Re: shameless plug - Fabricio Chamon

2016-07-12 Thread Fabricio Chamon
Hey, thanks Mirko! I've been asked for a bunch of hair/fur/feathers
projects on the last months, glad you liked the results. Looking forward to
working with you. =)

Pedro, thanks my friend, many inspiration comes from your awesome ice
stuff. keep it up.


2016-07-12 9:01 GMT-03:00 pedro santos :

> Hey Fabricio!
> Neat looking website. Godspeed with the demo reel.
>
> Good luck in this new venture!
>
> Abraço!
>
> On Tue, Jul 12, 2016 at 12:54 PM, Fabricio Chamon 
> wrote:
>
>> Hello fellow softimagers! (Short text, I promiss...)
>>
>> Sorry for the self promotion, but there's no other place I know that will
>> like my softimage skills. =)
>>
>> After ~10 years of fixed contracts, I finally got into the field for
>> freelance working.
>>
>> Generalist, with inclination for fx/simulation/rendering/techy stuff.
>> Strong ICE knowledge. Also have been working on Maya lately, doing lots of
>> hair (xgen/yeti), crowds (golaem), particles/fx stuff. Arnold for render,
>> nuke/after effects for compositing.
>>
>> Recent work here: www.fabriciochamon.com (reel is on the way)
>> Tools/making-of videos here: www.vimeo.com/fchamon
>>
>> If you need a hand on any task, please feel free to drop me a line at
>> fabricio.cha...@gmail.com
>>
>> Thanks for your time and help over all these years! Greatly appreciated.
>>
>> Fabricio
>>
>> --
>> Softimage Mailing List.
>> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
>> with "unsubscribe" in the subject, and reply to confirm.
>>
>
>
>
> --
>
>
>
> *--[image:
> http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
> Alpiarça dos Santos >>  http://probiner.xyz/ 
> *
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: shameless plug - Fabricio Chamon

2016-07-12 Thread pedro santos
Hey Fabricio!
Neat looking website. Godspeed with the demo reel.

Good luck in this new venture!

Abraço!

On Tue, Jul 12, 2016 at 12:54 PM, Fabricio Chamon 
wrote:

> Hello fellow softimagers! (Short text, I promiss...)
>
> Sorry for the self promotion, but there's no other place I know that will
> like my softimage skills. =)
>
> After ~10 years of fixed contracts, I finally got into the field for
> freelance working.
>
> Generalist, with inclination for fx/simulation/rendering/techy stuff.
> Strong ICE knowledge. Also have been working on Maya lately, doing lots of
> hair (xgen/yeti), crowds (golaem), particles/fx stuff. Arnold for render,
> nuke/after effects for compositing.
>
> Recent work here: www.fabriciochamon.com (reel is on the way)
> Tools/making-of videos here: www.vimeo.com/fchamon
>
> If you need a hand on any task, please feel free to drop me a line at
> fabricio.cha...@gmail.com
>
> Thanks for your time and help over all these years! Greatly appreciated.
>
> Fabricio
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



-- 



*--[image:
http://i153.photobucket.com/albums/s202/animatics/probiner-sig.gif]Pedro
Alpiarça dos Santos >>  http://probiner.xyz/ 
*
--
Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: shameless plug - Fabricio Chamon

2016-07-12 Thread Mirko Jankovic
Hey Fabricio,
I've seen your cgfolio card and
grooming work and it looks awesome!
I'm definitely keeping eye for any projects to get to work with you :)
Good luck with getting gigs!
Mirko
ᐧ

On Tue, Jul 12, 2016 at 1:54 PM, Fabricio Chamon  wrote:

> Hello fellow softimagers! (Short text, I promiss...)
>
> Sorry for the self promotion, but there's no other place I know that will
> like my softimage skills. =)
>
> After ~10 years of fixed contracts, I finally got into the field for
> freelance working.
>
> Generalist, with inclination for fx/simulation/rendering/techy stuff.
> Strong ICE knowledge. Also have been working on Maya lately, doing lots of
> hair (xgen/yeti), crowds (golaem), particles/fx stuff. Arnold for render,
> nuke/after effects for compositing.
>
> Recent work here: www.fabriciochamon.com (reel is on the way)
> Tools/making-of videos here: www.vimeo.com/fchamon
>
> If you need a hand on any task, please feel free to drop me a line at
> fabricio.cha...@gmail.com
>
> Thanks for your time and help over all these years! Greatly appreciated.
>
> Fabricio
>
> --
> Softimage Mailing List.
> To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com
> with "unsubscribe" in the subject, and reply to confirm.
>



-- 
Mirko Jankovic
*http://www.cgfolio.com/mirko-jankovic
*

Need to find freelancers fast?
www.cgfolio.com

Need some help with rendering an Redshift project?
http://www.gpuoven.com/
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Softimage Mailing List.
To unsubscribe, send a mail to softimage-requ...@listproc.autodesk.com with 
"unsubscribe" in the subject, and reply to confirm.

Re: Shameless plug

2014-06-10 Thread Alan Fregtman
Nice work Matt! Congrats on the release at last. :)



On Mon, Jun 9, 2014 at 6:21 PM, Mirko Jankovic mirkoj.anima...@gmail.com
wrote:

 Would be great having you and or someone else frmo team on softimage
 ubertage to do a round up :)


 On Tue, Jun 10, 2014 at 12:18 AM, Matt Lind ml...@carbinestudios.com
 wrote:

 To clarify a bit, Softimage was used for the heavy majority, but not
 everything:



 Z-Brush was used for creating hi-resolution character models which were
 then later downsized (resolution) for use in the game.  Modo was also used
 for initial character modeling, and texturing as it has better tools for
 unfolding and manipulating texture UVs interactively such as pinning UVs
 and interactively resolving the unfold as UVs are manipulated.  Once
 modeling was completed, they were imported into softimage for further work
 such as using ultimapper for transferring/generating normal maps, assigning
 our custom shaders, custom properties, vertex color properties, and so
 forth.  Once completed character models would be passed onto tech art for
 rigging and eventually animation for animating.  All rigging and animation
 took place in Softimage.  Prop and environment were modeled in softimage,
 but occasionally exported to Modo for texture UV adjustment, xNormal for
 generating normal maps, or Nvidia plugin in photoshop for generating .dds
 normal maps for use with our custom OpenGL shaders.



 We had many in-house developed tools and editors for generating the
 terrain for our worlds and populating the worlds with our assets as well as
 connecting the game logic with game design to put it all together so work
 can be previewed, tested, and debugged.



 What I wrote is just a quick gloss over.  If I can find some time, I'll
 look into whether I can do a more in-depth 'how we did it' article.  No
 promises though.



 Matt











 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Perry Harovas
 *Sent:* Friday, June 06, 2014 9:11 PM
 *To:* davidsa...@sfr.fr; softimage@listproc.autodesk.com
 *Subject:* Re: Shameless plug



 Matt, your description of the work involved was satisfyingly dizzying!

 I really do not know of another application that could have done all that
 with

 the relative ease which it sounds like many things were done.



 I am positive you had your problems with SOftimage, it would be
 impossible not to have had problems with ANY software,

 but the end results speak for themselves. The movies on the website are
 fun, and I really like the aesthetic in the game.

 I also love the old west old British feel of many of the characters and
 the voices. So many games feel like the voice actors

 only work on games. These clips really feel like the voice actors are
 all-around good actors, It certainly helps that the character animation

 is so good, too.



 Thanks for taking the time to write up such a detailed description of the
 making of the game,.

 I know I am not alone in digging those kinds of details.



 Congratulations!



 Perry





 On Fri, Jun 6, 2014 at 5:03 AM, David Saber davidsa...@sfr.fr wrote:

 Another question : how did the artists react to the use of XSI? Did they
 love it or were they bitching because they couldn't use Max anymore ( a
 situation I knew too often)?




 On 2014-06-05 21:09, Matt Lind wrote:

 I don't know all the details myself, but when I joined Carbine in 2007 we
 had a total head count of about 45.  Today we're roughly 300.





 --





 Perry Harovas
 Animation and Visual Effects

 http://www.TheAfterImage.com http://www.theafterimage.com/



 -25 Years Experience

 -Member of the Visual Effects Society (VES)





RE: Shameless plug

2014-06-09 Thread Matt Lind
To clarify a bit, Softimage was used for the heavy majority, but not everything:

Z-Brush was used for creating hi-resolution character models which were then 
later downsized (resolution) for use in the game.  Modo was also used for 
initial character modeling, and texturing as it has better tools for unfolding 
and manipulating texture UVs interactively such as pinning UVs and 
interactively resolving the unfold as UVs are manipulated.  Once modeling was 
completed, they were imported into softimage for further work such as using 
ultimapper for transferring/generating normal maps, assigning our custom 
shaders, custom properties, vertex color properties, and so forth.  Once 
completed character models would be passed onto tech art for rigging and 
eventually animation for animating.  All rigging and animation took place in 
Softimage.  Prop and environment were modeled in softimage, but occasionally 
exported to Modo for texture UV adjustment, xNormal for generating normal maps, 
or Nvidia plugin in photoshop for generating .dds normal maps for use with our 
custom OpenGL shaders.

We had many in-house developed tools and editors for generating the terrain for 
our worlds and populating the worlds with our assets as well as connecting the 
game logic with game design to put it all together so work can be previewed, 
tested, and debugged.

What I wrote is just a quick gloss over.  If I can find some time, I’ll look 
into whether I can do a more in-depth ‘how we did it’ article.  No promises 
though.

Matt





From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Perry Harovas
Sent: Friday, June 06, 2014 9:11 PM
To: davidsa...@sfr.fr; softimage@listproc.autodesk.com
Subject: Re: Shameless plug

Matt, your description of the work involved was satisfyingly dizzying!
I really do not know of another application that could have done all that with
the relative ease which it sounds like many things were done.

I am positive you had your problems with SOftimage, it would be impossible not 
to have had problems with ANY software,
but the end results speak for themselves. The movies on the website are fun, 
and I really like the aesthetic in the game.
I also love the old west old British feel of many of the characters and the 
voices. So many games feel like the voice actors
only work on games. These clips really feel like the voice actors are 
all-around good actors, It certainly helps that the character animation
is so good, too.

Thanks for taking the time to write up such a detailed description of the 
making of the game,.
I know I am not alone in digging those kinds of details.

Congratulations!

Perry


On Fri, Jun 6, 2014 at 5:03 AM, David Saber 
davidsa...@sfr.frmailto:davidsa...@sfr.fr wrote:
Another question : how did the artists react to the use of XSI? Did they love 
it or were they bitching because they couldn't use Max anymore ( a situation I 
knew too often)?



On 2014-06-05 21:09, Matt Lind wrote:
I don't know all the details myself, but when I joined Carbine in 2007 we had a 
total head count of about 45.  Today we're roughly 300.




--




Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.comhttp://www.theafterimage.com/

-25 Years Experience
-Member of the Visual Effects Society (VES)


Re: Shameless plug

2014-06-09 Thread Mirko Jankovic
Would be great having you and or someone else frmo team on softimage
ubertage to do a round up :)


On Tue, Jun 10, 2014 at 12:18 AM, Matt Lind ml...@carbinestudios.com
wrote:

 To clarify a bit, Softimage was used for the heavy majority, but not
 everything:



 Z-Brush was used for creating hi-resolution character models which were
 then later downsized (resolution) for use in the game.  Modo was also used
 for initial character modeling, and texturing as it has better tools for
 unfolding and manipulating texture UVs interactively such as pinning UVs
 and interactively resolving the unfold as UVs are manipulated.  Once
 modeling was completed, they were imported into softimage for further work
 such as using ultimapper for transferring/generating normal maps, assigning
 our custom shaders, custom properties, vertex color properties, and so
 forth.  Once completed character models would be passed onto tech art for
 rigging and eventually animation for animating.  All rigging and animation
 took place in Softimage.  Prop and environment were modeled in softimage,
 but occasionally exported to Modo for texture UV adjustment, xNormal for
 generating normal maps, or Nvidia plugin in photoshop for generating .dds
 normal maps for use with our custom OpenGL shaders.



 We had many in-house developed tools and editors for generating the
 terrain for our worlds and populating the worlds with our assets as well as
 connecting the game logic with game design to put it all together so work
 can be previewed, tested, and debugged.



 What I wrote is just a quick gloss over.  If I can find some time, I’ll
 look into whether I can do a more in-depth ‘how we did it’ article.  No
 promises though.



 Matt











 *From:* softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] *On Behalf Of *Perry Harovas
 *Sent:* Friday, June 06, 2014 9:11 PM
 *To:* davidsa...@sfr.fr; softimage@listproc.autodesk.com
 *Subject:* Re: Shameless plug



 Matt, your description of the work involved was satisfyingly dizzying!

 I really do not know of another application that could have done all that
 with

 the relative ease which it sounds like many things were done.



 I am positive you had your problems with SOftimage, it would be impossible
 not to have had problems with ANY software,

 but the end results speak for themselves. The movies on the website are
 fun, and I really like the aesthetic in the game.

 I also love the old west old British feel of many of the characters and
 the voices. So many games feel like the voice actors

 only work on games. These clips really feel like the voice actors are
 all-around good actors, It certainly helps that the character animation

 is so good, too.



 Thanks for taking the time to write up such a detailed description of the
 making of the game,.

 I know I am not alone in digging those kinds of details.



 Congratulations!



 Perry





 On Fri, Jun 6, 2014 at 5:03 AM, David Saber davidsa...@sfr.fr wrote:

 Another question : how did the artists react to the use of XSI? Did they
 love it or were they bitching because they couldn't use Max anymore ( a
 situation I knew too often)?




 On 2014-06-05 21:09, Matt Lind wrote:

 I don't know all the details myself, but when I joined Carbine in 2007 we
 had a total head count of about 45.  Today we're roughly 300.





 --





 Perry Harovas
 Animation and Visual Effects

 http://www.TheAfterImage.com http://www.theafterimage.com/



 -25 Years Experience

 -Member of the Visual Effects Society (VES)



Re: Shameless plug

2014-06-06 Thread David Saber
Another question : how did the artists react to the use of XSI? Did they 
love it or were they bitching because they couldn't use Max anymore ( a 
situation I knew too often)?



On 2014-06-05 21:09, Matt Lind wrote:

I don't know all the details myself, but when I joined Carbine in 2007 we had a 
total head count of about 45.  Today we're roughly 300.




Re: Shameless plug

2014-06-06 Thread Perry Harovas
Matt, your description of the work involved was satisfyingly dizzying!
I really do not know of another application that could have done all that
with
the relative ease which it sounds like many things were done.

I am positive you had your problems with SOftimage, it would be impossible
not to have had problems with ANY software,
but the end results speak for themselves. The movies on the website are
fun, and I really like the aesthetic in the game.
I also love the old west old British feel of many of the characters and the
voices. So many games feel like the voice actors
only work on games. These clips really feel like the voice actors are
all-around good actors, It certainly helps that the character animation
is so good, too.

Thanks for taking the time to write up such a detailed description of the
making of the game,.
I know I am not alone in digging those kinds of details.

Congratulations!

Perry



On Fri, Jun 6, 2014 at 5:03 AM, David Saber davidsa...@sfr.fr wrote:

 Another question : how did the artists react to the use of XSI? Did they
 love it or were they bitching because they couldn't use Max anymore ( a
 situation I knew too often)?



 On 2014-06-05 21:09, Matt Lind wrote:

 I don't know all the details myself, but when I joined Carbine in 2007 we
 had a total head count of about 45.  Today we're roughly 300.





-- 





Perry Harovas
Animation and Visual Effects

http://www.TheAfterImage.com http://www.theafterimage.com/

-25 Years Experience
-Member of the Visual Effects Society (VES)


Re: Shameless plug

2014-06-05 Thread Ivan Vasiljevic
Looking awesome congrats, I've seen big prints yesterday here in Belgrade,
Serbia with your game!

Cheers.
Ivan


On Thu, Jun 5, 2014 at 1:21 AM, Eric Thivierge ethivie...@gmail.com wrote:

 You have a lot of patience Matt! I got bored of dinosaurs within a year!
 Good job, glad to finally see it released.

 
 Eric Thivierge
 http://www.ethivierge.com


 On Wed, Jun 4, 2014 at 6:42 PM, Matt Lind ml...@carbinestudios.com
 wrote:

 No, not WOW, they’re our competitor ;-)





 Matt




-- 
Ivan Vasiljevic
-
Lighting TD
Founder, Digital Asset Tailors
-
reel:https://vimeo.com/72183649
web:www.ivasiljevic.com
email:  i...@digitalassettailors.com
   ivan_vasilje...@hotmail.com


Re: Shameless plug

2014-06-05 Thread Marco Peixoto
Congratulations!!!

I saw a small making of (showing the animation and XSI UI) and I was
thinking, man this looks awesome, even though my gamer days are long gone.
Cant find the Making Of videos again.




On Thu, Jun 5, 2014 at 10:15 AM, Ivan Vasiljevic klebed...@gmail.com
wrote:

 Looking awesome congrats, I've seen big prints yesterday here in Belgrade,
 Serbia with your game!

 Cheers.
 Ivan


 On Thu, Jun 5, 2014 at 1:21 AM, Eric Thivierge ethivie...@gmail.com
 wrote:

 You have a lot of patience Matt! I got bored of dinosaurs within a year!
 Good job, glad to finally see it released.

 
 Eric Thivierge
 http://www.ethivierge.com


 On Wed, Jun 4, 2014 at 6:42 PM, Matt Lind ml...@carbinestudios.com
 wrote:

 No, not WOW, they're our competitor ;-)





 Matt




 --
 Ivan Vasiljevic
 -
 Lighting TD
 Founder, Digital Asset Tailors
 -
 reel:https://vimeo.com/72183649
 web:www.ivasiljevic.com
 email:  i...@digitalassettailors.com
ivan_vasilje...@hotmail.com





Re: Shameless plug

2014-06-05 Thread Stephen Blair
On Thu, Jun 5, 2014 at 6:58 AM, Marco Peixoto mpe...@gmail.com wrote:

 Congratulations!!!

 I saw a small making of (showing the animation and XSI UI) and I was
 thinking, man this looks awesome, even though my gamer days are long gone.
 Cant find the Making Of videos again.


this one?
http://alttabme.com/forum/index.php?threads/wildstar-behind-the-scenes.3294/


Re: Shameless plug

2014-06-05 Thread Sebastien Sterling
You are the man Mr Lind! and Wildstar has a rocking aesthetic !


On 5 June 2014 12:38, Stephen Blair stephenrbl...@gmail.com wrote:


 On Thu, Jun 5, 2014 at 6:58 AM, Marco Peixoto mpe...@gmail.com wrote:

 Congratulations!!!

 I saw a small making of (showing the animation and XSI UI) and I was
 thinking, man this looks awesome, even though my gamer days are long gone.
 Cant find the Making Of videos again.


 this one?

 http://alttabme.com/forum/index.php?threads/wildstar-behind-the-scenes.3294/



Re: Shameless plug

2014-06-05 Thread Chris Marshall
Well done Matt,
Looks amazing!!
great stuff.
9 Years though!! Yikes!


Re: Shameless plug

2014-06-05 Thread Alok Gandhi
Awesome, awesome. Great work, specially with XSI 7.5 !! wow. Congrats Matt!


RE: Shameless plug

2014-06-05 Thread Matt Lind
I mostly design workflows and write tools to support those workflows.  I don’t 
have to worry about doing the same thing over and over again like the artists.  
Probably a big factor in me staying so long.

Matt



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Eric Thivierge
Sent: Wednesday, June 04, 2014 4:22 PM
To: softimage@listproc.autodesk.com
Subject: Re: Shameless plug

You have a lot of patience Matt! I got bored of dinosaurs within a year! Good 
job, glad to finally see it released.


Eric Thivierge
http://www.ethivierge.com

On Wed, Jun 4, 2014 at 6:42 PM, Matt Lind 
ml...@carbinestudios.commailto:ml...@carbinestudios.com wrote:
No, not WOW, they’re our competitor ;-)


Matt


Re: Shameless plug

2014-06-05 Thread Leendert A. Hartog
Probably a very amateurish thing to ask, if so, sorry: how many people 
(approx.) were involved in the making of this product  will the 
production be scaled down, now that it's gone live or will the same 
amount of manpower still be needed for as long as the product lives?



Greetz
Leendert

--

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com



RE: Shameless plug

2014-06-05 Thread Matt Lind
Right now we're focused on staying ahead of our customers and delivering 
patches to fix bugs and improve the overall experience.

As for choosing another 3D app...we'll have to do that at some point as this 
game could possibly run for another 10-15 years like World of Warcraft and 
other successful MMO's.  If the lifespan were shorter we'd probably just ride 
Softimage out into the sunset of the project.  For the short term we're 
watching the sales number to determine what kind of life this project will 
have, and that will give  us an idea of whether we need to worry about porting 
or not.  It's not trivial to port 9 years of art content to another 
application, even less trivial to maintain both look and function.

Matt





-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of David Saber
Sent: Wednesday, June 04, 2014 1:04 AM
To: softimage@listproc.autodesk.com
Subject: Re: Shameless plug

Very interesting account Matt! It's interesting to see how Soft was used for a 
video game.
Is your company considering another app for its future?
I have watched the videos on the game's website, it's VERY good looking!!!
Congrats!
David



RE: Shameless plug

2014-06-05 Thread Matt Lind
I don't know all the details myself, but when I joined Carbine in 2007 we had a 
total head count of about 45.  Today we're roughly 300.

Our art department head count just before launch was 85. I don't know what the 
head count will be going forth.  My best guess is we'll settle around 60-65.

Total head count of people who contributed over the yearsI'd say north of 
500.  You can count the names in the credits of the login screen if you really 
want to know.  Just log in, click the credits button, then munch on your 
popcorn while you sit it out.  Takes about 15 minutes for all of them to scroll 
by.  Any clicking in that window will unfortunately just cause the credits to 
start over from the beginning.  


Matt









-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Leendert A. Hartog
Sent: Thursday, June 05, 2014 11:57 AM
To: softimage@listproc.autodesk.com
Subject: Re: Shameless plug

Probably a very amateurish thing to ask, if so, sorry: how many people
(approx.) were involved in the making of this product  will the production 
be scaled down, now that it's gone live or will the same amount of manpower 
still be needed for as long as the product lives?


Greetz
Leendert

-- 

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com




Re: Shameless plug

2014-06-05 Thread Leendert A. Hartog

That's approximation enough... ;) Thanks

--

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com



Re: Shameless plug

2014-06-04 Thread Matt Morris
Congratulations Matt, its great to see what you've been working on all
these years finally. Love the style, hope it does well!


Re: Shameless plug

2014-06-04 Thread Angus Davidson
Hi Matt

Firstly as an avid gamer myself  you should be be very proud of your endeavours 
on Wildstar. I spent some time with on in the beta weekends and was really 
blown away by the visuals. Really amazing work.

Kind regards

Angus

From: Matt Lind ml...@carbinestudios.commailto:ml...@carbinestudios.com
Reply-To: 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Date: Wednesday 04 June 2014 at 4:00 AM
To: softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com 
softimage@listproc.autodesk.commailto:softimage@listproc.autodesk.com
Subject: Shameless plug

I don’t get to say this often, but I’ve finished a project using Softimage 
which all can see.  Well, it’s not actually ‘finished’ as it’s an online game 
which is continuously maintained, updated, and ongoing, but it’s now live and I 
can talk about it beyond generalizations.  Yay!   My last completed project was 
my previous production –Barnyard the animated feature back in 2006.  It’s been 
a long time coming, a relief, and refreshing to be able to refer to something I 
did in the current decade.

Wildstar officially launched last Friday night at midnight for early access, 
but opened up the flood gates today for everybody else.  The game is now 
running smoothly in North America and Europe for all to see and experience.  If 
you were part of the beta, let it be known significant improvements have been 
made since on all fronts.  If you haven’t tried the game yet, point your 
browser to www.wildstar-online.comhttp://www.wildstar-online.com and click on 
the shiny buttons.  The first 30 days are free with initial purchase.

Production started in 2005 using Softimage XSI v3.5 and launched with Softimage 
2013 SP1 – all of it in 32 bit land.  Majority of the content created in 
Softimage 7.5 which we used for roughly 5 years.  Softimage was used for a 
heavy majority of the 3D artwork including characters, props, environments 
(other than the ground), buildings, dungeons, and everything inside of them.  
We didn’t use ICE at all (but not for lack of trying, and we tested heavily), 
so this is a good example of what the fundamental toolset can do.  Heavy use of 
custom properties, vertex colors, user normals, clusters, envelopes, UV spaces, 
and hardware (real time) shaders to customize and iterate on our content.  What 
made these simple components really nice is they were general and could be 
re-targeted for many uses outside of their original intended purpose.  Our 
particles were created and applied in Softimage, but simulated only in engine.  
The SDK was used to write 500+ tools to assist artists to create their content 
include tools like ‘mimick’ which is a command similar to GATOR which can 
transfer attributes, but do so on select subcomponents instead of the entire 
object, along with other bells and whistles.  Often overlooked and  
understated, but Softimage scaling was incredibly powerful for controlling the 
squash and stretch scaling of deformers used in our envelopes to animate 
characters with cartoon whimsy and without ugly shearing often associated with 
other software.  It is used on every asset that moves.  Relational views were 
used to create tools such as a face editor to view and animate faces for our 
player characters, and adjust face customizations to see how they’d appear in 
the game as each of our characters have multiple faces and other components 
which can plug in like a Mr. Potato head doll.  It was important to see the 
various components in context side-by-side for comparison while creating the 
content so consistency could be maintained.  This was achieved using many 
‘object view’ embedded into the relational view.  Under the hood the face 
editor drove the animation mixer to perform face pose blending so artists could 
see the animation in real time on their characters.  Also, NURBS, that’s right, 
NURBS surfaces were used to transfer face poses and clothing between 
characters.  The details must remain a trade secret, but I just had to mention 
we used NURBS in all their unfinished glory to get meaningful work done with 
significant contributions to the end product.  Render passes were used to 
re-dress environments to allow artists to create geometry once, then swap 
textures, shader settings, and other details many times for each variant of the 
environment.  Not only does it simplify the artist workflow by centralizing all 
their interaction to a few clicks, but it also allows assets to be packed into 
compact files for use in our engine. Render passes are used in housing and 
dungeons.  If we had to do this in Maya, we’d probably have to break up each 
variant into its own scene and have to figure out a way to merge all the scenes 
together that shared the same geometry.  These polished touches matter.  
Softimage for the win.

So that said, while many 3D software could create the assets in their own 

Re: Shameless plug

2014-06-04 Thread peter_b
wow – you’ve been at this since Barnyard?
that’s epic in itself.
I’m not much of a gamer, let alone online gaming – but I sure hope this one’s a 
success.
All the artwork I’ve seen is very appealing and different – and let’s not 
forget the teaser by Blur, which is just awesome.
Kudos for having the patience to see this through.



From: Matt Lind 
Sent: Wednesday, June 04, 2014 4:00 AM
To: softimage@listproc.autodesk.com 
Subject: Shameless plug

I don’t get to say this often, but I’ve finished a project using Softimage 
which all can see.  Well, it’s not actually ‘finished’ as it’s an online game 
which is continuously maintained, updated, and ongoing, but it’s now live and I 
can talk about it beyond generalizations.  Yay!   My last completed project was 
my previous production –Barnyard the animated feature back in 2006.  It’s been 
a long time coming, a relief, and refreshing to be able to refer to something I 
did in the current decade.

 

Wildstar officially launched last Friday night at midnight for early access, 
but opened up the flood gates today for everybody else.  The game is now 
running smoothly in North America and Europe for all to see and experience.  If 
you were part of the beta, let it be known significant improvements have been 
made since on all fronts.  If you haven’t tried the game yet, point your 
browser to www.wildstar-online.com and click on the shiny buttons.  The first 
30 days are free with initial purchase.

 

Production started in 2005 using Softimage XSI v3.5 and launched with Softimage 
2013 SP1 – all of it in 32 bit land.  Majority of the content created in 
Softimage 7.5 which we used for roughly 5 years.  Softimage was used for a 
heavy majority of the 3D artwork including characters, props, environments 
(other than the ground), buildings, dungeons, and everything inside of them.  
We didn’t use ICE at all (but not for lack of trying, and we tested heavily), 
so this is a good example of what the fundamental toolset can do.  Heavy use of 
custom properties, vertex colors, user normals, clusters, envelopes, UV spaces, 
and hardware (real time) shaders to customize and iterate on our content.  What 
made these simple components really nice is they were general and could be 
re-targeted for many uses outside of their original intended purpose.  Our 
particles were created and applied in Softimage, but simulated only in engine.  
The SDK was used to write 500+ tools to assist artists to create their content 
include tools like ‘mimick’ which is a command similar to GATOR which can 
transfer attributes, but do so on select subcomponents instead of the entire 
object, along with other bells and whistles.  Often overlooked and  
understated, but Softimage scaling was incredibly powerful for controlling the 
squash and stretch scaling of deformers used in our envelopes to animate 
characters with cartoon whimsy and without ugly shearing often associated with 
other software.  It is used on every asset that moves.  Relational views were 
used to create tools such as a face editor to view and animate faces for our 
player characters, and adjust face customizations to see how they’d appear in 
the game as each of our characters have multiple faces and other components 
which can plug in like a Mr. Potato head doll.  It was important to see the 
various components in context side-by-side for comparison while creating the 
content so consistency could be maintained.  This was achieved using many 
‘object view’ embedded into the relational view.  Under the hood the face 
editor drove the animation mixer to perform face pose blending so artists could 
see the animation in real time on their characters.  Also, NURBS, that’s right, 
NURBS surfaces were used to transfer face poses and clothing between 
characters.  The details must remain a trade secret, but I just had to mention 
we used NURBS in all their unfinished glory to get meaningful work done with 
significant contributions to the end product.  Render passes were used to 
re-dress environments to allow artists to create geometry once, then swap 
textures, shader settings, and other details many times for each variant of the 
environment.  Not only does it simplify the artist workflow by centralizing all 
their interaction to a few clicks, but it also allows assets to be packed into 
compact files for use in our engine. Render passes are used in housing and 
dungeons.  If we had to do this in Maya, we’d probably have to break up each 
variant into its own scene and have to figure out a way to merge all the scenes 
together that shared the same geometry.  These polished touches matter.  
Softimage for the win.

 

So that said, while many 3D software could create the assets in their own time 
and space vacuum, Softimage (in my opinion) was the only software that could’ve 
tackled this project given our specific time, resources, and budget as there 
were many close calls along the way.  I say Softimage because many of the 

RE: Shameless plug

2014-06-04 Thread Matthew Carpenter
Congratulations Matt.

Happy that we were a part of this.

Cheers,

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Matt Lind
Sent: Tuesday, June 03, 2014 10:01 PM
To: softimage@listproc.autodesk.com
Subject: Shameless plug

I don't get to say this often, but I've finished a project using Softimage 
which all can see.  Well, it's not actually 'finished' as it's an online game 
which is continuously maintained, updated, and ongoing, but it's now live and I 
can talk about it beyond generalizations.  Yay!   My last completed project was 
my previous production -Barnyard the animated feature back in 2006.  It's been 
a long time coming, a relief, and refreshing to be able to refer to something I 
did in the current decade.

Wildstar officially launched last Friday night at midnight for early access, 
but opened up the flood gates today for everybody else.  The game is now 
running smoothly in North America and Europe for all to see and experience.  If 
you were part of the beta, let it be known significant improvements have been 
made since on all fronts.  If you haven't tried the game yet, point your 
browser to www.wildstar-online.comhttp://www.wildstar-online.com and click on 
the shiny buttons.  The first 30 days are free with initial purchase.

Production started in 2005 using Softimage XSI v3.5 and launched with Softimage 
2013 SP1 - all of it in 32 bit land.  Majority of the content created in 
Softimage 7.5 which we used for roughly 5 years.  Softimage was used for a 
heavy majority of the 3D artwork including characters, props, environments 
(other than the ground), buildings, dungeons, and everything inside of them.  
We didn't use ICE at all (but not for lack of trying, and we tested heavily), 
so this is a good example of what the fundamental toolset can do.  Heavy use of 
custom properties, vertex colors, user normals, clusters, envelopes, UV spaces, 
and hardware (real time) shaders to customize and iterate on our content.  What 
made these simple components really nice is they were general and could be 
re-targeted for many uses outside of their original intended purpose.  Our 
particles were created and applied in Softimage, but simulated only in engine.  
The SDK was used to write 500+ tools to assist artists to create their content 
include tools like 'mimick' which is a command similar to GATOR which can 
transfer attributes, but do so on select subcomponents instead of the entire 
object, along with other bells and whistles.  Often overlooked and  
understated, but Softimage scaling was incredibly powerful for controlling the 
squash and stretch scaling of deformers used in our envelopes to animate 
characters with cartoon whimsy and without ugly shearing often associated with 
other software.  It is used on every asset that moves.  Relational views were 
used to create tools such as a face editor to view and animate faces for our 
player characters, and adjust face customizations to see how they'd appear in 
the game as each of our characters have multiple faces and other components 
which can plug in like a Mr. Potato head doll.  It was important to see the 
various components in context side-by-side for comparison while creating the 
content so consistency could be maintained.  This was achieved using many 
'object view' embedded into the relational view.  Under the hood the face 
editor drove the animation mixer to perform face pose blending so artists could 
see the animation in real time on their characters.  Also, NURBS, that's right, 
NURBS surfaces were used to transfer face poses and clothing between 
characters.  The details must remain a trade secret, but I just had to mention 
we used NURBS in all their unfinished glory to get meaningful work done with 
significant contributions to the end product.  Render passes were used to 
re-dress environments to allow artists to create geometry once, then swap 
textures, shader settings, and other details many times for each variant of the 
environment.  Not only does it simplify the artist workflow by centralizing all 
their interaction to a few clicks, but it also allows assets to be packed into 
compact files for use in our engine. Render passes are used in housing and 
dungeons.  If we had to do this in Maya, we'd probably have to break up each 
variant into its own scene and have to figure out a way to merge all the scenes 
together that shared the same geometry.  These polished touches matter.  
Softimage for the win.

So that said, while many 3D software could create the assets in their own time 
and space vacuum, Softimage (in my opinion) was the only software that could've 
tackled this project given our specific time, resources, and budget as there 
were many close calls along the way.  I say Softimage because many of the 
aforementioned features came out of the box with us ready to roll and not have 
to spend oodles of time reinventing the wheel.  Not having to 

Re: Shameless plug

2014-06-04 Thread Chris Johnson
Looks Amazing!

Can't believe you've been working on just this since Barnyard!!! It shows.

Congratulations!


On Tue, Jun 3, 2014 at 10:00 PM, Matt Lind ml...@carbinestudios.com wrote:

 I don’t get to say this often, but I’ve finished a project using Softimage
 which all can see.  Well, it’s not actually ‘finished’ as it’s an online
 game which is continuously maintained, updated, and ongoing, but it’s now
 live and I can talk about it beyond generalizations.  Yay!   My last
 completed project was my previous production –Barnyard the animated feature
 back in 2006.  It’s been a long time coming, a relief, and refreshing to be
 able to refer to something I did in the current decade.



 Wildstar officially launched last Friday night at midnight for early
 access, but opened up the flood gates today for everybody else.  The game
 is now running smoothly in North America and Europe for all to see and
 experience.  If you were part of the beta, let it be known significant
 improvements have been made since on all fronts.  If you haven’t tried the
 game yet, point your browser to www.wildstar-online.com and click on the
 shiny buttons.  The first 30 days are free with initial purchase.



 Production started in 2005 using Softimage XSI v3.5 and launched with
 Softimage 2013 SP1 – all of it in 32 bit land.  Majority of the content
 created in Softimage 7.5 which we used for roughly 5 years.  Softimage was
 used for a heavy majority of the 3D artwork including characters, props,
 environments (other than the ground), buildings, dungeons, and everything
 inside of them.  We didn’t use ICE at all (but not for lack of trying, and
 we tested heavily), so this is a good example of what the fundamental
 toolset can do.  Heavy use of custom properties, vertex colors, user
 normals, clusters, envelopes, UV spaces, and hardware (real time) shaders
 to customize and iterate on our content.  What made these simple components
 really nice is they were general and could be re-targeted for many uses
 outside of their original intended purpose.  Our particles were created and
 applied in Softimage, but simulated only in engine.  The SDK was used to
 write 500+ tools to assist artists to create their content include tools
 like ‘mimick’ which is a command similar to GATOR which can transfer
 attributes, but do so on select subcomponents instead of the entire object,
 along with other bells and whistles.  Often overlooked and  understated,
 but Softimage scaling was incredibly powerful for controlling the squash
 and stretch scaling of deformers used in our envelopes to animate
 characters with cartoon whimsy and without ugly shearing often associated
 with other software.  It is used on every asset that moves.  Relational
 views were used to create tools such as a face editor to view and animate
 faces for our player characters, and adjust face customizations to see how
 they’d appear in the game as each of our characters have multiple faces and
 other components which can plug in like a Mr. Potato head doll.  It was
 important to see the various components in context side-by-side for
 comparison while creating the content so consistency could be maintained.
 This was achieved using many ‘object view’ embedded into the relational
 view.  Under the hood the face editor drove the animation mixer to perform
 face pose blending so artists could see the animation in real time on their
 characters.  Also, NURBS, that’s right, NURBS surfaces were used to
 transfer face poses and clothing between characters.  The details must
 remain a trade secret, but I just had to mention we used NURBS in all their
 unfinished glory to get meaningful work done with significant contributions
 to the end product.  Render passes were used to re-dress environments to
 allow artists to create geometry once, then swap textures, shader settings,
 and other details many times for each variant of the environment.  Not only
 does it simplify the artist workflow by centralizing all their interaction
 to a few clicks, but it also allows assets to be packed into compact files
 for use in our engine. Render passes are used in housing and dungeons.  If
 we had to do this in Maya, we’d probably have to break up each variant into
 its own scene and have to figure out a way to merge all the scenes together
 that shared the same geometry.  These polished touches matter.  Softimage
 for the win.



 So that said, while many 3D software could create the assets in their own
 time and space vacuum, Softimage (in my opinion) was the only software that
 could’ve tackled this project given our specific time, resources, and
 budget as there were many close calls along the way.  I say Softimage
 because many of the aforementioned features came out of the box with us
 ready to roll and not have to spend oodles of time reinventing the wheel.
 Not having to write an animation mixer to do face pose blending, or render
 pass systems to do texture/shader swaps were incredible time 

Re: Shameless plug

2014-06-04 Thread Tim Crowson

Way to go Matt! Hat's off to you and the rest of the team!
-Tim

On 6/4/2014 9:39 AM, Chris Johnson wrote:

Looks Amazing!

Can't believe you've been working on just this since Barnyard!!! It shows.

Congratulations!


On Tue, Jun 3, 2014 at 10:00 PM, Matt Lind ml...@carbinestudios.com 
mailto:ml...@carbinestudios.com wrote:


I don’t get to say this often, but I’ve finished a project using
Softimage which all can see.  Well, it’s not actually ‘finished’
as it’s an online game which is continuously maintained, updated,
and ongoing, but it’s now live and I can talk about it beyond
generalizations.  Yay!   My last completed project was my previous
production –Barnyard the animated feature back in 2006.  It’s been
a long time coming, a relief, and refreshing to be able to refer
to something I did in the current decade.

Wildstar officially launched last Friday night at midnight for
early access, but opened up the flood gates today for everybody
else.  The game is now running smoothly in North America and
Europe for all to see and experience.  If you were part of the
beta, let it be known significant improvements have been made
since on all fronts.  If you haven’t tried the game yet, point
your browser to www.wildstar-online.com
http://www.wildstar-online.com and click on the shiny buttons. 
The first 30 days are free with initial purchase.


Production started in 2005 using Softimage XSI v3.5 and launched
with Softimage 2013 SP1 – all of it in 32 bit land.  Majority of
the content created in Softimage 7.5 which we used for roughly 5
years.  Softimage was used for a heavy majority of the 3D artwork
including characters, props, environments (other than the ground),
buildings, dungeons, and everything inside of them. We didn’t use
ICE at all (but not for lack of trying, and we tested heavily), so
this is a good example of what the fundamental toolset can do. 
Heavy use of custom properties, vertex colors, user normals,

clusters, envelopes, UV spaces, and hardware (real time) shaders
to customize and iterate on our content.  What made these simple
components really nice is they were general and could be
re-targeted for many uses outside of their original intended
purpose. Our particles were created and applied in Softimage, but
simulated only in engine.  The SDK was used to write 500+ tools to
assist artists to create their content include tools like ‘mimick’
which is a command similar to GATOR which can transfer attributes,
but do so on select subcomponents instead of the entire object,
along with other bells and whistles.  Often overlooked and 
understated, but Softimage scaling was incredibly powerful for

controlling the squash and stretch scaling of deformers used in
our envelopes to animate characters with cartoon whimsy and
without ugly shearing often associated with other software. It is
used on every asset that moves.  Relational views were used to
create tools such as a face editor to view and animate faces for
our player characters, and adjust face customizations to see how
they’d appear in the game as each of our characters have multiple
faces and other components which can plug in like a Mr. Potato
head doll.  It was important to see the various components in
context side-by-side for comparison while creating the content so
consistency could be maintained.  This was achieved using many
‘object view’ embedded into the relational view. Under the hood
the face editor drove the animation mixer to perform face pose
blending so artists could see the animation in real time on their
characters. Also, NURBS, that’s right, NURBS surfaces were used to
transfer face poses and clothing between characters. The details
must remain a trade secret, but I just had to mention we used
NURBS in all their unfinished glory to get meaningful work done
with significant contributions to the end product.  Render passes
were used to re-dress environments to allow artists to create
geometry once, then swap textures, shader settings, and other
details many times for each variant of the environment.  Not only
does it simplify the artist workflow by centralizing all their
interaction to a few clicks, but it also allows assets to be
packed into compact files for use in our engine. Render passes are
used in housing and dungeons.  If we had to do this in Maya, we’d
probably have to break up each variant into its own scene and have
to figure out a way to merge all the scenes together that shared
the same geometry.  These polished touches matter. Softimage for
the win.

So that said, while many 3D software could create the assets in
their own time and space vacuum, Softimage (in my opinion) was the
only software that could’ve tackled this project given our
   

RE: Shameless plug

2014-06-04 Thread adrian wyer
i can see the love that went into this project, it shines out from every
frame
 
http://www.wildstar-online.com/en/media/videos/flicks/
 
congrats!

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Crowson
Sent: 04 June 2014 16:35
To: softimage@listproc.autodesk.com
Subject: Re: Shameless plug


Way to go Matt! Hat's off to you and the rest of the team!
-Tim


On 6/4/2014 9:39 AM, Chris Johnson wrote:


Looks Amazing! 

Can't believe you've been working on just this since Barnyard!!! It shows.

Congratulations!


On Tue, Jun 3, 2014 at 10:00 PM, Matt Lind ml...@carbinestudios.com wrote:


I don't get to say this often, but I've finished a project using Softimage
which all can see.  Well, it's not actually 'finished' as it's an online
game which is continuously maintained, updated, and ongoing, but it's now
live and I can talk about it beyond generalizations.  Yay!   My last
completed project was my previous production -Barnyard the animated feature
back in 2006.  It's been a long time coming, a relief, and refreshing to be
able to refer to something I did in the current decade.

 

Wildstar officially launched last Friday night at midnight for early access,
but opened up the flood gates today for everybody else.  The game is now
running smoothly in North America and Europe for all to see and experience.
If you were part of the beta, let it be known significant improvements have
been made since on all fronts.  If you haven't tried the game yet, point
your browser to www.wildstar-online.com and click on the shiny buttons.  The
first 30 days are free with initial purchase.

 

Production started in 2005 using Softimage XSI v3.5 and launched with
Softimage 2013 SP1 - all of it in 32 bit land.  Majority of the content
created in Softimage 7.5 which we used for roughly 5 years.  Softimage was
used for a heavy majority of the 3D artwork including characters, props,
environments (other than the ground), buildings, dungeons, and everything
inside of them.  We didn't use ICE at all (but not for lack of trying, and
we tested heavily), so this is a good example of what the fundamental
toolset can do.  Heavy use of custom properties, vertex colors, user
normals, clusters, envelopes, UV spaces, and hardware (real time) shaders to
customize and iterate on our content.  What made these simple components
really nice is they were general and could be re-targeted for many uses
outside of their original intended purpose.  Our particles were created and
applied in Softimage, but simulated only in engine.  The SDK was used to
write 500+ tools to assist artists to create their content include tools
like 'mimick' which is a command similar to GATOR which can transfer
attributes, but do so on select subcomponents instead of the entire object,
along with other bells and whistles.  Often overlooked and  understated, but
Softimage scaling was incredibly powerful for controlling the squash and
stretch scaling of deformers used in our envelopes to animate characters
with cartoon whimsy and without ugly shearing often associated with other
software.  It is used on every asset that moves.  Relational views were used
to create tools such as a face editor to view and animate faces for our
player characters, and adjust face customizations to see how they'd appear
in the game as each of our characters have multiple faces and other
components which can plug in like a Mr. Potato head doll.  It was important
to see the various components in context side-by-side for comparison while
creating the content so consistency could be maintained.  This was achieved
using many 'object view' embedded into the relational view.  Under the hood
the face editor drove the animation mixer to perform face pose blending so
artists could see the animation in real time on their characters.  Also,
NURBS, that's right, NURBS surfaces were used to transfer face poses and
clothing between characters.  The details must remain a trade secret, but I
just had to mention we used NURBS in all their unfinished glory to get
meaningful work done with significant contributions to the end product.
Render passes were used to re-dress environments to allow artists to create
geometry once, then swap textures, shader settings, and other details many
times for each variant of the environment.  Not only does it simplify the
artist workflow by centralizing all their interaction to a few clicks, but
it also allows assets to be packed into compact files for use in our engine.
Render passes are used in housing and dungeons.  If we had to do this in
Maya, we'd probably have to break up each variant into its own scene and
have to figure out a way to merge all the scenes together that shared the
same geometry.  These polished touches matter.  Softimage for the win.

 

So that said, while many 3D software could create the assets in their own
time and space vacuum, Softimage (in my opinion) was the only software

Re: Shameless plug

2014-06-04 Thread Anthor
Congrats, Matt!
Now I have a new game to play this summer!
ATR

On Wed, 4 Jun 2014 02:00:34 +, Matt Lind wrote:
 I don’t get to say this often, but I’ve finished a project using 
 Softimage which all can see.  Well, it’s not actually ‘finished’ 
 as it’s an online game which is continuously maintained, updated, 
 and ongoing, but it’s now live and I can talk about it beyond 
 generalizations.  Yay!   My last completed project was my previous 
 production –Barnyard the animated feature back in 2006.  It’s been 
 a long time coming, a relief, and refreshing to be able to refer to 
 something I did in the current decade.
  
 Wildstar officially launched last Friday night at midnight for early 
 access, but opened up the flood gates today for everybody else.  The 
 game is now running smoothly in North America and Europe for all to 
 see and experience.  If you were part of the beta, let it be known 
 significant improvements have been made since on all fronts.  If you 
 haven’t tried the game yet, point your browser to 
 www.wildstar-online.com and click on the shiny buttons.  The first 30 
 days are free with initial purchase.
  
 Production started in 2005 using Softimage XSI v3.5 and launched with 
 Softimage 2013 SP1 – all of it in 32 bit land.  Majority of the 
 content created in Softimage 7.5 which we used for roughly 5 years.  
 Softimage was used for a heavy majority of the 3D artwork including 
 characters, props, environments (other than the ground), buildings, 
 dungeons, and everything inside of them.  We didn’t use ICE at all 
 (but not for lack of trying, and we tested heavily), so this is a 
 good example of what the fundamental toolset can do.  Heavy use of 
 custom properties, vertex colors, user normals, clusters, envelopes, 
 UV spaces, and hardware (real time) shaders to customize and iterate 
 on our content.  What made these simple components really nice is 
 they were general and could be re-targeted for many uses outside of 
 their original intended purpose.  Our particles were created and 
 applied in Softimage, but simulated only in engine.  The SDK was used 
 to write 500+ tools to assist artists to create their content include 
 tools like ‘mimick’ which is a command similar to GATOR which can 
 transfer attributes, but do so on select subcomponents instead of the 
 entire object, along with other bells and whistles.  Often overlooked 
 and  understated, but Softimage scaling was incredibly powerful for 
 controlling the squash and stretch scaling of deformers used in our 
 envelopes to animate characters with cartoon whimsy and without ugly 
 shearing often associated with other software.  It is used on every 
 asset that moves.  Relational views were used to create tools such as 
 a face editor to view and animate faces for our player characters, 
 and adjust face customizations to see how they’d appear in the game 
 as each of our characters have multiple faces and other components 
 which can plug in like a Mr. Potato head doll.  It was important to 
 see the various components in context side-by-side for comparison 
 while creating the content so consistency could be maintained.  This 
 was achieved using many ‘object view’ embedded into the relational 
 view.  Under the hood the face editor drove the animation mixer to 
 perform face pose blending so artists could see the animation in real 
 time on their characters.  Also, NURBS, that’s right, NURBS surfaces 
 were used to transfer face poses and clothing between characters.  
 The details must remain a trade secret, but I just had to mention we 
 used NURBS in all their unfinished glory to get meaningful work done 
 with significant contributions to the end product.  Render passes 
 were used to re-dress environments to allow artists to create 
 geometry once, then swap textures, shader settings, and other details 
 many times for each variant of the environment.  Not only does it 
 simplify the artist workflow by centralizing all their interaction to 
 a few clicks, but it also allows assets to be packed into compact 
 files for use in our engine. Render passes are used in housing and 
 dungeons.  If we had to do this in Maya, we’d probably have to break 
 up each variant into its own scene and have to figure out a way to 
 merge all the scenes together that shared the same geometry.  These 
 polished touches matter.  Softimage for the win.
  
 So that said, while many 3D software could create the assets in their 
 own time and space vacuum, Softimage (in my opinion) was the only 
 software that could’ve tackled this project given our specific time, 
 resources, and budget as there were many close calls along the way.  
 I say Softimage because many of the aforementioned features came out 
 of the box with us ready to roll and not have to spend oodles of time 
 reinventing the wheel.  Not having to write an animation mixer to do 
 face pose blending, or render pass systems to do texture/shader swaps 
 were incredible 

Re: Shameless plug

2014-06-04 Thread Stefan Kubicek

That reminds me of the old trailer from 2011:
https://www.youtube.com/watch?v=XtlFw15tj1kfeature=kp

Still one of my favorite blur pieces.


i can see the love that went into this project, it shines out from every  
frame

http://www.wildstar-online.com/en/media/videos/flicks/
congrats!

From: softimage-boun...@listproc.autodesk.com  
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Tim Crowson

Sent: 04 June 2014 16:35
To: softimage@listproc.autodesk.com
Subject: Re: Shameless plug

Way to go Matt! Hat's off to you and the rest of the team!
-Tim

On 6/4/2014 9:39 AM, Chris Johnson wrote:

Looks Amazing!
Can't believe you've been working on just this since Barnyard!!! It  
shows.


Congratulations!


On Tue, Jun 3, 2014 at 10:00 PM, Matt Lind ml...@carbinestudios.com  
wrote:


I don’t get to say this often, but I’ve finished a project using  
Softimage which all can see.  Well, it’s not actually ‘finished’ as  
it’s an online game which is continuously maintained, updated, and  
ongoing, but it’s now live and I can talk about it beyond  
generalizations.  Yay!   My last completed project was my previous  
production –Barnyard the animated feature back in 2006.  It’s been  
a long time coming, a relief, and refreshing to be able to refer to  
something I did in the current decade.



Wildstar officially launched last Friday night at midnight for early  
access, but opened up the flood gates today for everybody else.   
The game is now running smoothly in North America and Europe for all  
to see and experience.  If you were part of the beta, let it be  
known significant improvements have been made since on all fronts.  If  
you haven’t tried the game yet, point your browser to  
www.wildstar-online.com and click on the shiny buttons.  The first 30  
days are free with initial purchase.



Production started in 2005 using Softimage XSI v3.5 and launched with  
Softimage 2013 SP1 – all of it in 32 bit land.  Majority of the  
content created in Softimage 7.5 which we used for roughly 5 years.   
Softimage was used for a heavy majority of the 3D artwork including  
characters, props, environments (other than the ground), buildings,  
dungeons, and everything inside of them.  We didn’t use ICE at all  
(but not for lack of trying, and we tested heavily), so this is a good  
example of what the fundamental toolset can do.  Heavy use of  
custom properties, vertex colors, user normals, clusters, envelopes,  
UV spaces, and hardware (real time) shaders to customize and  
iterate on our content.  What made these simple components really nice  
is they were general and could be re-targeted for many uses outside  
of their original intended purpose.  Our particles were created and  
applied in Softimage, but simulated only in engine.  The SDK was  
used to write 500+ tools to assist artists to create their content  
include tools like ‘mimick’ which is a command similar to GATOR  
which can transfer attributes, but do so on select subcomponents  
instead of the entire object, along with other bells and whistles.   
Often overlooked and  understated, but Softimage scaling was  
incredibly powerful for controlling the squash and stretch scaling  
of deformers used in our envelopes to animate characters with  
cartoon whimsy and without ugly shearing often associated with  
other software.  It is used on every asset that moves.  Relational  
views were used to create tools such as a face editor to view and  
animate faces for our player characters, and adjust face  
customizations to see how they’d appear in the game as each of our  
characters have multiple faces and other components which can plug  
in like a Mr. Potato head doll.  It was important to see the various  
components in context side-by-side for comparison while creating  
the content so consistency could be maintained.  This was achieved  
using many ‘object view’ embedded into the relational view.  Under  
the hood the face editor drove the animation mixer to perform face  
pose blending so artists could see the animation in real time on  
their characters.  Also, NURBS, that’s right, NURBS surfaces were used  
to transfer face poses and clothing between characters.  The  
details must remain a trade secret, but I just had to mention we used  
NURBS in all their unfinished glory to get meaningful work done  
with significant contributions to the end product.  Render passes were  
used to re-dress environments to allow artists to create geometry  
once, then swap textures, shader settings, and other details many  
times for each variant of the environment.  Not only does it simplify  
the artist workflow by centralizing all their interaction to a few  
clicks, but it also allows assets to be packed into compact files for  
use in our engine. Render passes are used in housing and dungeons.   
If we had to do this in Maya, we’d probably have to break up each  
variant into its own scene and have to figure out a way to merge  
all the scenes

Re: Shameless plug

2014-06-04 Thread Emilio Hernandez
Amazing job Matt!  Congratulations for you and all the ones involved!

I wish you big success with the game and more to come!

Cheers!



---
Emilio Hernández   VFX  3D animation.


2014-06-04 11:40 GMT-05:00 Anthor ant...@mesmer.com:

 Congrats, Matt!
 Now I have a new game to play this summer!
 ATR

 On Wed, 4 Jun 2014 02:00:34 +, Matt Lind wrote:
  I don’t get to say this often, but I’ve finished a project using
  Softimage which all can see.  Well, it’s not actually ‘finished’
  as it’s an online game which is continuously maintained, updated,
  and ongoing, but it’s now live and I can talk about it beyond
  generalizations.  Yay!   My last completed project was my previous
  production –Barnyard the animated feature back in 2006.  It’s been
  a long time coming, a relief, and refreshing to be able to refer to
  something I did in the current decade.
 
  Wildstar officially launched last Friday night at midnight for early
  access, but opened up the flood gates today for everybody else.  The
  game is now running smoothly in North America and Europe for all to
  see and experience.  If you were part of the beta, let it be known
  significant improvements have been made since on all fronts.  If you
  haven’t tried the game yet, point your browser to
  www.wildstar-online.com and click on the shiny buttons.  The first 30
  days are free with initial purchase.
 
  Production started in 2005 using Softimage XSI v3.5 and launched with
  Softimage 2013 SP1 – all of it in 32 bit land.  Majority of the
  content created in Softimage 7.5 which we used for roughly 5 years.
  Softimage was used for a heavy majority of the 3D artwork including
  characters, props, environments (other than the ground), buildings,
  dungeons, and everything inside of them.  We didn’t use ICE at all
  (but not for lack of trying, and we tested heavily), so this is a
  good example of what the fundamental toolset can do.  Heavy use of
  custom properties, vertex colors, user normals, clusters, envelopes,
  UV spaces, and hardware (real time) shaders to customize and iterate
  on our content.  What made these simple components really nice is
  they were general and could be re-targeted for many uses outside of
  their original intended purpose.  Our particles were created and
  applied in Softimage, but simulated only in engine.  The SDK was used
  to write 500+ tools to assist artists to create their content include
  tools like ‘mimick’ which is a command similar to GATOR which can
  transfer attributes, but do so on select subcomponents instead of the
  entire object, along with other bells and whistles.  Often overlooked
  and  understated, but Softimage scaling was incredibly powerful for
  controlling the squash and stretch scaling of deformers used in our
  envelopes to animate characters with cartoon whimsy and without ugly
  shearing often associated with other software.  It is used on every
  asset that moves.  Relational views were used to create tools such as
  a face editor to view and animate faces for our player characters,
  and adjust face customizations to see how they’d appear in the game
  as each of our characters have multiple faces and other components
  which can plug in like a Mr. Potato head doll.  It was important to
  see the various components in context side-by-side for comparison
  while creating the content so consistency could be maintained.  This
  was achieved using many ‘object view’ embedded into the relational
  view.  Under the hood the face editor drove the animation mixer to
  perform face pose blending so artists could see the animation in real
  time on their characters.  Also, NURBS, that’s right, NURBS surfaces
  were used to transfer face poses and clothing between characters.
  The details must remain a trade secret, but I just had to mention we
  used NURBS in all their unfinished glory to get meaningful work done
  with significant contributions to the end product.  Render passes
  were used to re-dress environments to allow artists to create
  geometry once, then swap textures, shader settings, and other details
  many times for each variant of the environment.  Not only does it
  simplify the artist workflow by centralizing all their interaction to
  a few clicks, but it also allows assets to be packed into compact
  files for use in our engine. Render passes are used in housing and
  dungeons.  If we had to do this in Maya, we’d probably have to break
  up each variant into its own scene and have to figure out a way to
  merge all the scenes together that shared the same geometry.  These
  polished touches matter.  Softimage for the win.
 
  So that said, while many 3D software could create the assets in their
  own time and space vacuum, Softimage (in my opinion) was the only
  software that could’ve tackled this project given our specific time,
  resources, and budget as there were many close calls along the way.
  I say 

Re: Shameless plug

2014-06-04 Thread Francisco Criado
wooww! very nice job! congratulations

F:



2014-06-04 17:45 GMT+01:00 Emilio Hernandez emi...@e-roja.com:

 Amazing job Matt!  Congratulations for you and all the ones involved!

 I wish you big success with the game and more to come!

 Cheers!



 ---
 Emilio Hernández   VFX  3D animation.


 2014-06-04 11:40 GMT-05:00 Anthor ant...@mesmer.com:

 Congrats, Matt!
 Now I have a new game to play this summer!
 ATR

 On Wed, 4 Jun 2014 02:00:34 +, Matt Lind wrote:
  I don’t get to say this often, but I’ve finished a project using
  Softimage which all can see.  Well, it’s not actually ‘finished’
  as it’s an online game which is continuously maintained, updated,
  and ongoing, but it’s now live and I can talk about it beyond
  generalizations.  Yay!   My last completed project was my previous
  production –Barnyard the animated feature back in 2006.  It’s been
  a long time coming, a relief, and refreshing to be able to refer to
  something I did in the current decade.
 
  Wildstar officially launched last Friday night at midnight for early
  access, but opened up the flood gates today for everybody else.  The
  game is now running smoothly in North America and Europe for all to
  see and experience.  If you were part of the beta, let it be known
  significant improvements have been made since on all fronts.  If you
  haven’t tried the game yet, point your browser to
  www.wildstar-online.com and click on the shiny buttons.  The first 30
  days are free with initial purchase.
 
  Production started in 2005 using Softimage XSI v3.5 and launched with
  Softimage 2013 SP1 – all of it in 32 bit land.  Majority of the
  content created in Softimage 7.5 which we used for roughly 5 years.
  Softimage was used for a heavy majority of the 3D artwork including
  characters, props, environments (other than the ground), buildings,
  dungeons, and everything inside of them.  We didn’t use ICE at all
  (but not for lack of trying, and we tested heavily), so this is a
  good example of what the fundamental toolset can do.  Heavy use of
  custom properties, vertex colors, user normals, clusters, envelopes,
  UV spaces, and hardware (real time) shaders to customize and iterate
  on our content.  What made these simple components really nice is
  they were general and could be re-targeted for many uses outside of
  their original intended purpose.  Our particles were created and
  applied in Softimage, but simulated only in engine.  The SDK was used
  to write 500+ tools to assist artists to create their content include
  tools like ‘mimick’ which is a command similar to GATOR which can
  transfer attributes, but do so on select subcomponents instead of the
  entire object, along with other bells and whistles.  Often overlooked
  and  understated, but Softimage scaling was incredibly powerful for
  controlling the squash and stretch scaling of deformers used in our
  envelopes to animate characters with cartoon whimsy and without ugly
  shearing often associated with other software.  It is used on every
  asset that moves.  Relational views were used to create tools such as
  a face editor to view and animate faces for our player characters,
  and adjust face customizations to see how they’d appear in the game
  as each of our characters have multiple faces and other components
  which can plug in like a Mr. Potato head doll.  It was important to
  see the various components in context side-by-side for comparison
  while creating the content so consistency could be maintained.  This
  was achieved using many ‘object view’ embedded into the relational
  view.  Under the hood the face editor drove the animation mixer to
  perform face pose blending so artists could see the animation in real
  time on their characters.  Also, NURBS, that’s right, NURBS surfaces
  were used to transfer face poses and clothing between characters.
  The details must remain a trade secret, but I just had to mention we
  used NURBS in all their unfinished glory to get meaningful work done
  with significant contributions to the end product.  Render passes
  were used to re-dress environments to allow artists to create
  geometry once, then swap textures, shader settings, and other details
  many times for each variant of the environment.  Not only does it
  simplify the artist workflow by centralizing all their interaction to
  a few clicks, but it also allows assets to be packed into compact
  files for use in our engine. Render passes are used in housing and
  dungeons.  If we had to do this in Maya, we’d probably have to break
  up each variant into its own scene and have to figure out a way to
  merge all the scenes together that shared the same geometry.  These
  polished touches matter.  Softimage for the win.
 
  So that said, while many 3D software could create the assets in their
  own time and space vacuum, Softimage (in my opinion) was the only
  software that could’ve tackled this 

RE: Shameless plug

2014-06-04 Thread Matt Lind
No, not WOW, they’re our competitor ;-)


Matt




From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Francisco Criado
Sent: Wednesday, June 04, 2014 12:31 PM
To: softimage@listproc.autodesk.com
Subject: Re: Shameless plug

wooww! very nice job! congratulations
F:

2014-06-04 17:45 GMT+01:00 Emilio Hernandez 
emi...@e-roja.commailto:emi...@e-roja.com:
Amazing job Matt!  Congratulations for you and all the ones involved!
I wish you big success with the game and more to come!
Cheers!


---
Emilio Hernández   VFX  3D animation.

2014-06-04 11:40 GMT-05:00 Anthor ant...@mesmer.commailto:ant...@mesmer.com:

Congrats, Matt!
Now I have a new game to play this summer!
ATR

On Wed, 4 Jun 2014 02:00:34 +, Matt Lind wrote:
 I don’t get to say this often, but I’ve finished a project using
 Softimage which all can see.  Well, it’s not actually ‘finished’
 as it’s an online game which is continuously maintained, updated,
 and ongoing, but it’s now live and I can talk about it beyond
 generalizations.  Yay!   My last completed project was my previous
 production –Barnyard the animated feature back in 2006.  It’s been
 a long time coming, a relief, and refreshing to be able to refer to
 something I did in the current decade.

 Wildstar officially launched last Friday night at midnight for early
 access, but opened up the flood gates today for everybody else.  The
 game is now running smoothly in North America and Europe for all to
 see and experience.  If you were part of the beta, let it be known
 significant improvements have been made since on all fronts.  If you
 haven’t tried the game yet, point your browser to
 www.wildstar-online.comhttp://www.wildstar-online.com and click on the 
 shiny buttons.  The first 30
 days are free with initial purchase.

 Production started in 2005 using Softimage XSI v3.5 and launched with
 Softimage 2013 SP1 – all of it in 32 bit land.  Majority of the
 content created in Softimage 7.5 which we used for roughly 5 years.
 Softimage was used for a heavy majority of the 3D artwork including
 characters, props, environments (other than the ground), buildings,
 dungeons, and everything inside of them.  We didn’t use ICE at all
 (but not for lack of trying, and we tested heavily), so this is a
 good example of what the fundamental toolset can do.  Heavy use of
 custom properties, vertex colors, user normals, clusters, envelopes,
 UV spaces, and hardware (real time) shaders to customize and iterate
 on our content.  What made these simple components really nice is
 they were general and could be re-targeted for many uses outside of
 their original intended purpose.  Our particles were created and
 applied in Softimage, but simulated only in engine.  The SDK was used
 to write 500+ tools to assist artists to create their content include
 tools like ‘mimick’ which is a command similar to GATOR which can
 transfer attributes, but do so on select subcomponents instead of the
 entire object, along with other bells and whistles.  Often overlooked
 and  understated, but Softimage scaling was incredibly powerful for
 controlling the squash and stretch scaling of deformers used in our
 envelopes to animate characters with cartoon whimsy and without ugly
 shearing often associated with other software.  It is used on every
 asset that moves.  Relational views were used to create tools such as
 a face editor to view and animate faces for our player characters,
 and adjust face customizations to see how they’d appear in the game
 as each of our characters have multiple faces and other components
 which can plug in like a Mr. Potato head doll.  It was important to
 see the various components in context side-by-side for comparison
 while creating the content so consistency could be maintained.  This
 was achieved using many ‘object view’ embedded into the relational
 view.  Under the hood the face editor drove the animation mixer to
 perform face pose blending so artists could see the animation in real
 time on their characters.  Also, NURBS, that’s right, NURBS surfaces
 were used to transfer face poses and clothing between characters.
 The details must remain a trade secret, but I just had to mention we
 used NURBS in all their unfinished glory to get meaningful work done
 with significant contributions to the end product.  Render passes
 were used to re-dress environments to allow artists to create
 geometry once, then swap textures, shader settings, and other details
 many times for each variant of the environment.  Not only does it
 simplify the artist workflow by centralizing all their interaction to
 a few clicks, but it also allows assets to be packed into compact
 files for use in our engine. Render passes are used in housing and
 dungeons.  If we had to do this in Maya, we’d probably have to break
 up each variant into its own scene and have to figure out a way to
 merge all

Re: Shameless plug

2014-06-04 Thread Eric Thivierge
You have a lot of patience Matt! I got bored of dinosaurs within a year!
Good job, glad to finally see it released.


Eric Thivierge
http://www.ethivierge.com


On Wed, Jun 4, 2014 at 6:42 PM, Matt Lind ml...@carbinestudios.com wrote:

 No, not WOW, they’re our competitor ;-)





 Matt



Re: Shameless plug

2014-06-03 Thread David Gallagher

Congratulations! Looks great.

Thank you Softimage! I feel sick again.

On 6/3/2014 8:00 PM, Matt Lind wrote:


I don't get to say this often, but I've finished a project using 
Softimage which all can see.  Well, it's not actually 'finished' as 
it's an online game which is continuously maintained, updated, and 
ongoing, but it's now live and I can talk about it beyond 
generalizations.  Yay! My last completed project was my previous 
production --Barnyard the animated feature back in 2006.  It's been a 
long time coming, a relief, and refreshing to be able to refer to 
something I did in the current decade.


Wildstar officially launched last Friday night at midnight for early 
access, but opened up the flood gates today for everybody else.  The 
game is now running smoothly in North America and Europe for all to 
see and experience.  If you were part of the beta, let it be known 
significant improvements have been made since on all fronts. If you 
haven't tried the game yet, point your browser to 
www.wildstar-online.com http://www.wildstar-online.com and click on 
the shiny buttons.  The first 30 days are free with initial purchase.


Production started in 2005 using Softimage XSI v3.5 and launched with 
Softimage 2013 SP1 -- all of it in 32 bit land.  Majority of the 
content created in Softimage 7.5 which we used for roughly 5 years.  
Softimage was used for a heavy majority of the 3D artwork including 
characters, props, environments (other than the ground), buildings, 
dungeons, and everything inside of them.  We didn't use ICE at all 
(but not for lack of trying, and we tested heavily), so this is a good 
example of what the fundamental toolset can do.  Heavy use of custom 
properties, vertex colors, user normals, clusters, envelopes, UV 
spaces, and hardware (real time) shaders to customize and iterate on 
our content.  What made these simple components really nice is they 
were general and could be re-targeted for many uses outside of their 
original intended purpose.  Our particles were created and applied in 
Softimage, but simulated only in engine.  The SDK was used to write 
500+ tools to assist artists to create their content include tools 
like 'mimick' which is a command similar to GATOR which can transfer 
attributes, but do so on select subcomponents instead of the entire 
object, along with other bells and whistles. Often overlooked and  
understated, but Softimage scaling was incredibly powerful for 
controlling the squash and stretch scaling of deformers used in our 
envelopes to animate characters with cartoon whimsy and without ugly 
shearing often associated with other software.  It is used on every 
asset that moves.  Relational views were used to create tools such as 
a face editor to view and animate faces for our player characters, and 
adjust face customizations to see how they'd appear in the game as 
each of our characters have multiple faces and other components which 
can plug in like a Mr. Potato head doll.  It was important to see the 
various components in context side-by-side for comparison while 
creating the content so consistency could be maintained.  This was 
achieved using many 'object view' embedded into the relational view.  
Under the hood the face editor drove the animation mixer to perform 
face pose blending so artists could see the animation in real time on 
their characters.  Also, NURBS, that's right, NURBS surfaces were used 
to transfer face poses and clothing between characters.  The details 
must remain a trade secret, but I just had to mention we used NURBS in 
all their unfinished glory to get meaningful work done with 
significant contributions to the end product.  Render passes were used 
to re-dress environments to allow artists to create geometry once, 
then swap textures, shader settings, and other details many times for 
each variant of the environment.  Not only does it simplify the artist 
workflow by centralizing all their interaction to a few clicks, but it 
also allows assets to be packed into compact files for use in our 
engine. Render passes are used in housing and dungeons.  If we had to 
do this in Maya, we'd probably have to break up each variant into its 
own scene and have to figure out a way to merge all the scenes 
together that shared the same geometry.  These polished touches 
matter.  Softimage for the win.


So that said, while many 3D software could create the assets in their 
own time and space vacuum, Softimage (in my opinion) was the only 
software that could've tackled this project given our specific time, 
resources, and budget as there were many close calls along the way.  I 
say Softimage because many of the aforementioned features came out of 
the box with us ready to roll and not have to spend oodles of time 
reinventing the wheel.  Not having to write an animation mixer to do 
face pose blending, or render pass systems to do texture/shader swaps 
were incredible time savers and something we could lean on.  

Re: Shameless plug

2014-06-03 Thread Adam Sale
Congratulations Matt! That's one hell of a long run on one project.




On Tue, Jun 3, 2014 at 7:27 PM, David Gallagher 
davegsoftimagel...@gmail.com wrote:

  Congratulations! Looks great.

 Thank you Softimage! I feel sick again.


 On 6/3/2014 8:00 PM, Matt Lind wrote:

  I don’t get to say this often, but I’ve finished a project using
 Softimage which all can see.  Well, it’s not actually ‘finished’ as it’s an
 online game which is continuously maintained, updated, and ongoing, but
 it’s now live and I can talk about it beyond generalizations.  Yay!   My
 last completed project was my previous production –Barnyard the animated
 feature back in 2006.  It’s been a long time coming, a relief, and
 refreshing to be able to refer to something I did in the current decade.



 Wildstar officially launched last Friday night at midnight for early
 access, but opened up the flood gates today for everybody else.  The game
 is now running smoothly in North America and Europe for all to see and
 experience.  If you were part of the beta, let it be known significant
 improvements have been made since on all fronts.  If you haven’t tried the
 game yet, point your browser to www.wildstar-online.com and click on the
 shiny buttons.  The first 30 days are free with initial purchase.



 Production started in 2005 using Softimage XSI v3.5 and launched with
 Softimage 2013 SP1 – all of it in 32 bit land.  Majority of the content
 created in Softimage 7.5 which we used for roughly 5 years.  Softimage was
 used for a heavy majority of the 3D artwork including characters, props,
 environments (other than the ground), buildings, dungeons, and everything
 inside of them.  We didn’t use ICE at all (but not for lack of trying, and
 we tested heavily), so this is a good example of what the fundamental
 toolset can do.  Heavy use of custom properties, vertex colors, user
 normals, clusters, envelopes, UV spaces, and hardware (real time) shaders
 to customize and iterate on our content.  What made these simple components
 really nice is they were general and could be re-targeted for many uses
 outside of their original intended purpose.  Our particles were created and
 applied in Softimage, but simulated only in engine.  The SDK was used to
 write 500+ tools to assist artists to create their content include tools
 like ‘mimick’ which is a command similar to GATOR which can transfer
 attributes, but do so on select subcomponents instead of the entire object,
 along with other bells and whistles.  Often overlooked and  understated,
 but Softimage scaling was incredibly powerful for controlling the squash
 and stretch scaling of deformers used in our envelopes to animate
 characters with cartoon whimsy and without ugly shearing often associated
 with other software.  It is used on every asset that moves.  Relational
 views were used to create tools such as a face editor to view and animate
 faces for our player characters, and adjust face customizations to see how
 they’d appear in the game as each of our characters have multiple faces and
 other components which can plug in like a Mr. Potato head doll.  It was
 important to see the various components in context side-by-side for
 comparison while creating the content so consistency could be maintained.
 This was achieved using many ‘object view’ embedded into the relational
 view.  Under the hood the face editor drove the animation mixer to perform
 face pose blending so artists could see the animation in real time on their
 characters.  Also, NURBS, that’s right, NURBS surfaces were used to
 transfer face poses and clothing between characters.  The details must
 remain a trade secret, but I just had to mention we used NURBS in all their
 unfinished glory to get meaningful work done with significant contributions
 to the end product.  Render passes were used to re-dress environments to
 allow artists to create geometry once, then swap textures, shader settings,
 and other details many times for each variant of the environment.  Not only
 does it simplify the artist workflow by centralizing all their interaction
 to a few clicks, but it also allows assets to be packed into compact files
 for use in our engine. Render passes are used in housing and dungeons.  If
 we had to do this in Maya, we’d probably have to break up each variant into
 its own scene and have to figure out a way to merge all the scenes together
 that shared the same geometry.  These polished touches matter.  Softimage
 for the win.



 So that said, while many 3D software could create the assets in their own
 time and space vacuum, Softimage (in my opinion) was the only software that
 could’ve tackled this project given our specific time, resources, and
 budget as there were many close calls along the way.  I say Softimage
 because many of the aforementioned features came out of the box with us
 ready to roll and not have to spend oodles of time reinventing the wheel.
 Not having to write an animation mixer to do 

Re: Shameless plug

2014-06-03 Thread Andres Stephens




*long slow clap* 

That was great; I just saw your game promoted by a number of online magazines 
and news hubs via facebook; and it is great to see the minds, the talent and 
the software behind it - knowing full well how much work and love went into it, 
and it’s great to see how good the tool was to get the job done. Impressive, 
and always amazing to see such a huge project come to a finish, and learning 
how it was built, a true marvel! Encouraging, yet.. sadly.. mellow concerning 
the “tool”.. I agree with you fully right at your closing statements.  



-Draise

Ph: +57 313 811 6821





From: Matt Lind
Sent: ‎Tuesday‎, ‎June‎ ‎3‎, ‎2014 ‎21‎:‎01‎ ‎
To: softimage@listproc.autodesk.com






I don’t get to say this often, but I’ve finished a project using Softimage 
which all can see.  Well, it’s not actually ‘finished’ as it’s an online game 
which is continuously maintained, updated, and ongoing, but it’s now live and I 
can talk about it beyond generalizations.  Yay!   My last completed project was 
my previous production –Barnyard the animated feature back in 2006.  It’s been 
a long time coming, a relief, and refreshing to be able to refer to something I 
did in the current decade.

 

Wildstar officially launched last Friday night at midnight for early access, 
but opened up the flood gates today for everybody else.  The game is now 
running smoothly in North America and Europe for all to see and experience.  If 
you were part of the beta, let it be known significant improvements have been 
made since on all fronts.  If you haven’t tried the game yet, point your 
browser to www.wildstar-online.com and click on the shiny buttons.  The first 
30 days are free with initial purchase.

 

Production started in 2005 using Softimage XSI v3.5 and launched with Softimage 
2013 SP1 – all of it in 32 bit land.  Majority of the content created in 
Softimage 7.5 which we used for roughly 5 years.  Softimage was used for a 
heavy majority of the 3D artwork including characters, props, environments 
(other than the ground), buildings, dungeons, and everything inside of them.  
We didn’t use ICE at all (but not for lack of trying, and we tested heavily), 
so this is a good example of what the fundamental toolset can do.  Heavy use of 
custom properties, vertex colors, user normals, clusters, envelopes, UV spaces, 
and hardware (real time) shaders to customize and iterate on our content.  What 
made these simple components really nice is they were general and could be 
re-targeted for many uses outside of their original intended purpose.  Our 
particles were created and applied in Softimage, but simulated only in engine.  
The SDK was used to write 500+ tools to assist artists to create their content 
include tools like ‘mimick’ which is a command similar to GATOR which can 
transfer attributes, but do so on select subcomponents instead of the entire 
object, along with other bells and whistles.  Often overlooked and  
understated, but Softimage scaling was incredibly powerful for controlling the 
squash and stretch scaling of deformers used in our envelopes to animate 
characters with cartoon whimsy and without ugly shearing often associated with 
other software.  It is used on every asset that moves.  Relational views were 
used to create tools such as a face editor to view and animate faces for our 
player characters, and adjust face customizations to see how they’d appear in 
the game as each of our characters have multiple faces and other components 
which can plug in like a Mr. Potato head doll.  It was important to see the 
various components in context side-by-side for comparison while creating the 
content so consistency could be maintained.  This was achieved using many 
‘object view’ embedded into the relational view.  Under the hood the face 
editor drove the animation mixer to perform face pose blending so artists could 
see the animation in real time on their characters.  Also, NURBS, that’s right, 
NURBS surfaces were used to transfer face poses and clothing between 
characters.  The details must remain a trade secret, but I just had to mention 
we used NURBS in all their unfinished glory to get meaningful work done with 
significant contributions to the end product.  Render passes were used to 
re-dress environments to allow artists to create geometry once, then swap 
textures, shader settings, and other details many times for each variant of the 
environment.  Not only does it simplify the artist workflow by centralizing all 
their interaction to a few clicks, but it also allows assets to be packed into 
compact files for use in our engine. Render passes are used in housing and 
dungeons.  If we had to do this in Maya, we’d probably have to break up each 
variant into its own scene and have to figure out a way to merge all the scenes 
together that shared the same geometry.  These polished touches matter.  
Softimage for the win.

 

So that said, while many 3D software could create the 

Re: Shameless Plug | New blog little article

2013-10-31 Thread Guillaume Laforge
Thanks for sharing!

I don't think any serious TD should skip your posts :).

Guillaume Laforge


On Wed, Oct 30, 2013 at 4:20 PM, Manny Papamanos 
manny.papama...@autodesk.com wrote:

 Good job and thanks.

 Ps: I see you like to experiment with a toon look.
 Maybe this will interest you to remove that 'clean' 3D look.
 https://vimeo.com/15257337
 Perhaps you can push the 'randomize' deformer and instead make something
 more custom in ICE .


 -manny

 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Vincent Fortin
 Sent: Wednesday, October 30, 2013 2:03 PM
 To: softimage
 Subject: Re: Shameless Plug | New blog little article


 Well done Olivier!
 On 2013-10-30 12:42 PM, olivier jeannel olivier.jean...@noos.frmailto:
 olivier.jean...@noos.fr wrote:
 I made this little exercise this morning and decided to share it.
 It's long and difficult to share a simple concept, double kudos and hugs
 to every tutorial makers !
 I'm not sure it's clear, but it's rather simple.

 Honestly if you're a serious TD, jump to the next message, nothing to read
 here...

 I put it on my old and quiet since 2010 blog...
 http://facialdeluxe.blogspot.fr/

 It's about circles and arrays.
 Oh, and I tried to mention the name of people I took things from, hope
 they won't mind, appologies if I forgot someone.

 Olivier



Re: Shameless Plug | New blog little article

2013-10-30 Thread Vincent Fortin
Well done Olivier!
On 2013-10-30 12:42 PM, olivier jeannel olivier.jean...@noos.fr wrote:

  I made this little exercise this morning and decided to share it.
 *It's long and difficult to share a simple concept, double kudos and hugs
 to every tutorial makers !*
 I'm not sure it's clear, but it's rather simple.

 Honestly if you're a serious TD, jump to the next message, nothing to read
 here...

 I put it on my old and quiet since 2010 blog...
 http://facialdeluxe.blogspot.fr/

 It's about circles and arrays.
 Oh, and I tried to mention the name of people I took things from, hope
 they won't mind, appologies if I forgot someone.

 Olivier



RE: Shameless Plug | New blog little article

2013-10-30 Thread Manny Papamanos
Good job and thanks.

Ps: I see you like to experiment with a toon look.
Maybe this will interest you to remove that 'clean' 3D look.
https://vimeo.com/15257337
Perhaps you can push the 'randomize' deformer and instead make something more 
custom in ICE .


-manny

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Vincent Fortin
Sent: Wednesday, October 30, 2013 2:03 PM
To: softimage
Subject: Re: Shameless Plug | New blog little article


Well done Olivier!
On 2013-10-30 12:42 PM, olivier jeannel 
olivier.jean...@noos.frmailto:olivier.jean...@noos.fr wrote:
I made this little exercise this morning and decided to share it.
It's long and difficult to share a simple concept, double kudos and hugs to 
every tutorial makers !
I'm not sure it's clear, but it's rather simple.

Honestly if you're a serious TD, jump to the next message, nothing to read 
here...

I put it on my old and quiet since 2010 blog... http://facialdeluxe.blogspot.fr/

It's about circles and arrays.
Oh, and I tried to mention the name of people I took things from, hope they 
won't mind, appologies if I forgot someone.

Olivier
attachment: winmail.dat