needed to
> place each muscles close to the skeleton geometry and they would stick to
> it automatically: zero rigging involved.
>
> Anyway XSi and ICE are awesome, i know i don't need to convince you guys.
> It's not just about the software it's a lot about the talents and people,
> but seriously...XSi/ICE help a lot!
>
> Thanks again for the feedback everyone.
>
> Best,
>
>  Vince Baertsoen
>
> co-head of CG
> The Mill NY
> Ext.: 2311
> www.themill.com
>   --
> *From:* softimage-boun...@listproc.autodesk.com [
> softimage-boun...@listproc.autodesk.com] on behalf of César Sáez [
> cesa...@gmail.com]
> *Sent:* Wednesday, May 22, 2013 1:50 PM
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Mill 98% Human
>
>   Awesome work guys! Thanks for sharing :)
>


RE: Mill 98% Human

2013-05-24 Thread Vince Baertsoen
Hi everyone,

Thank you so much on the great comments. It feels good to hear all this.

It was such a pleasure working with the whole team and supervising this project.
It's not every day you get a project with  great script for a good cause, with 
good schedule and have time to RnD so much stuff.
It was roughly 3 to 4 months of work, to get tools done and spot out of the 
door.
Seriously we couldn't have done it without ICE in the time we had.
I am always looking at any software for commercial, to get things done to a 
really high quality level, in a short amount of time, and i still can't find 
anything which can beat the combination XSi, ICE and Arnold.

Everything on this project used ICE, from rig, muscle, skin, hair, rendering.

I started early test on skin with syflex and handover to Jimmy with Verlet 
which was much faster while I was carrying on and finishing the muscle system 
and leading the project.
Jimmy was working on the grooming of the hair and did a lot of super awesome 
compounds and scripts (yes he is being very modest). Dave did an amazing work 
on the hair interaction in a couple of weeks... like proper Siggraph paper 
staff... to get the stiffness and collision of the hairs right.

On the muscle, it was one very simple and generic muscle which had a lot of 
control to expend to more complex shapes and dynamic.
It was extremely fast, and could control stiffness, handles, tangeant, jiggle 
and more, through few parameters and weight maps.
The main strength was the speed to setup the whole body. I just needed to place 
each muscles close to the skeleton geometry and they would stick to it 
automatically: zero rigging involved.

Anyway XSi and ICE are awesome, i know i don't need to convince you guys.
It's not just about the software it's a lot about the talents and people, but 
seriously...XSi/ICE help a lot!

Thanks again for the feedback everyone.

Best,

Vince Baertsoen

co-head of CG
The Mill NY
Ext.: 2311
www.themill.com

From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of César Sáez 
[cesa...@gmail.com]
Sent: Wednesday, May 22, 2013 1:50 PM
To: softimage@listproc.autodesk.com
Subject: Re: Mill 98% Human

Awesome work guys! Thanks for sharing :)


Re: Mill 98% Human

2013-05-22 Thread César Sáez
Awesome work guys! Thanks for sharing :)


Re: Mill 98% Human

2013-05-22 Thread Javier Vega
Impressive work. With the quality of The Mill, as usual. Congratulations!

*Javier Vega*

www.zao3d.com

Visita mi blog: http://blog.zao3d.com

móvil: *616 64 73 57*
08922-Santa Coloma de Gramenet
(Barcelona)


2013/5/22 Eric Lampi 

> Ha! That's because Jimmy Gas is way too modest.
>
> Awesome work guys!
>
> Eric
>
> On Tue, May 21, 2013 at 5:14 PM, Ajit Menon  wrote:
> > When Jimmy says it was "nothing", that usually means he only built about
> 20
> > custom ICE compounds or so to do his bidding...
> >
> >
> >
> > On Tue, May 21, 2013 at 5:05 PM, jimmy gass  wrote:
> >>
> >> No strand caching. We wanted to save our self the extra step, since
> there
> >> were already like 5 stages of cache and sim. So the strands were left
> live.
> >> To get Motion blur to behave properly, I just made a compound at the
> front
> >> of the entire system, that calculated the strand velocity and stored
> that
> >> every frame, but then set it back to what it was the frame before at the
> >> beginning of the sim to keep the behavior right. Basically just forcing
> the
> >> velocities for the rendered to do what it needs to do. That node has
> become
> >> quite popular here for that purpose.
> >>
> >
> >
> >
> > --
> > Ajit
> >
> > Ajit Menon | CGI artist
> > www.ajitmenon.com
> >
> > "Success is not found in what you have achieved, but rather in WHO you
> have
> > become." - Larry Bertlemann
>
>
>
> --
> Freelance 3D and VFX animator
>
> http://vimeopro.com/user7979713/3d-work
>


Re: Mill 98% Human

2013-05-22 Thread Eric Lampi
Ha! That's because Jimmy Gas is way too modest.

Awesome work guys!

Eric

On Tue, May 21, 2013 at 5:14 PM, Ajit Menon  wrote:
> When Jimmy says it was "nothing", that usually means he only built about 20
> custom ICE compounds or so to do his bidding...
>
>
>
> On Tue, May 21, 2013 at 5:05 PM, jimmy gass  wrote:
>>
>> No strand caching. We wanted to save our self the extra step, since there
>> were already like 5 stages of cache and sim. So the strands were left live.
>> To get Motion blur to behave properly, I just made a compound at the front
>> of the entire system, that calculated the strand velocity and stored that
>> every frame, but then set it back to what it was the frame before at the
>> beginning of the sim to keep the behavior right. Basically just forcing the
>> velocities for the rendered to do what it needs to do. That node has become
>> quite popular here for that purpose.
>>
>
>
>
> --
> Ajit
>
> Ajit Menon | CGI artist
> www.ajitmenon.com
>
> "Success is not found in what you have achieved, but rather in WHO you have
> become." - Larry Bertlemann



-- 
Freelance 3D and VFX animator

http://vimeopro.com/user7979713/3d-work


Re: Mill 98% Human

2013-05-22 Thread Ben Houston
That is beautiful stuff.

-- 
Best regards,
Ben Houston
Voice: 613-762-4113 Skype: ben.exocortex Twitter: @exocortexcom
http://Exocortex.com - Passionate CG Software Professionals.


Re: Mill 98% Human

2013-05-22 Thread Martin
Awesome! Not only the CG but everything was amazing. And thanks for sharing 
details !
Can I ask how many people and months did it take?

M.Yara



Re: Mill 98% Human

2013-05-22 Thread Morten Bartholdy
It is spectacular, great work . Thanks for sharing the details!
Interesting especially to hear how you have used the old hair to groom - I
also find the ICE hair tools coming short in that respect.


Morten




Den 21. maj 2013 kl. 22:41 skrev jimmy gass :

> Thanks everyone.
> 
> The hair was nothing revolutionary. It was using the Melena set up to
> convert the XSI hair to curves, then the curves to strands.  It wasnt fast.
> It's just a lot easier to groom that way, using the built in hair system.
> Especially using a lowrez hair set up and copy styles to a highrez set up.
> So that is what you saw on the behind the scenes.
> 
> The basic groom was combed the old school way, then layers of ICE
> manipulations on top of that to get more variation, color dynamics etc.
> 
> Dave Barosin helped in getting the hair dynamics to work with a pretty
> ingenious set up.
> 
> Vince built the muscle setup which I'm not really able to comment on too
> much. He handed a cache of that geometry over to me, and I had a skin
> simulation stage that is basically a verlet set up that conforms to the
> muscles. It was used mostly for the body, but was also used sparingly on
> the face. (the stuff you see in the behinds the scenes is an embarrassingly
> old test scene, but you can see the verlet wrinkles)
> 
> The face was largely done with maps to drive deformation at render time.
> Based on the compression and stretch of the underlying geometry.
> 
> Rendered in Arnold. With Keven Ives and Thomas Bardwell handling most of
> the shading and lighting.
> 
> 


Re: Mill 98% Human

2013-05-22 Thread Sandy Sutherland
We had this too - we used end on frame setting in the end to get as 
close as possible!


S.

On 21/05/2013 22:17, Steven Caron wrote:
ok, thanks. we tried strand velocity but had issues with underlying 
geometry being blurred differently.




On Tue, May 21, 2013 at 2:05 PM, jimmy gass > wrote:


No strand caching. We wanted to save our self the extra step,
since there were already like 5 stages of cache and sim. So the
strands were left live.
To get Motion blur to behave properly, I just made a compound at
the front of the entire system, that calculated the strand
velocity and stored that every frame, but then set it back to what
it was the frame before at the beginning of the sim to keep the
behavior right. Basically just forcing the velocities for the
rendered to do what it needs to do. That node has become quite
popular here for that purpose.






RE: Mill 98 Human

2013-05-22 Thread Szabolcs Matefy
OMG. Very emotional piece, and great technical info. It'd be nice to see
a screenshot of the facial rig J

 

So basically, the hair was based upon XSI Hair, and Melena was used to
create the final look? Melena is great, it's a shame that it is
discontinued. I am very interested in the muscle rig as well, I've seen
the weightmap is "animated" during the walk cycle. It's some kind of
stressmap?

 

Amazing piece, I hope one day Mill will make a tutorial book...

 

Cheers

 

 

Szabolcs

 

PS. Videos like this makes me consider leaving games industry to the
VFX...

 

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Peter Agg
Sent: Tuesday, May 21, 2013 11:34 PM
To: softimage@listproc.autodesk.com
Subject: Re: Mill 98 Human

 

Just to add to what Jimmy nicely rounded up: the facial animation rig
was pretty much all done with envelope deformers rather than blend
shapes. Chimp lips are surprisingly flexible so having the deformers
being driven by curves was certainly the way to go with that.

 

The eyelids were also controlled with nulls looking at curves so the
animators could define pretty much exactly what kind of shape they
wanted - there's a lot of nice, subtle movement in them which is pretty
much all down to their keen eyes and decision-making, really. Not much
of it was automated so they did a really nice job - pretty much
everything you see was something they chose to move, I just gave them
the option!

 

Throw on a few sticky controls in key areas for secondary movement and
you've pretty much got it as far as the control rig went. Then off it
went to Vince's muscle system (though by that stage I unfortunately had
to head back to the UK office, so I never got to see the cool stuff in
action). 

 

 

On 21 May 2013 22:05, jimmy gass  wrote:

No strand caching. We wanted to save our self the extra step, since
there were already like 5 stages of cache and sim. So the strands were
left live.

To get Motion blur to behave properly, I just made a compound at the
front of the entire system, that calculated the strand velocity and
stored that every frame, but then set it back to what it was the frame
before at the beginning of the sim to keep the behavior right. Basically
just forcing the velocities for the rendered to do what it needs to do.
That node has become quite popular here for that purpose.

 

 



Re: Mill 98% Human

2013-05-21 Thread Peter Agg
Just to add to what Jimmy nicely rounded up: the facial animation rig was
pretty much all done with envelope deformers rather than blend shapes.
Chimp lips are surprisingly flexible so having the deformers being driven
by curves was certainly the way to go with that.

The eyelids were also controlled with nulls looking at curves so the
animators could define pretty much exactly what kind of shape they wanted -
there's a lot of nice, subtle movement in them which is pretty much all
down to their keen eyes and decision-making, really. Not much of it was
automated so they did a really nice job - pretty much everything you see
was something they chose to move, I just gave them the option!

Throw on a few sticky controls in key areas for secondary movement and
you've pretty much got it as far as the control rig went. Then off it went
to Vince's muscle system (though by that stage I unfortunately had to head
back to the UK office, so I never got to see the cool stuff in action).


On 21 May 2013 22:05, jimmy gass  wrote:

> No strand caching. We wanted to save our self the extra step, since there
> were already like 5 stages of cache and sim. So the strands were left live.
> To get Motion blur to behave properly, I just made a compound at the front
> of the entire system, that calculated the strand velocity and stored that
> every frame, but then set it back to what it was the frame before at the
> beginning of the sim to keep the behavior right. Basically just forcing the
> velocities for the rendered to do what it needs to do. That node has become
> quite popular here for that purpose.
>
>


Re: Mill 98% Human

2013-05-21 Thread Steven Caron
ok, thanks. we tried strand velocity but had issues with underlying
geometry being blurred differently.



On Tue, May 21, 2013 at 2:05 PM, jimmy gass  wrote:

> No strand caching. We wanted to save our self the extra step, since there
> were already like 5 stages of cache and sim. So the strands were left live.
> To get Motion blur to behave properly, I just made a compound at the front
> of the entire system, that calculated the strand velocity and stored that
> every frame, but then set it back to what it was the frame before at the
> beginning of the sim to keep the behavior right. Basically just forcing the
> velocities for the rendered to do what it needs to do. That node has become
> quite popular here for that purpose.
>
>


Re: Mill 98% Human

2013-05-21 Thread Ajit Menon
When Jimmy says it was "nothing", that usually means he only built about 20
custom ICE compounds or so to do his bidding...



On Tue, May 21, 2013 at 5:05 PM, jimmy gass  wrote:

> No strand caching. We wanted to save our self the extra step, since there
> were already like 5 stages of cache and sim. So the strands were left live.
> To get Motion blur to behave properly, I just made a compound at the front
> of the entire system, that calculated the strand velocity and stored that
> every frame, but then set it back to what it was the frame before at the
> beginning of the sim to keep the behavior right. Basically just forcing the
> velocities for the rendered to do what it needs to do. That node has become
> quite popular here for that purpose.
>
>


-- 
Ajit

Ajit Menon | CGI artist
www.ajitmenon.com

"Success is not found in what you have achieved, but rather in WHO you have
become." - Larry Bertlemann


Re: Mill 98% Human

2013-05-21 Thread jimmy gass
No strand caching. We wanted to save our self the extra step, since there
were already like 5 stages of cache and sim. So the strands were left live.
To get Motion blur to behave properly, I just made a compound at the front
of the entire system, that calculated the strand velocity and stored that
every frame, but then set it back to what it was the frame before at the
beginning of the sim to keep the behavior right. Basically just forcing the
velocities for the rendered to do what it needs to do. That node has become
quite popular here for that purpose.


Re: Mill 98% Human

2013-05-21 Thread Steven Caron
you cached the strands to icecache? alembic?

we found issues with motion blur if you didn't cache the strands and we use
the same process.


On Tue, May 21, 2013 at 1:41 PM, jimmy gass  wrote:

> Thanks everyone.
>
> The hair was nothing revolutionary. It was using the Melena set up to
> convert the XSI hair to curves, then the curves to strands.  It wasnt
> fast. It's just a lot easier to groom that way, using the built in hair
> system. Especially using a lowrez hair set up and copy styles to a highrez
> set up. So that is what you saw on the behind the scenes.
>
>


Re: Mill 98% Human

2013-05-21 Thread jimmy gass
Thanks everyone.

The hair was nothing revolutionary. It was using the Melena set up to
convert the XSI hair to curves, then the curves to strands.  It wasnt
fast. It's just a lot easier to groom that way, using the built in hair
system. Especially using a lowrez hair set up and copy styles to a highrez
set up. So that is what you saw on the behind the scenes.

The basic groom was combed the old school way, then layers of ICE
manipulations on top of that to get more variation, color dynamics etc.

Dave Barosin helped in getting the hair dynamics to work with a pretty
ingenious set up.

Vince built the muscle setup which I'm not really able to comment on too
much. He handed a cache of that geometry over to me, and I had a skin
simulation stage that is basically a verlet set up that conforms to the
muscles. It was used mostly for the body, but was also used sparingly on
the face. (the stuff you see in the behinds the scenes is
an embarrassingly old test scene, but you can see the verlet wrinkles)

The face was largely done with maps to drive deformation at render time.
Based on the compression and stretch of the underlying geometry.

Rendered in Arnold. With Keven Ives and Thomas Bardwell handling most of
the shading and lighting.


RE: Mill 98% Human

2013-05-21 Thread Mike Donovan
Agreed.

m
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sylvain Lebeau
Sent: Tuesday, May 21, 2013 11:13 AM
To: softimage@listproc.autodesk.com
Subject: Re: Mill 98% Human

simply jaw dropping!

amazing work The Mill!!  as always!

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>
On 5/20/2013 2:26 PM, Kris Rivel wrote:
Just wanted to say congrats to anyone at the Mill for the 98% human spot.  An 
amazing piece of CG and probably one of the most impressive examples of 
Softimage that I've ever seen.  Here's links to the spot and a brief making of 
for anyone who hasn't seen it:

Spot:  http://youtu.be/McD0dKuj5mA

Making of:  http://youtu.be/wLmVm0nc5Gg

Kris



This e-mail has been scanned for all viruses by Star. The
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Re: Mill 98% Human

2013-05-21 Thread Sylvain Lebeau

simply jaw dropping!

amazing work The Mill!!  as always!

sly

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

On 5/20/2013 2:26 PM, Kris Rivel wrote:
Just wanted to say congrats to anyone at the Mill for the 98% human 
spot.  An amazing piece of CG and probably one of the most impressive 
examples of Softimage that I've ever seen.  Here's links to the spot 
and a brief making of for anyone who hasn't seen it:


Spot: http://youtu.be/McD0dKuj5mA

Making of: http://youtu.be/wLmVm0nc5Gg

Kris




Re: Mill 98% Human

2013-05-21 Thread Alan Fregtman
Incredible work, Mill team! Here's hoping one of you shares a few more
technical details about the hairs, face and muscles. :)



On Tue, May 21, 2013 at 8:35 AM, Octavian Ureche  wrote:

> Amazing stuff. Kudos to the mill team.
>
> O
>


Re: Mill 98% Human

2013-05-21 Thread Octavian Ureche
Amazing stuff. Kudos to the mill team.

O


RE: Mill 98% Human

2013-05-21 Thread Nick Angus
Stunning work, congratulations to all who worked on this spot.

N

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Kris Rivel
Sent: Tuesday, 21 May 2013 4:27 AM
To: Softimage List
Subject: Mill 98% Human

Just wanted to say congrats to anyone at the Mill for the 98% human spot.  An 
amazing piece of CG and probably one of the most impressive examples of 
Softimage that I've ever seen.  Here's links to the spot and a brief making of 
for anyone who hasn't seen it:

Spot:  http://youtu.be/McD0dKuj5mA

Making of:  http://youtu.be/wLmVm0nc5Gg

Kris


Re: Mill 98% Human

2013-05-21 Thread Jens Lindgren
Just amazing work Vince and all other guys at The Mill!

/Jens


On Tue, May 21, 2013 at 12:22 PM, Nour Almasri wrote:

> Amazing work , any technical info is appreciated .
>
>
> On Tue, May 21, 2013 at 2:31 AM, Erwan Naudin  wrote:
>
>> awesome stuff ! congratulations on the work done
>>
>>
>> 2013/5/21 Rob Wuijster 
>>
>>>  big kudos to all involved. This looked awesome!
>>>
>>> Wouldn't mind to see some more on all the stuff done for this, like
>>> muscles, hair, rendering etc.
>>> Great Softimage showpiece! :-D
>>>
>>> Rob
>>>
>>> \/-\/\/
>>>
>>> On 21-5-2013 9:28, Mirko Jankovic wrote:
>>>
>>> Great work!
>>> Gratz to everyone there.
>>> Also muscle system looks great. Would be great seeing more about that as
>>> well.
>>>
>>>
>>> On Tue, May 21, 2013 at 9:24 AM, Darren Macpherson 
>>> wrote:
>>>
  I would guess that the hair is based on an in house tool developed by
 Vince and Bradley which uses ICE strands.  I'm sure one of them could
 elaborate.

 --
 darren macpherson | 3d artist | +2772 355 0924<%2B2772%20355%200924> |
 www.darrenmacpherson.com | dar...@darrenmacpherson.com | skype:
 darren.macpherson



 On 2013/05/21 07:03 AM, Graham D. Clark wrote:

 I don't know if they did this but you can write a strand to hair-curve
 tool and toggle to visa versa so one can use the hair groom etc tools and
 go back n forth as needed

 Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
 phone: why-I-stereo
 http://www.linkedin.com/in/grahamclark

 On May 20, 2013, at 8:11 PM, Kris Rivel  wrote:

   I was wondering the same.  Looks like it was rockin the old-school
 hair.  Was very impressive regardless but yeah...would love to know more
 details and exact approach.

  Kris


 On Mon, May 20, 2013 at 6:54 PM, Graham D. Clark <
 mailgrahamdcl...@gmail.com> wrote:

> Congrats Jeff and send my congrats to Vince too!
> Cheers,
> Graham
> PS ignore trolls
> --
>  Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
> phone: why-I-stereo
> http://www.linkedin.com/in/grahamclark
>
>  On Mon, May 20, 2013 at 2:40 PM, Jeffrey Dates 
> wrote:
>
>> Actually, That's false.
>>
>>  Hairs are strands in ICE.
>>
>>  Source: Jimmy Gass sits across from me.
>>
>>
>>
>> On Mon, May 20, 2013 at 5:30 PM, Christopher <
>> christop...@thecreativesheep.ca> wrote:
>>
>>> Nice work.  The Hairs are old school XSI Hair system.
>>>
>>> ::Christopher
>>>
>>> Kris Rivel wrote:
>>> > Just wanted to say congrats to anyone at the Mill for the 98% human
>>> > spot.  An amazing piece of CG and probably one of the most
>>> impressive
>>> > examples of Softimage that I've ever seen.  Here's links to the
>>> spot
>>> > and a brief making of for anyone who hasn't seen it:
>>> >
>>> > Spot:  http://youtu.be/McD0dKuj5mA
>>> >
>>> > Making of:  http://youtu.be/wLmVm0nc5Gg
>>> >
>>> > Kris
>>>
>>
>>
>
>
>
>


>>>  No virus found in this message.
>>> Checked by AVG - www.avg.com
>>> Version: 2013.0.3343 / Virus Database: 3162/6342 - Release Date: 05/20/13
>>>
>>>
>>>
>>
>


-- 
Jens Lindgren
--
Lead Technical Director
Magoo 3D Studios 


Re: Mill 98% Human

2013-05-21 Thread Nour Almasri
Amazing work , any technical info is appreciated .


On Tue, May 21, 2013 at 2:31 AM, Erwan Naudin  wrote:

> awesome stuff ! congratulations on the work done
>
>
> 2013/5/21 Rob Wuijster 
>
>>  big kudos to all involved. This looked awesome!
>>
>> Wouldn't mind to see some more on all the stuff done for this, like
>> muscles, hair, rendering etc.
>> Great Softimage showpiece! :-D
>>
>> Rob
>>
>> \/-\/\/
>>
>> On 21-5-2013 9:28, Mirko Jankovic wrote:
>>
>> Great work!
>> Gratz to everyone there.
>> Also muscle system looks great. Would be great seeing more about that as
>> well.
>>
>>
>> On Tue, May 21, 2013 at 9:24 AM, Darren Macpherson 
>> wrote:
>>
>>>  I would guess that the hair is based on an in house tool developed by
>>> Vince and Bradley which uses ICE strands.  I'm sure one of them could
>>> elaborate.
>>>
>>> --
>>> darren macpherson | 3d artist | +2772 355 0924<%2B2772%20355%200924> |
>>> www.darrenmacpherson.com | dar...@darrenmacpherson.com | skype:
>>> darren.macpherson
>>>
>>>
>>>
>>> On 2013/05/21 07:03 AM, Graham D. Clark wrote:
>>>
>>> I don't know if they did this but you can write a strand to hair-curve
>>> tool and toggle to visa versa so one can use the hair groom etc tools and
>>> go back n forth as needed
>>>
>>> Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
>>> phone: why-I-stereo
>>> http://www.linkedin.com/in/grahamclark
>>>
>>> On May 20, 2013, at 8:11 PM, Kris Rivel  wrote:
>>>
>>>   I was wondering the same.  Looks like it was rockin the old-school
>>> hair.  Was very impressive regardless but yeah...would love to know more
>>> details and exact approach.
>>>
>>>  Kris
>>>
>>>
>>> On Mon, May 20, 2013 at 6:54 PM, Graham D. Clark <
>>> mailgrahamdcl...@gmail.com> wrote:
>>>
 Congrats Jeff and send my congrats to Vince too!
 Cheers,
 Graham
 PS ignore trolls
 --
  Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
 phone: why-I-stereo
 http://www.linkedin.com/in/grahamclark

  On Mon, May 20, 2013 at 2:40 PM, Jeffrey Dates 
 wrote:

> Actually, That's false.
>
>  Hairs are strands in ICE.
>
>  Source: Jimmy Gass sits across from me.
>
>
>
> On Mon, May 20, 2013 at 5:30 PM, Christopher <
> christop...@thecreativesheep.ca> wrote:
>
>> Nice work.  The Hairs are old school XSI Hair system.
>>
>> ::Christopher
>>
>> Kris Rivel wrote:
>> > Just wanted to say congrats to anyone at the Mill for the 98% human
>> > spot.  An amazing piece of CG and probably one of the most
>> impressive
>> > examples of Softimage that I've ever seen.  Here's links to the spot
>> > and a brief making of for anyone who hasn't seen it:
>> >
>> > Spot:  http://youtu.be/McD0dKuj5mA
>> >
>> > Making of:  http://youtu.be/wLmVm0nc5Gg
>> >
>> > Kris
>>
>
>




>>>
>>>
>>  No virus found in this message.
>> Checked by AVG - www.avg.com
>> Version: 2013.0.3343 / Virus Database: 3162/6342 - Release Date: 05/20/13
>>
>>
>>
>


Re: Mill 98% Human

2013-05-21 Thread Erwan Naudin
awesome stuff ! congratulations on the work done


2013/5/21 Rob Wuijster 

>  big kudos to all involved. This looked awesome!
>
> Wouldn't mind to see some more on all the stuff done for this, like
> muscles, hair, rendering etc.
> Great Softimage showpiece! :-D
>
>
> Rob
>
> \/-\/\/
>
> On 21-5-2013 9:28, Mirko Jankovic wrote:
>
> Great work!
> Gratz to everyone there.
> Also muscle system looks great. Would be great seeing more about that as
> well.
>
>
> On Tue, May 21, 2013 at 9:24 AM, Darren Macpherson wrote:
>
>>  I would guess that the hair is based on an in house tool developed by
>> Vince and Bradley which uses ICE strands.  I'm sure one of them could
>> elaborate.
>>
>> --
>> darren macpherson | 3d artist | +2772 355 0924 <%2B2772%20355%200924> |
>> www.darrenmacpherson.com | dar...@darrenmacpherson.com | skype:
>> darren.macpherson
>>
>>
>>
>> On 2013/05/21 07:03 AM, Graham D. Clark wrote:
>>
>> I don't know if they did this but you can write a strand to hair-curve
>> tool and toggle to visa versa so one can use the hair groom etc tools and
>> go back n forth as needed
>>
>> Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
>> phone: why-I-stereo
>> http://www.linkedin.com/in/grahamclark
>>
>> On May 20, 2013, at 8:11 PM, Kris Rivel  wrote:
>>
>>   I was wondering the same.  Looks like it was rockin the old-school
>> hair.  Was very impressive regardless but yeah...would love to know more
>> details and exact approach.
>>
>>  Kris
>>
>>
>> On Mon, May 20, 2013 at 6:54 PM, Graham D. Clark <
>> mailgrahamdcl...@gmail.com> wrote:
>>
>>> Congrats Jeff and send my congrats to Vince too!
>>> Cheers,
>>> Graham
>>> PS ignore trolls
>>> --
>>>  Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
>>> phone: why-I-stereo
>>> http://www.linkedin.com/in/grahamclark
>>>
>>>  On Mon, May 20, 2013 at 2:40 PM, Jeffrey Dates wrote:
>>>
 Actually, That's false.

  Hairs are strands in ICE.

  Source: Jimmy Gass sits across from me.



 On Mon, May 20, 2013 at 5:30 PM, Christopher <
 christop...@thecreativesheep.ca> wrote:

> Nice work.  The Hairs are old school XSI Hair system.
>
> ::Christopher
>
> Kris Rivel wrote:
> > Just wanted to say congrats to anyone at the Mill for the 98% human
> > spot.  An amazing piece of CG and probably one of the most impressive
> > examples of Softimage that I've ever seen.  Here's links to the spot
> > and a brief making of for anyone who hasn't seen it:
> >
> > Spot:  http://youtu.be/McD0dKuj5mA
> >
> > Making of:  http://youtu.be/wLmVm0nc5Gg
> >
> > Kris
>


>>>
>>>
>>>
>>>
>>
>>
>  No virus found in this message.
> Checked by AVG - www.avg.com
> Version: 2013.0.3343 / Virus Database: 3162/6342 - Release Date: 05/20/13
>
>
>


Re: Mill 98% Human

2013-05-21 Thread Rob Wuijster

big kudos to all involved. This looked awesome!

Wouldn't mind to see some more on all the stuff done for this, like 
muscles, hair, rendering etc.

Great Softimage showpiece! :-D


Rob

\/-\/\/

On 21-5-2013 9:28, Mirko Jankovic wrote:

Great work!
Gratz to everyone there.
Also muscle system looks great. Would be great seeing more about that 
as well.



On Tue, May 21, 2013 at 9:24 AM, Darren Macpherson 
mailto:darren...@gmail.com>> wrote:


I would guess that the hair is based on an in house tool developed
by Vince and Bradley which uses ICE strands.  I'm sure one of them
could elaborate.

-- 
darren macpherson | 3d artist | +2772 355 0924

 | www.darrenmacpherson.com
| dar...@darrenmacpherson.com
 | skype: darren.macpherson



On 2013/05/21 07:03 AM, Graham D. Clark wrote:

I don't know if they did this but you can write a strand to
hair-curve tool and toggle to visa versa so one can use the hair
groom etc tools and go back n forth as needed

Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
phone: why-I-stereo
http://www.linkedin.com/in/grahamclark

On May 20, 2013, at 8:11 PM, Kris Rivel mailto:krisri...@gmail.com>> wrote:


I was wondering the same.  Looks like it was rockin the
old-school hair.  Was very impressive regardless but
yeah...would love to know more details and exact approach.

Kris


On Mon, May 20, 2013 at 6:54 PM, Graham D. Clark
mailto:mailgrahamdcl...@gmail.com>>
wrote:

Congrats Jeff and send my congrats to Vince too!
Cheers,
Graham
PS ignore trolls
-- 
Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D

phone: why-I-stereo
http://www.linkedin.com/in/grahamclark

On Mon, May 20, 2013 at 2:40 PM, Jeffrey Dates
mailto:jda...@kungfukoi.com>> wrote:

Actually, That's false.

Hairs are strands in ICE.

Source: Jimmy Gass sits across from me.



On Mon, May 20, 2013 at 5:30 PM, Christopher
mailto:christop...@thecreativesheep.ca>> wrote:

Nice work.  The Hairs are old school XSI Hair system.

::Christopher

Kris Rivel wrote:
> Just wanted to say congrats to anyone at the Mill
for the 98% human
> spot.  An amazing piece of CG and probably one of
the most impressive
> examples of Softimage that I've ever seen.  Here's
links to the spot
> and a brief making of for anyone who hasn't seen it:
>
> Spot: http://youtu.be/McD0dKuj5mA
>
> Making of: http://youtu.be/wLmVm0nc5Gg
>
> Kris










No virus found in this message.
Checked by AVG - www.avg.com 
Version: 2013.0.3343 / Virus Database: 3162/6342 - Release Date: 05/20/13





Re: Mill 98% Human

2013-05-21 Thread Mirko Jankovic
Great work!
Gratz to everyone there.
Also muscle system looks great. Would be great seeing more about that as
well.


On Tue, May 21, 2013 at 9:24 AM, Darren Macpherson wrote:

>  I would guess that the hair is based on an in house tool developed by
> Vince and Bradley which uses ICE strands.  I'm sure one of them could
> elaborate.
>
> --
> darren macpherson | 3d artist | +2772 355 0924 |
> www.darrenmacpherson.com | dar...@darrenmacpherson.com | skype:
> darren.macpherson
>
>
>
> On 2013/05/21 07:03 AM, Graham D. Clark wrote:
>
> I don't know if they did this but you can write a strand to hair-curve
> tool and toggle to visa versa so one can use the hair groom etc tools and
> go back n forth as needed
>
> Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
> phone: why-I-stereo
> http://www.linkedin.com/in/grahamclark
>
> On May 20, 2013, at 8:11 PM, Kris Rivel  wrote:
>
>   I was wondering the same.  Looks like it was rockin the old-school
> hair.  Was very impressive regardless but yeah...would love to know more
> details and exact approach.
>
>  Kris
>
>
> On Mon, May 20, 2013 at 6:54 PM, Graham D. Clark <
> mailgrahamdcl...@gmail.com> wrote:
>
>> Congrats Jeff and send my congrats to Vince too!
>> Cheers,
>> Graham
>> PS ignore trolls
>> --
>>  Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
>> phone: why-I-stereo
>> http://www.linkedin.com/in/grahamclark
>>
>>  On Mon, May 20, 2013 at 2:40 PM, Jeffrey Dates wrote:
>>
>>> Actually, That's false.
>>>
>>>  Hairs are strands in ICE.
>>>
>>>  Source: Jimmy Gass sits across from me.
>>>
>>>
>>>
>>> On Mon, May 20, 2013 at 5:30 PM, Christopher <
>>> christop...@thecreativesheep.ca> wrote:
>>>
 Nice work.  The Hairs are old school XSI Hair system.

 ::Christopher

 Kris Rivel wrote:
 > Just wanted to say congrats to anyone at the Mill for the 98% human
 > spot.  An amazing piece of CG and probably one of the most impressive
 > examples of Softimage that I've ever seen.  Here's links to the spot
 > and a brief making of for anyone who hasn't seen it:
 >
 > Spot:  http://youtu.be/McD0dKuj5mA
 >
 > Making of:  http://youtu.be/wLmVm0nc5Gg
 >
 > Kris

>>>
>>>
>>
>>
>>
>>
>
>


Re: Mill 98% Human

2013-05-20 Thread Graham D. Clark
I don't know if they did this but you can write a strand to hair-curve tool
and toggle to visa versa so one can use the hair groom etc tools and go
back n forth as needed

Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
phone: why-I-stereo
http://www.linkedin.com/in/grahamclark

On May 20, 2013, at 8:11 PM, Kris Rivel  wrote:

I was wondering the same.  Looks like it was rockin the old-school hair.
 Was very impressive regardless but yeah...would love to know more details
and exact approach.

Kris


On Mon, May 20, 2013 at 6:54 PM, Graham D. Clark  wrote:

> Congrats Jeff and send my congrats to Vince too!
> Cheers,
> Graham
> PS ignore trolls
> --
> Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
> phone: why-I-stereo
> http://www.linkedin.com/in/grahamclark
>
> On Mon, May 20, 2013 at 2:40 PM, Jeffrey Dates wrote:
>
>> Actually, That's false.
>>
>> Hairs are strands in ICE.
>>
>> Source: Jimmy Gass sits across from me.
>>
>>
>>
>> On Mon, May 20, 2013 at 5:30 PM, Christopher <
>> christop...@thecreativesheep.ca> wrote:
>>
>>> Nice work.  The Hairs are old school XSI Hair system.
>>>
>>> ::Christopher
>>>
>>> Kris Rivel wrote:
>>> > Just wanted to say congrats to anyone at the Mill for the 98% human
>>> > spot.  An amazing piece of CG and probably one of the most impressive
>>> > examples of Softimage that I've ever seen.  Here's links to the spot
>>> > and a brief making of for anyone who hasn't seen it:
>>> >
>>> > Spot:  http://youtu.be/McD0dKuj5mA
>>> >
>>> > Making of:  http://youtu.be/wLmVm0nc5Gg
>>> >
>>> > Kris
>>>
>>
>>
>
>
>
>


Re: Mill 98% Human

2013-05-20 Thread Sam Cuttriss
well played mr Gass and mr Dates and co,
looks great,

Many similarities to the plight of lindsay lohan?



On Mon, May 20, 2013 at 8:21 PM, Chris Chia  wrote:

> Is it rendered in Arnold?
> How much time does it take to render the hair?
> And how many strands are we talking about?
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Jeffrey Dates
> Sent: Tuesday, May 21, 2013 5:40 AM
> To: softimage@listproc.autodesk.com
> Subject: Re: Mill 98% Human
>
> Actually, That's false.
>
> Hairs are strands in ICE.
>
> Source: Jimmy Gass sits across from me.
>
>
> On Mon, May 20, 2013 at 5:30 PM, Christopher <
> christop...@thecreativesheep.ca<mailto:christop...@thecreativesheep.ca>>
> wrote:
> Nice work.  The Hairs are old school XSI Hair system.
>
> ::Christopher
>
> Kris Rivel wrote:
> > Just wanted to say congrats to anyone at the Mill for the 98% human
> > spot.  An amazing piece of CG and probably one of the most impressive
> > examples of Softimage that I've ever seen.  Here's links to the spot
> > and a brief making of for anyone who hasn't seen it:
> >
> > Spot:  http://youtu.be/McD0dKuj5mA
> >
> > Making of:  http://youtu.be/wLmVm0nc5Gg
> >
> > Kris
>
>


RE: Mill 98% Human

2013-05-20 Thread Chris Chia
Is it rendered in Arnold?
How much time does it take to render the hair?
And how many strands are we talking about?

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jeffrey Dates
Sent: Tuesday, May 21, 2013 5:40 AM
To: softimage@listproc.autodesk.com
Subject: Re: Mill 98% Human

Actually, That's false.

Hairs are strands in ICE.

Source: Jimmy Gass sits across from me.


On Mon, May 20, 2013 at 5:30 PM, Christopher 
mailto:christop...@thecreativesheep.ca>> wrote:
Nice work.  The Hairs are old school XSI Hair system.

::Christopher

Kris Rivel wrote:
> Just wanted to say congrats to anyone at the Mill for the 98% human
> spot.  An amazing piece of CG and probably one of the most impressive
> examples of Softimage that I've ever seen.  Here's links to the spot
> and a brief making of for anyone who hasn't seen it:
>
> Spot:  http://youtu.be/McD0dKuj5mA
>
> Making of:  http://youtu.be/wLmVm0nc5Gg
>
> Kris

<>

Re: Mill 98% Human

2013-05-20 Thread Kris Rivel
I was wondering the same.  Looks like it was rockin the old-school hair.
 Was very impressive regardless but yeah...would love to know more details
and exact approach.

Kris


On Mon, May 20, 2013 at 6:54 PM, Graham D. Clark  wrote:

> Congrats Jeff and send my congrats to Vince too!
> Cheers,
> Graham
> PS ignore trolls
> --
> Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
> phone: why-I-stereo
> http://www.linkedin.com/in/grahamclark
>
> On Mon, May 20, 2013 at 2:40 PM, Jeffrey Dates wrote:
>
>> Actually, That's false.
>>
>> Hairs are strands in ICE.
>>
>> Source: Jimmy Gass sits across from me.
>>
>>
>>
>> On Mon, May 20, 2013 at 5:30 PM, Christopher <
>> christop...@thecreativesheep.ca> wrote:
>>
>>> Nice work.  The Hairs are old school XSI Hair system.
>>>
>>> ::Christopher
>>>
>>> Kris Rivel wrote:
>>> > Just wanted to say congrats to anyone at the Mill for the 98% human
>>> > spot.  An amazing piece of CG and probably one of the most impressive
>>> > examples of Softimage that I've ever seen.  Here's links to the spot
>>> > and a brief making of for anyone who hasn't seen it:
>>> >
>>> > Spot:  http://youtu.be/McD0dKuj5mA
>>> >
>>> > Making of:  http://youtu.be/wLmVm0nc5Gg
>>> >
>>> > Kris
>>>
>>
>>
>
>
>
>


Re: Mill 98% Human

2013-05-20 Thread Graham D. Clark
Congrats Jeff and send my congrats to Vince too!
Cheers,
Graham
PS ignore trolls
-- 
Graham D Clark, Head of Stereography, Deluxe 3D dba Stereo D
phone: why-I-stereo
http://www.linkedin.com/in/grahamclark

On Mon, May 20, 2013 at 2:40 PM, Jeffrey Dates  wrote:

> Actually, That's false.
>
> Hairs are strands in ICE.
>
> Source: Jimmy Gass sits across from me.
>
>
>
> On Mon, May 20, 2013 at 5:30 PM, Christopher <
> christop...@thecreativesheep.ca> wrote:
>
>> Nice work.  The Hairs are old school XSI Hair system.
>>
>> ::Christopher
>>
>> Kris Rivel wrote:
>> > Just wanted to say congrats to anyone at the Mill for the 98% human
>> > spot.  An amazing piece of CG and probably one of the most impressive
>> > examples of Softimage that I've ever seen.  Here's links to the spot
>> > and a brief making of for anyone who hasn't seen it:
>> >
>> > Spot:  http://youtu.be/McD0dKuj5mA
>> >
>> > Making of:  http://youtu.be/wLmVm0nc5Gg
>> >
>> > Kris
>>
>
>


Re: Mill 98% Human

2013-05-20 Thread Eric Thivierge
You guys using the XSI Hair tools as a base to control the strands 
though? Why I ask is that there was a point in the making of where it 
looked like the artist grabbed the end point and was going to move it 
around to style just like the Shave setup. Or was that an actual curve 
object?


 
Eric Thivierge

===
Character TD / RnD
Hybride Technologies
 


On 20/05/2013 5:40 PM, Jeffrey Dates wrote:

Actually, That's false.

Hairs are strands in ICE.

Source: Jimmy Gass sits across from me.



On Mon, May 20, 2013 at 5:30 PM, Christopher 
> wrote:


Nice work.  The Hairs are old school XSI Hair system.

::Christopher

Kris Rivel wrote:
> Just wanted to say congrats to anyone at the Mill for the 98% human
> spot.  An amazing piece of CG and probably one of the most
impressive
> examples of Softimage that I've ever seen.  Here's links to the spot
> and a brief making of for anyone who hasn't seen it:
>
> Spot: http://youtu.be/McD0dKuj5mA
>
> Making of: http://youtu.be/wLmVm0nc5Gg
>
> Kris






Re: Mill 98% Human

2013-05-20 Thread Jeffrey Dates
Actually, That's false.

Hairs are strands in ICE.

Source: Jimmy Gass sits across from me.



On Mon, May 20, 2013 at 5:30 PM, Christopher <
christop...@thecreativesheep.ca> wrote:

> Nice work.  The Hairs are old school XSI Hair system.
>
> ::Christopher
>
> Kris Rivel wrote:
> > Just wanted to say congrats to anyone at the Mill for the 98% human
> > spot.  An amazing piece of CG and probably one of the most impressive
> > examples of Softimage that I've ever seen.  Here's links to the spot
> > and a brief making of for anyone who hasn't seen it:
> >
> > Spot:  http://youtu.be/McD0dKuj5mA
> >
> > Making of:  http://youtu.be/wLmVm0nc5Gg
> >
> > Kris
>


Re: Mill 98% Human

2013-05-20 Thread Christopher
Nice work.  The Hairs are old school XSI Hair system.

::Christopher

Kris Rivel wrote:
> Just wanted to say congrats to anyone at the Mill for the 98% human
> spot.  An amazing piece of CG and probably one of the most impressive
> examples of Softimage that I've ever seen.  Here's links to the spot
> and a brief making of for anyone who hasn't seen it:
>
> Spot:  http://youtu.be/McD0dKuj5mA
>
> Making of:  http://youtu.be/wLmVm0nc5Gg
>
> Kris


RE: Mill 98% Human

2013-05-20 Thread Jeff McFall
Yeah, it made me rather uncomfortable, which means it really works.  Very 
awesome job.

The first time I played heard the VO only, without the video I thought it was 
about working in the CG industry.  We have a lot in common.  ☺

jeff




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Thomas Volkmann
Sent: Monday, May 20, 2013 4:00 PM
To: softimage@listproc.autodesk.com
Subject: Re: Mill 98% Human

I was actually waiting for the cg to begin... :)

Awesome Job!

Thomas
Kris Rivel mailto:krisri...@gmail.com>> hat am 20. Mai 
2013 um 20:26 geschrieben:
Just wanted to say congrats to anyone at the Mill for the 98% human spot.  An 
amazing piece of CG and probably one of the most impressive examples of 
Softimage that I've ever seen.  Here's links to the spot and a brief making of 
for anyone who hasn't seen it:

Spot:   http://youtu.be/McD0dKuj5mA

Making of:   http://youtu.be/wLmVm0nc5Gg

Kris




Re: Mill 98% Human

2013-05-20 Thread Thomas Volkmann
I was actually waiting for the cg to begin... :)

Awesome Job!

Thomas

> Kris Rivel  hat am 20. Mai 2013 um 20:26 geschrieben:
> 
>  Just wanted to say congrats to anyone at the Mill for the 98% human spot.  An
> amazing piece of CG and probably one of the most impressive examples of
> Softimage that I've ever seen.  Here's links to the spot and a brief making of
> for anyone who hasn't seen it:
> 
>  Spot:  
> 
>  Making of:  
> 
>  Kris
> 



Re: Mill 98% Human

2013-05-20 Thread Gustavo Eggert Boehs
Jesus, this is insane!

Muscle system looks superb, would you care to further comment on how the
face is controlled vs. simulated?

Congratulations to all involved!


2013/5/20 olivier jeannel 

> Particle systems nowadays :)
>
> They used regular hairs ?
>
>
>
> Le 20/05/2013 20:26, Kris Rivel a écrit :
>
>  Just wanted to say congrats to anyone at the Mill for the 98% human spot.
>>  An amazing piece of CG and probably one of the most impressive examples of
>> Softimage that I've ever seen.  Here's links to the spot and a brief making
>> of for anyone who hasn't seen it:
>>
>> Spot: http://youtu.be/McD0dKuj5mA
>>
>> Making of: http://youtu.be/wLmVm0nc5Gg
>>
>> Kris
>>
>
>


-- 
Gustavo E Boehs
http://www.gustavoeb.com.br/blog


Re: Mill 98% Human

2013-05-20 Thread Steven Caron
nothing subtle about an ape putting a gun to its head.

the work is excellent!


On Mon, May 20, 2013 at 12:07 PM, Guillaume Laforge <
guillaume.laforge...@gmail.com> wrote:

> Subtle and efficient. Great work !
>
>
> On Mon, May 20, 2013 at 2:54 PM, olivier jeannel 
> wrote:
>
>> Particle systems nowadays :)
>>
>> They used regular hairs ?
>>
>>
>>
>> Le 20/05/2013 20:26, Kris Rivel a écrit :
>>
>>  Just wanted to say congrats to anyone at the Mill for the 98% human
>>> spot.  An amazing piece of CG and probably one of the most impressive
>>> examples of Softimage that I've ever seen.  Here's links to the spot and a
>>> brief making of for anyone who hasn't seen it:
>>>
>>> Spot: http://youtu.be/McD0dKuj5mA
>>>
>>> Making of: http://youtu.be/wLmVm0nc5Gg
>>>
>>> Kris
>>>
>>
>>
>


Re: Mill 98% Human

2013-05-20 Thread Guillaume Laforge
Subtle and efficient. Great work !


On Mon, May 20, 2013 at 2:54 PM, olivier jeannel wrote:

> Particle systems nowadays :)
>
> They used regular hairs ?
>
>
>
> Le 20/05/2013 20:26, Kris Rivel a écrit :
>
>  Just wanted to say congrats to anyone at the Mill for the 98% human spot.
>>  An amazing piece of CG and probably one of the most impressive examples of
>> Softimage that I've ever seen.  Here's links to the spot and a brief making
>> of for anyone who hasn't seen it:
>>
>> Spot: http://youtu.be/McD0dKuj5mA
>>
>> Making of: http://youtu.be/wLmVm0nc5Gg
>>
>> Kris
>>
>
>


Re: Mill 98% Human

2013-05-20 Thread olivier jeannel

Particle systems nowadays :)

They used regular hairs ?



Le 20/05/2013 20:26, Kris Rivel a écrit :
Just wanted to say congrats to anyone at the Mill for the 98% human 
spot.  An amazing piece of CG and probably one of the most impressive 
examples of Softimage that I've ever seen.  Here's links to the spot 
and a brief making of for anyone who hasn't seen it:


Spot: http://youtu.be/McD0dKuj5mA

Making of: http://youtu.be/wLmVm0nc5Gg

Kris