Shameless plug

2014-06-03 Thread Matt Lind
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 savers and something we could lean 
on.  Spreadsheet queries and custom selection filters allowed us to quickly and 
easily find our custom data in any scene with ju

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  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.  
S

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

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 as

Re: Shameless plug

2014-06-04 Thread David Saber
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

2014-06-04 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 mailto:ml...@carbinestudios.com>>
Reply-To: 
"softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>" 
mailto:softimage@listproc.autodesk.com>>
Date: Wednesday 04 June 2014 at 4:00 AM
To: "softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com>" 
mailto: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<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

Re: Shameless plug

2014-06-04 Thread Leendert A. Hartog

Looks stunning. Almost makes me wish I were still a "gamer" myself...
I've "plugged" your efforts on the si-community as well.

Greetz
Leendert

--

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



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.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 w

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  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 syste

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 > 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, resou

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  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 o

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 blen

Re: Shameless plug

2014-06-04 Thread Stefan Kubicek

That reminds me of the old trailer from 2011:
https://www.youtube.com/watch?v=XtlFw15tj1k&feature=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   
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

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 :

> 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 tac

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 :

> 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 :
>
> 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 wi

Re: Shameless plug

2014-06-04 Thread jentzen mooney
Congrats Matt, killer job!
Not shameless we all need a pat on the back after an exhausting marathon.
I love all the clothing transfer stuff the that opened my eyes.
Jentzen
 On Jun 4, 2014 9:45 AM, "Emilio Hernandez"  wrote:

> 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 :
>
>> 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 ou

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 
mailto: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 mailto: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<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 pac

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  wrote:

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


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  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 
> 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 
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 
> 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 
>> 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  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  wrote:

>
> On Thu, Jun 5, 2014 at 6:58 AM, Marco Peixoto  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 
mailto: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

2014-06-06 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  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 

-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 
mailto: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 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 
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  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

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



On Mon, Jun 9, 2014 at 6:21 PM, Mirko Jankovic 
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 
> 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  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)
>>
>
>


Verlet, shameless plug :/

2015-11-23 Thread Olivier Jeannel
Being playing with the verlet ice integration, and frankly it's really fun
to play with !
https://vimeo.com/146622016

Grid is attracted by little particles, while verlet does it's best to solve
the result :)


shameless plug - Fabricio Chamon

2016-07-12 Thread Fabricio Chamon
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.

Re: Verlet, shameless plug :/

2015-11-23 Thread patrick nethercoat
Ooh, very nice.

On 23 November 2015 at 11:36, Olivier Jeannel 
wrote:

> Being playing with the verlet ice integration, and frankly it's really fun
> to play with !
> https://vimeo.com/146622016
>
> Grid is attracted by little particles, while verlet does it's best to
> solve the result :)
>
>


-- 
Brandt Animation
www.brandtanim.co.uk
020 7734 0196


Re: Verlet, shameless plug :/

2015-11-23 Thread Morten Bartholdy
Wow, that is really cool!

MB



Den 23. november 2015 kl. 12:36 skrev Olivier Jeannel
:

> Being playing with the verlet ice integration, and frankly it's really fun
> to play with !
> https://vimeo.com/146622016 
> 
> Grid is attracted by little particles, while verlet does it's best to solve
> the result :)
> 


Re: Verlet, shameless plug :/

2015-11-23 Thread Leonard Koch
Very cool stuff Olivier!
Did you use the one that comes with Softimage?
On Nov 23, 2015 12:36, "Olivier Jeannel"  wrote:

> Being playing with the verlet ice integration, and frankly it's really fun
> to play with !
> https://vimeo.com/146622016
>
> Grid is attracted by little particles, while verlet does it's best to
> solve the result :)
>
>


RE: Verlet, shameless plug :/

2015-11-23 Thread adrian wyer
pretty!

 

a

 

  _  

From: softimage-boun...@listproc.autodesk.com
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Leonard Koch
Sent: 23 November 2015 11:54
To: softimage@listproc.autodesk.com
Subject: Re: Verlet, shameless plug :/

 

Very cool stuff Olivier! 
Did you use the one that comes with Softimage? 

On Nov 23, 2015 12:36, "Olivier Jeannel"  wrote:

Being playing with the verlet ice integration, and frankly it's really fun
to play with !

https://vimeo.com/146622016

 

Grid is attracted by little particles, while verlet does it's best to solve
the result :)

 



Re: Verlet, shameless plug :/

2015-11-23 Thread Olivier Jeannel
Yes Leonard, "Simulate Particles Using Verlet Integration" + "Correct edge
Length" (4 iterrations)


On Mon, Nov 23, 2015 at 1:02 PM, adrian wyer  wrote:

> pretty!
>
>
>
> a
>
>
> --
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Leonard Koch
> *Sent:* 23 November 2015 11:54
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: Verlet, shameless plug :/
>
>
>
> Very cool stuff Olivier!
> Did you use the one that comes with Softimage?
>
> On Nov 23, 2015 12:36, "Olivier Jeannel"  wrote:
>
> Being playing with the verlet ice integration, and frankly it's really fun
> to play with !
>
> https://vimeo.com/146622016
>
>
>
> Grid is attracted by little particles, while verlet does it's best to
> solve the result :)
>
>
>


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 - 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 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.

OT: Sorry for the shameless plug

2014-03-21 Thread Ognjen Vukovic
Hi guys,

I know this is probably really bad timing and i really hate it has come to
this but i was always awful at doing the right thing at the right moment.
I just completed my first show reel after three years of great fun in the
industry and i would love to share it, and the masochist in me would love
some feedback and a good ripping of criticism, anything and everything is
welcomed :). Give it a shot.

Lighting and shading 2014
https://vimeo.com/88660251
Pass : reel 2025

Im off tomorrow for a long awaited holiday that will last two days since i
havent been anywhere in the last three years due to work, but if i come
back and find at least three replays i will be overjoyed.

P.s.
Everything was done in xsi,

Cheers.


Shameless Plug | New blog little article

2013-10-30 Thread olivier jeannel

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


Some work of ours! (shameless plug)

2012-08-30 Thread Arvid Björn
Hey list =)

Just wanted to show off the latest spot!

Directed by Traktor, graded by MPC, vfx by us - your friendly post house,
Stopp!

Softimage + Nuke

Story context for the Swedishly impaired: Despite trying 14 times, our guy
failed to get a drivers license, however, when he won the lottery, he
solved the problem by constructed a life-sized Scalextric track in his home
town.

Spot:
http://vimeo.com/47507429

Vfx breakdown:
http://vimeo.com/48504852

Some shiny CG:
https://vimeo.com/48508095


Cheers!



_
*Arvid Björn*
*CG Lead, vfx dept.*
Stopp Stockholm
Office +46 8 50 70 35 00

*Stockholm | Los Angeles | Linz*
www.stopp.se


Re: OT: Sorry for the shameless plug

2014-03-21 Thread Sebastien Sterling
Nice ! well done Ognjen, your pluchies look awsome !


On 22 March 2014 02:25, Ognjen Vukovic  wrote:

> Hi guys,
>
> I know this is probably really bad timing and i really hate it has come to
> this but i was always awful at doing the right thing at the right moment.
> I just completed my first show reel after three years of great fun in the
> industry and i would love to share it, and the masochist in me would love
> some feedback and a good ripping of criticism, anything and everything is
> welcomed :). Give it a shot.
>
> Lighting and shading 2014
> https://vimeo.com/88660251
> Pass : reel 2025
>
> Im off tomorrow for a long awaited holiday that will last two days since i
> havent been anywhere in the last three years due to work, but if i come
> back and find at least three replays i will be overjoyed.
>
> P.s.
> Everything was done in xsi,
>
> Cheers.
>
>
>


Re: OT: Sorry for the shameless plug

2014-03-21 Thread Ognjen Vukovic
Thanks, they were lookdevd in about one day, the elephant in that shot is
something the whole team is really proud of, its fur created from Paul's
fuzz and the groom took about an hour and a half to be approved from
start.The shading was done in around 3 hours because thats what the
deadline allowed us, and it would be impossible without softimage.


On Sat, Mar 22, 2014 at 3:40 AM, Sebastien Sterling <
sebastien.sterl...@gmail.com> wrote:

> Nice ! well done Ognjen, your pluchies look awsome !
>
>
> On 22 March 2014 02:25, Ognjen Vukovic  wrote:
>
>> Hi guys,
>>
>> I know this is probably really bad timing and i really hate it has come
>> to this but i was always awful at doing the right thing at the right moment.
>> I just completed my first show reel after three years of great fun in the
>> industry and i would love to share it, and the masochist in me would love
>> some feedback and a good ripping of criticism, anything and everything is
>> welcomed :). Give it a shot.
>>
>> Lighting and shading 2014
>> https://vimeo.com/88660251
>> Pass : reel 2025
>>
>> Im off tomorrow for a long awaited holiday that will last two days since
>> i havent been anywhere in the last three years due to work, but if i come
>> back and find at least three replays i will be overjoyed.
>>
>> P.s.
>> Everything was done in xsi,
>>
>> Cheers.
>>
>>
>>
>


Re: OT: Sorry for the shameless plug

2014-03-21 Thread Sylvain Lebeau
wow very cool stuffs Ognjen!!love it!!!sly
Sylvain Lebeau // SHEDV-P/Visual effects supervisor1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM VFX Curriculum 03: Compositing Basicsmail to: s...@shedmtl.com

On Mar 21, 2014, at 10:25 PM, Ognjen Vukovic  wrote:Hi guys, I know this is probably really bad timing and i really hate it has come to this but i was always awful at doing the right thing at the right moment.

I just completed my first show reel after three years of great fun in the industry and i would love to share it, and the masochist in me would love some feedback and a good ripping of criticism, anything and everything is welcomed :). Give it a shot.

Lighting and shading 2014https://vimeo.com/88660251Pass : reel 2025Im off tomorrow for a long awaited holiday that will last two days since i havent been anywhere in the last three years due to work, but if i come back and find at least three replays i will be overjoyed.

P.s. Everything was done in xsi,Cheers.


Re: OT: Sorry for the shameless plug

2014-03-21 Thread Ognjen Vukovic
Thanks Sylvain,

Im glad you like it.
just waiting for someone to rip on it now so i can go to sleep with no
regrets. :)




On Sat, Mar 22, 2014 at 4:19 AM, Sylvain Lebeau  wrote:

> wow very cool stuffs Ognjen!!
>
> love it!!!
>
> sly
>
>  *Sylvain Lebeau // SHED*
> V-P/Visual effects supervisor
> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM  <
> http://WWW.SHEDMTL.COM >
>
>
>
>
> VFX Curriculum 03: Compositing Basics
> mail to: s...@shedmtl.com
>
>
>
>
> On Mar 21, 2014, at 10:25 PM, Ognjen Vukovic  wrote:
>
> Hi guys,
>
> I know this is probably really bad timing and i really hate it has come to
> this but i was always awful at doing the right thing at the right moment.
> I just completed my first show reel after three years of great fun in the
> industry and i would love to share it, and the masochist in me would love
> some feedback and a good ripping of criticism, anything and everything is
> welcomed :). Give it a shot.
>
> Lighting and shading 2014
> https://vimeo.com/88660251
> Pass : reel 2025
>
> Im off tomorrow for a long awaited holiday that will last two days since i
> havent been anywhere in the last three years due to work, but if i come
> back and find at least three replays i will be overjoyed.
>
> P.s.
> Everything was done in xsi,
>
> Cheers.
>
>
>
>
<>

Re: OT: Sorry for the shameless plug

2014-03-21 Thread Martin
Nice reel !  I'm not a lighting expert but I liked it !

Thanks for sharing, specially in times like this.

Martin
Sent from my iPhone

> On 2014/03/22, at 12:29, Ognjen Vukovic  wrote:
> 
> Thanks Sylvain, 
> 
> Im glad you like it.
> just waiting for someone to rip on it now so i can go to sleep with no 
> regrets. :)
> 
> 
> 
> 
>> On Sat, Mar 22, 2014 at 4:19 AM, Sylvain Lebeau  wrote:
>> wow very cool stuffs Ognjen!!
>> 
>> love it!!!
>> 
>> sly
>> 
>> Sylvain Lebeau // SHED
>> V-P/Visual effects supervisor
>> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
>> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM 
>> 
>> 
>> 
>> 
>> 
>> VFX Curriculum 03: Compositing Basics
>> mail to: s...@shedmtl.com
>> 
>> 
>> 
>> 
>>> On Mar 21, 2014, at 10:25 PM, Ognjen Vukovic  wrote:
>>> 
>>> Hi guys, 
>>> 
>>> I know this is probably really bad timing and i really hate it has come to 
>>> this but i was always awful at doing the right thing at the right moment.
>>> I just completed my first show reel after three years of great fun in the 
>>> industry and i would love to share it, and the masochist in me would love 
>>> some feedback and a good ripping of criticism, anything and everything is 
>>> welcomed :). Give it a shot.
>>> 
>>> Lighting and shading 2014
>>> https://vimeo.com/88660251
>>> Pass : reel 2025
>>> 
>>> Im off tomorrow for a long awaited holiday that will last two days since i 
>>> havent been anywhere in the last three years due to work, but if i come 
>>> back and find at least three replays i will be overjoyed.
>>> 
>>> P.s. 
>>> Everything was done in xsi,
>>> 
>>> Cheers.
> 


Re: OT: Sorry for the shameless plug

2014-03-21 Thread Stephen Davidson
Very, very nice work! Extremely impressive.


On Sat, Mar 22, 2014 at 12:49 AM, Martin  wrote:

> Nice reel !  I'm not a lighting expert but I liked it !
>
> Thanks for sharing, specially in times like this.
>
> Martin
> Sent from my iPhone
>
> On 2014/03/22, at 12:29, Ognjen Vukovic  wrote:
>
> Thanks Sylvain,
>
> Im glad you like it.
> just waiting for someone to rip on it now so i can go to sleep with no
> regrets. :)
>
>
>
>
> On Sat, Mar 22, 2014 at 4:19 AM, Sylvain Lebeau  wrote:
>
>> wow very cool stuffs Ognjen!!
>>
>> love it!!!
>>
>> sly
>>
>>  *Sylvain Lebeau // SHED*
>> V-P/Visual effects supervisor
>> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
>> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM  <
>> http://WWW.SHEDMTL.COM >
>>
>> 
>>
>>
>>
>> VFX Curriculum 03: Compositing Basics
>> mail to: s...@shedmtl.com
>>
>>
>>
>>
>> On Mar 21, 2014, at 10:25 PM, Ognjen Vukovic  wrote:
>>
>> Hi guys,
>>
>> I know this is probably really bad timing and i really hate it has come
>> to this but i was always awful at doing the right thing at the right moment.
>> I just completed my first show reel after three years of great fun in the
>> industry and i would love to share it, and the masochist in me would love
>> some feedback and a good ripping of criticism, anything and everything is
>> welcomed :). Give it a shot.
>>
>> Lighting and shading 2014
>> https://vimeo.com/88660251
>> Pass : reel 2025
>>
>> Im off tomorrow for a long awaited holiday that will last two days since
>> i havent been anywhere in the last three years due to work, but if i come
>> back and find at least three replays i will be overjoyed.
>>
>> P.s.
>> Everything was done in xsi,
>>
>> Cheers.
>>
>>
>>
>>
>


-- 

Best Regards,
*  Stephen P. Davidson*

*(954) 552-7956*sdavid...@3danimationmagic.com

*Any sufficiently advanced technology is indistinguishable from magic*


 - Arthur C. Clarke




Re: OT: Sorry for the shameless plug

2014-03-21 Thread Alok Gandhi
Nice Work Ognjen!


On Sat, Mar 22, 2014 at 11:11 AM, Stephen Davidson
wrote:

> Very, very nice work! Extremely impressive.
>
>
> On Sat, Mar 22, 2014 at 12:49 AM, Martin  wrote:
>
>> Nice reel !  I'm not a lighting expert but I liked it !
>>
>> Thanks for sharing, specially in times like this.
>>
>> Martin
>> Sent from my iPhone
>>
>> On 2014/03/22, at 12:29, Ognjen Vukovic  wrote:
>>
>> Thanks Sylvain,
>>
>> Im glad you like it.
>> just waiting for someone to rip on it now so i can go to sleep with no
>> regrets. :)
>>
>>
>>
>>
>> On Sat, Mar 22, 2014 at 4:19 AM, Sylvain Lebeau  wrote:
>>
>>> wow very cool stuffs Ognjen!!
>>>
>>> love it!!!
>>>
>>> sly
>>>
>>>   *Sylvain Lebeau // SHED*
>>> V-P/Visual effects supervisor
>>> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
>>> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM 
>>>  >
>>>
>>> 
>>>
>>>
>>>
>>> VFX Curriculum 03: Compositing Basics
>>> mail to: s...@shedmtl.com
>>>
>>>
>>>
>>>
>>> On Mar 21, 2014, at 10:25 PM, Ognjen Vukovic  wrote:
>>>
>>> Hi guys,
>>>
>>> I know this is probably really bad timing and i really hate it has come
>>> to this but i was always awful at doing the right thing at the right moment.
>>> I just completed my first show reel after three years of great fun in
>>> the industry and i would love to share it, and the masochist in me would
>>> love some feedback and a good ripping of criticism, anything and everything
>>> is welcomed :). Give it a shot.
>>>
>>> Lighting and shading 2014
>>> https://vimeo.com/88660251
>>> Pass : reel 2025
>>>
>>> Im off tomorrow for a long awaited holiday that will last two days since
>>> i havent been anywhere in the last three years due to work, but if i come
>>> back and find at least three replays i will be overjoyed.
>>>
>>> P.s.
>>> Everything was done in xsi,
>>>
>>> Cheers.
>>>
>>>
>>>
>>>
>>
>
>
> --
>
> Best Regards,
> *  Stephen P. Davidson*
>
> *(954) 552-7956 <%28954%29%20552-7956>*sdavid...@3danimationmagic.com
>
> *Any sufficiently advanced technology is indistinguishable from magic*
>
>
>- Arthur C. Clarke
>
> 
>



--


Re: OT: Sorry for the shameless plug

2014-03-21 Thread Tenshi S.
Really nice work! Love those fur animals. :D


On Sat, Mar 22, 2014 at 1:07 AM, Alok Gandhi wrote:

> Nice Work Ognjen!
>
>
> On Sat, Mar 22, 2014 at 11:11 AM, Stephen Davidson  > wrote:
>
>> Very, very nice work! Extremely impressive.
>>
>>
>> On Sat, Mar 22, 2014 at 12:49 AM, Martin  wrote:
>>
>>> Nice reel !  I'm not a lighting expert but I liked it !
>>>
>>> Thanks for sharing, specially in times like this.
>>>
>>> Martin
>>> Sent from my iPhone
>>>
>>> On 2014/03/22, at 12:29, Ognjen Vukovic  wrote:
>>>
>>> Thanks Sylvain,
>>>
>>> Im glad you like it.
>>> just waiting for someone to rip on it now so i can go to sleep with no
>>> regrets. :)
>>>
>>>
>>>
>>>
>>> On Sat, Mar 22, 2014 at 4:19 AM, Sylvain Lebeau  wrote:
>>>
 wow very cool stuffs Ognjen!!

 love it!!!

 sly

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

 



 VFX Curriculum 03: Compositing Basics
 mail to: s...@shedmtl.com




 On Mar 21, 2014, at 10:25 PM, Ognjen Vukovic  wrote:

 Hi guys,

 I know this is probably really bad timing and i really hate it has come
 to this but i was always awful at doing the right thing at the right 
 moment.
 I just completed my first show reel after three years of great fun in
 the industry and i would love to share it, and the masochist in me would
 love some feedback and a good ripping of criticism, anything and everything
 is welcomed :). Give it a shot.

 Lighting and shading 2014
 https://vimeo.com/88660251
 Pass : reel 2025

 Im off tomorrow for a long awaited holiday that will last two days
 since i havent been anywhere in the last three years due to work, but if i
 come back and find at least three replays i will be overjoyed.

 P.s.
 Everything was done in xsi,

 Cheers.




>>>
>>
>>
>> --
>>
>> Best Regards,
>> *  Stephen P. Davidson*
>>
>> *(954) 552-7956 <%28954%29%20552-7956> *
>> sdavid...@3danimationmagic.com
>>
>> *Any sufficiently advanced technology is indistinguishable from magic*
>>
>>
>>- Arthur C. Clarke
>>
>> 
>>
>
>
>
> --
>


Re: OT: Sorry for the shameless plug

2014-03-21 Thread Alen

Great work, Ognjen.

On 22.3.2014. 7:29, Tenshi S. wrote:

Really nice work! Love those fur animals. :D


On Sat, Mar 22, 2014 at 1:07 AM, Alok Gandhi 
mailto:alok.gandhi2...@gmail.com>> wrote:


Nice Work Ognjen!


On Sat, Mar 22, 2014 at 11:11 AM, Stephen Davidson
mailto:magic...@bellsouth.net>> wrote:

Very, very nice work! Extremely impressive.


On Sat, Mar 22, 2014 at 12:49 AM, Martin mailto:furik...@gmail.com>> wrote:

Nice reel !  I'm not a lighting expert but I liked it !

Thanks for sharing, specially in times like this.

Martin
Sent from my iPhone

On 2014/03/22, at 12:29, Ognjen Vukovic mailto:ognj...@gmail.com>> wrote:


Thanks Sylvain,

Im glad you like it.
just waiting for someone to rip on it now so i can go to
sleep with no regrets. :)




On Sat, Mar 22, 2014 at 4:19 AM, Sylvain Lebeau
mailto:s...@shedmtl.com>> wrote:

wow very cool stuffs Ognjen!!

love it!!!

sly

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





VFX Curriculum 03: Compositing Basics
mail to: s...@shedmtl.com 




On Mar 21, 2014, at 10:25 PM, Ognjen Vukovic
mailto:ognj...@gmail.com>> wrote:


Hi guys,

I know this is probably really bad timing and i
really hate it has come to this but i was always
awful at doing the right thing at the right moment.
I just completed my first show reel after three
years of great fun in the industry and i would love
to share it, and the masochist in me would love some
feedback and a good ripping of criticism, anything
and everything is welcomed :). Give it a shot.

Lighting and shading 2014
https://vimeo.com/88660251
Pass : reel 2025

Im off tomorrow for a long awaited holiday that will
last two days since i havent been anywhere in the
last three years due to work, but if i come back and
find at least three replays i will be overjoyed.

P.s.
Everything was done in xsi,

Cheers.









-- 


Best Regards,
*  Stephen P. Davidson**
**(954) 552-7956 
* sdavid...@3danimationmagic.com

/Any sufficiently advanced technology is indistinguishable
from magic/

 - Arthur C. Clarke






-- 







Re: OT: Sorry for the shameless plug

2014-03-22 Thread Ognjen Vukovic
Thanks you guys, it means a great deal when its coming from all of you.

Cheers.


On Sat, Mar 22, 2014 at 7:37 AM, Alen  wrote:

>  Great work, Ognjen.
>
>
> On 22.3.2014. 7:29, Tenshi S. wrote:
>
> Really nice work! Love those fur animals. :D
>
>
> On Sat, Mar 22, 2014 at 1:07 AM, Alok Gandhi wrote:
>
>> Nice Work Ognjen!
>>
>>
>> On Sat, Mar 22, 2014 at 11:11 AM, Stephen Davidson <
>> magic...@bellsouth.net> wrote:
>>
>>> Very, very nice work! Extremely impressive.
>>>
>>>
>>>  On Sat, Mar 22, 2014 at 12:49 AM, Martin  wrote:
>>>
  Nice reel !  I'm not a lighting expert but I liked it !

  Thanks for sharing, specially in times like this.

 Martin
 Sent from my iPhone

 On 2014/03/22, at 12:29, Ognjen Vukovic  wrote:

Thanks Sylvain,

  Im glad you like it.
  just waiting for someone to rip on it now so i can go to sleep with
 no regrets. :)




  On Sat, Mar 22, 2014 at 4:19 AM, Sylvain Lebeau wrote:

>  wow very cool stuffs Ognjen!!
>
>  love it!!!
>
>  sly
>
>*Sylvain Lebeau // SHED*
> V-P/Visual effects supervisor
> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
> T 514 849-1555 <514%20849-1555> F 514 849-5025 <514%20849-5025>
> WWW.SHEDMTL.COM  
> 
> >
>
> 
>
>
>
> VFX Curriculum 03: Compositing Basics
>  mail to: s...@shedmtl.com
>
>
>
>
>  On Mar 21, 2014, at 10:25 PM, Ognjen Vukovic 
> wrote:
>
>  Hi guys,
>
>  I know this is probably really bad timing and i really hate it has
> come to this but i was always awful at doing the right thing at the right
> moment.
>  I just completed my first show reel after three years of great fun in
> the industry and i would love to share it, and the masochist in me would
> love some feedback and a good ripping of criticism, anything and 
> everything
> is welcomed :). Give it a shot.
>
>  Lighting and shading 2014
> https://vimeo.com/88660251
>  Pass : reel 2025
>
>  Im off tomorrow for a long awaited holiday that will last two days
> since i havent been anywhere in the last three years due to work, but if i
> come back and find at least three replays i will be overjoyed.
>
>  P.s.
>  Everything was done in xsi,
>
>  Cheers.
>
>
>
>

>>>
>>>
>>>   --
>>>
>>>  Best Regards,
>>> *  Stephen P. Davidson*
>>>
>>> *(954) 552-7956 <%28954%29%20552-7956> *
>>> sdavid...@3danimationmagic.com
>>>
>>> *Any sufficiently advanced technology is indistinguishable from magic*
>>>
>>>
>>>  - Arthur C. Clarke
>>>
>>> 
>>>
>>
>>
>>
>>   --
>>
>
>
>


Re: OT: Sorry for the shameless plug

2014-03-22 Thread Emilio Hernandez
In my opinion it is high quality work.  It denotes passion and dedication.

Congratulations on your work!



-- 
---
Emilio Hernández   VFX & 3D animation.


Re: OT: Sorry for the shameless plug

2014-03-22 Thread Saeed Kalhor
Very nice works!


On Sat, Mar 22, 2014 at 1:18 PM, Emilio Hernandez  wrote:

> In my opinion it is high quality work.  It denotes passion and dedication.
>
> Congratulations on your work!
>
>
>
> --
> ---
> Emilio Hernández   VFX & 3D animation.
>
>


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"  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" 
mailto: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

2013-10-31 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.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: Some work of ours! (shameless plug)

2012-08-30 Thread Ben Houston
That is a fun commercial.  I like the concept and the visual execution
is perfect.
-ben

On Thu, Aug 30, 2012 at 9:43 AM, Arvid Björn  wrote:
>
> Hey list =)
>
> Just wanted to show off the latest spot!
>
> Directed by Traktor, graded by MPC, vfx by us - your friendly post house,
> Stopp!
>
> Softimage + Nuke
>
> Story context for the Swedishly impaired: Despite trying 14 times, our guy
> failed to get a drivers license, however, when he won the lottery, he solved
> the problem by constructed a life-sized Scalextric track in his home town.
>
> Spot:
> http://vimeo.com/47507429
>
> Vfx breakdown:
> http://vimeo.com/48504852
>
> Some shiny CG:
> https://vimeo.com/48508095
>
>
> Cheers!
>
>
>
> _
> Arvid Björn
> CG Lead, vfx dept.
> Stopp Stockholm
> Office +46 8 50 70 35 00
>
> Stockholm | Los Angeles | Linz
> www.stopp.se
>
>
>



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



RE: Some work of ours! (shameless plug)

2012-08-30 Thread Sandy Sutherland
LOL - that is so awesome - nice idea too, and very nicely executed - well done!

S.

_
Sandy Sutherland
Technical Supervisor
sandy.sutherl...@triggerfish.co.za
_





From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Arvid Björn 
[arvidbj...@gmail.com]
Sent: 30 August 2012 15:43
To: softimage@listproc.autodesk.com
Subject: Some work of ours! (shameless plug)


Hey list =)

Just wanted to show off the latest spot!

Directed by Traktor, graded by MPC, vfx by us - your friendly post house, Stopp!

Softimage + Nuke

Story context for the Swedishly impaired: Despite trying 14 times, our guy 
failed to get a drivers license, however, when he won the lottery, he solved 
the problem by constructed a life-sized Scalextric track in his home town.

Spot:
http://vimeo.com/47507429

Vfx breakdown:
http://vimeo.com/48504852

Some shiny CG:
https://vimeo.com/48508095


Cheers!



_
Arvid Björn
CG Lead, vfx dept.
Stopp Stockholm
Office +46 8 50 70 35 00

Stockholm | Los Angeles | Linz
www.stopp.se<http://www.stopp.se/>





RE: Some work of ours! (shameless plug)

2012-08-30 Thread Juan Brockhaus
:-)

Love it!

Great idea and excellent execution!

 

Well done!

 

 

- - -

Juan Brockhaus | Head of CG Studio

Prime Focus London Commercials

T: +44 (0)20 7565 1000 | M: +44 (0)7944 720 557
A: 37 Dean Street, London, W1D 4PT, UK

www.primefocusgroup.com

 



From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sandy Sutherland
Sent: 30 August 2012 14:53
To: softimage@listproc.autodesk.com
Subject: RE: Some work of ours! (shameless plug)

 

LOL - that is so awesome - nice idea too, and very nicely executed - well done!

S.

 

_
Sandy Sutherland
Technical Supervisor
sandy.sutherl...@triggerfish.co.za
_







From: softimage-boun...@listproc.autodesk.com 
[softimage-boun...@listproc.autodesk.com] on behalf of Arvid Björn 
[arvidbj...@gmail.com]
Sent: 30 August 2012 15:43
To: softimage@listproc.autodesk.com
Subject: Some work of ours! (shameless plug)


Hey list =)

Just wanted to show off the latest spot!

Directed by Traktor, graded by MPC, vfx by us - your friendly post house, Stopp!

Softimage + Nuke

Story context for the Swedishly impaired: Despite trying 14 times, our guy 
failed to get a drivers license, however, when he won the lottery, he solved 
the problem by constructed a life-sized Scalextric track in his home town.

Spot:
http://vimeo.com/47507429

Vfx breakdown:
http://vimeo.com/48504852

Some shiny CG: 
https://vimeo.com/48508095


Cheers! 




_

Arvid Björn

CG Lead, vfx dept.

Stopp Stockholm

Office +46 8 50 70 35 00

 

Stockholm | Los Angeles | Linz

www.stopp.se <http://www.stopp.se/> 

 

 



RE: Some work of ours! (shameless plug)

2012-08-30 Thread Marc-Andre Carbonneau
A boy's dream. ;)
But not slowing down in the curves and seeing the car take off and crash in the 
wall is what made my brother and I chuckle most of the time.


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Arvid Björn
Sent: Thursday, August 30, 2012 9:44 AM
To: softimage@listproc.autodesk.com
Subject: Some work of ours! (shameless plug)


Hey list =)

Just wanted to show off the latest spot!

Directed by Traktor, graded by MPC, vfx by us - your friendly post house, Stopp!

Softimage + Nuke

Story context for the Swedishly impaired: Despite trying 14 times, our guy 
failed to get a drivers license, however, when he won the lottery, he solved 
the problem by constructed a life-sized Scalextric track in his home town.

Spot:
http://vimeo.com/47507429

Vfx breakdown:
http://vimeo.com/48504852

Some shiny CG:
https://vimeo.com/48508095


Cheers!


_
Arvid Björn
CG Lead, vfx dept.
Stopp Stockholm
Office +46 8 50 70 35 00

Stockholm | Los Angeles | Linz
www.stopp.se<http://www.stopp.se/>




Re: Some work of ours! (shameless plug)

2012-08-30 Thread Stefan Kubicek

Nice concept, perfectly executed - Bravo!


Hey list =)

Just wanted to show off the latest spot!

Directed by Traktor, graded by MPC, vfx by us - your friendly post house,
Stopp!

Softimage + Nuke

Story context for the Swedishly impaired: Despite trying 14 times, our guy
failed to get a drivers license, however, when he won the lottery, he
solved the problem by constructed a life-sized Scalextric track in his home
town.

Spot:
http://vimeo.com/47507429

Vfx breakdown:
http://vimeo.com/48504852

Some shiny CG:
https://vimeo.com/48508095


Cheers!



_
*Arvid Björn*
*CG Lead, vfx dept.*
Stopp Stockholm
Office +46 8 50 70 35 00

*Stockholm | Los Angeles | Linz*
www.stopp.se




--
---
Stefan Kubicek   Co-founder
---
  keyvis digital imagery
 Wehrgasse 9 - Grüner Hof
   1050 Vienna  Austria
Phone:+43/699/12614231
--- www.keyvis.at  ste...@keyvis.at ---
--  This email and its attachments are
--confidential and for the recipient only--



Re: Some work of ours! (shameless plug)

2012-08-30 Thread Jens Lindgren
I just love this spot and I smile every time I see it on TV :)

Riktigt bra gjort Arvid!

/Jens

On Thu, Aug 30, 2012 at 6:30 PM, Stefan Kubicek wrote:

> Nice concept, perfectly executed - Bravo!
>
>  Hey list =)
>>
>> Just wanted to show off the latest spot!
>>
>> Directed by Traktor, graded by MPC, vfx by us - your friendly post house,
>> Stopp!
>>
>> Softimage + Nuke
>>
>> Story context for the Swedishly impaired: Despite trying 14 times, our guy
>> failed to get a drivers license, however, when he won the lottery, he
>> solved the problem by constructed a life-sized Scalextric track in his
>> home
>> town.
>>
>> Spot:
>> http://vimeo.com/47507429
>>
>> Vfx breakdown:
>> http://vimeo.com/48504852
>>
>> Some shiny CG:
>> https://vimeo.com/48508095
>>
>>
>> Cheers!
>>
>>
>>
>> _
>> *Arvid Björn*
>> *CG Lead, vfx dept.*
>>
>> Stopp Stockholm
>> Office +46 8 50 70 35 00
>>
>> *Stockholm | Los Angeles | Linz*
>> www.stopp.se
>>
>>
>
> --
> --**-
> Stefan Kubicek   Co-founder
> --**-
>   keyvis digital imagery
>  Wehrgasse 9 - Grüner Hof
>1050 Vienna  Austria
> Phone:+43/699/12614231
> --- www.keyvis.at  ste...@keyvis.at ---
> --  This email and its attachments are
> --confidential and for the recipient only--
>
>


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


Re: Some work of ours! (shameless plug)

2012-08-30 Thread Simon Anderson
Really nicely don! :D

On Fri, Aug 31, 2012 at 4:21 AM, Jens Lindgren
wrote:

> I just love this spot and I smile every time I see it on TV :)
>
> Riktigt bra gjort Arvid!
>
> /Jens
>
> On Thu, Aug 30, 2012 at 6:30 PM, Stefan Kubicek wrote:
>
>> Nice concept, perfectly executed - Bravo!
>>
>>  Hey list =)
>>>
>>> Just wanted to show off the latest spot!
>>>
>>> Directed by Traktor, graded by MPC, vfx by us - your friendly post house,
>>> Stopp!
>>>
>>> Softimage + Nuke
>>>
>>> Story context for the Swedishly impaired: Despite trying 14 times, our
>>> guy
>>> failed to get a drivers license, however, when he won the lottery, he
>>> solved the problem by constructed a life-sized Scalextric track in his
>>> home
>>> town.
>>>
>>> Spot:
>>> http://vimeo.com/47507429
>>>
>>> Vfx breakdown:
>>> http://vimeo.com/48504852
>>>
>>> Some shiny CG:
>>> https://vimeo.com/48508095
>>>
>>>
>>> Cheers!
>>>
>>>
>>>
>>> _
>>> *Arvid Björn*
>>> *CG Lead, vfx dept.*
>>>
>>> Stopp Stockholm
>>> Office +46 8 50 70 35 00
>>>
>>> *Stockholm | Los Angeles | Linz*
>>> www.stopp.se
>>>
>>>
>>
>> --
>> --**-
>> Stefan Kubicek   Co-founder
>> --**-
>>   keyvis digital imagery
>>  Wehrgasse 9 - Grüner Hof
>>1050 Vienna  Austria
>> Phone:+43/699/12614231
>> --- www.keyvis.at  ste...@keyvis.at ---
>> --  This email and its attachments are
>> --confidential and for the recipient only--
>>
>>
>
>
> --
> Jens Lindgren
> --
> Lead Technical Director
> Magoo 3D Studios 
>
>


-- 
---
Simon Ben Anderson
blog: http://vinyldevelopment.wordpress.com/


Re: Some work of ours! (shameless plug)

2012-08-31 Thread jm khayat
love it ! Congrats !
--

**


*JM Khayat*

Founding Member
*Studio Director*

www.moondog-animation.com

mobile: +33 6 99 79 56 98

*CONFIDENTIALITY NOTICE:   Privileged/Confidential information may be
contained in this message and is intended only for the use of the
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not be revised, copied, distributed to or used by any other parties without
written permission of Moondog Animation.*



2012/8/31 Simon Anderson 

> Really nicely don! :D
>
>
> On Fri, Aug 31, 2012 at 4:21 AM, Jens Lindgren <
> jens.lindgren@gmail.com> wrote:
>
>> I just love this spot and I smile every time I see it on TV :)
>>
>> Riktigt bra gjort Arvid!
>>
>> /Jens
>>
>> On Thu, Aug 30, 2012 at 6:30 PM, Stefan Kubicek 
>> wrote:
>>
>>> Nice concept, perfectly executed - Bravo!
>>>
>>>  Hey list =)

 Just wanted to show off the latest spot!

 Directed by Traktor, graded by MPC, vfx by us - your friendly post
 house,
 Stopp!

 Softimage + Nuke

 Story context for the Swedishly impaired: Despite trying 14 times, our
 guy
 failed to get a drivers license, however, when he won the lottery, he
 solved the problem by constructed a life-sized Scalextric track in his
 home
 town.

 Spot:
 http://vimeo.com/47507429

 Vfx breakdown:
 http://vimeo.com/48504852

 Some shiny CG:
 https://vimeo.com/48508095


 Cheers!



 _
 *Arvid Björn*
 *CG Lead, vfx dept.*

 Stopp Stockholm
 Office +46 8 50 70 35 00

 *Stockholm | Los Angeles | Linz*
 www.stopp.se


>>>
>>> --
>>> --**-
>>> Stefan Kubicek   Co-founder
>>> --**-
>>>   keyvis digital imagery
>>>  Wehrgasse 9 - Grüner Hof
>>>1050 Vienna  Austria
>>> Phone:+43/699/12614231
>>> --- www.keyvis.at  ste...@keyvis.at ---
>>> --  This email and its attachments are
>>> --confidential and for the recipient only--
>>>
>>>
>>
>>
>> --
>> Jens Lindgren
>> --
>> Lead Technical Director
>> Magoo 3D Studios 
>>
>>
>
>
> --
> ---
> Simon Ben Anderson
> blog: http://vinyldevelopment.wordpress.com/
>
>


Re: Some work of ours! (shameless plug)

2012-08-31 Thread Stefan Andersson
nice one Arvid! love the finish of the hole spot!

/stefan



On Thu, Aug 30, 2012 at 3:43 PM, Arvid Björn  wrote:

>
> Hey list =)
>
> Just wanted to show off the latest spot!
>
> Directed by Traktor, graded by MPC, vfx by us - your friendly post house,
> Stopp!
>
> Softimage + Nuke
>
> Story context for the Swedishly impaired: Despite trying 14 times, our guy
> failed to get a drivers license, however, when he won the lottery, he
> solved the problem by constructed a life-sized Scalextric track in his home
> town.
>
> Spot:
> http://vimeo.com/47507429
>
> Vfx breakdown:
> http://vimeo.com/48504852
>
> Some shiny CG:
> https://vimeo.com/48508095
>
>
> Cheers!
>
>
>
> _
> *Arvid Björn*
> *CG Lead, vfx dept.*
> Stopp Stockholm
> Office +46 8 50 70 35 00
>
> *Stockholm | Los Angeles | Linz*
> www.stopp.se
>
>
>
>


-- 
stefan andersson - digital janitor - http://sanders3d.wordpress.com


Re: Some work of ours! (shameless plug)

2012-08-31 Thread Arvid Björn
Thanks everyone! We really enjoyed working on this one!

Marc-Andre: That scenario is actually in one of the short 20sec versions,
they wanted to save a few gags for later :-) I'm not sure they've all aired
so I don't I think can upload those just yet.



On Thu, Aug 30, 2012 at 6:13 PM, Marc-Andre Carbonneau <
marc-andre.carbonn...@ubisoft.com> wrote:

> A boy’s dream. ;)
>
> But not slowing down in the curves and seeing the car take off and crash
> in the wall is what made my brother and I chuckle most of the time.
>
> ** **
>
> ** **
>
> *From:* softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] *On Behalf Of *Arvid Björn
> *Sent:* Thursday, August 30, 2012 9:44 AM
>
> *To:* softimage@listproc.autodesk.com
> *Subject:* Some work of ours! (shameless plug)
>
> ** **
>
>
> Hey list =)
>
> Just wanted to show off the latest spot!
>
> Directed by Traktor, graded by MPC, vfx by us - your friendly post house,
> Stopp!
>
> Softimage + Nuke
>
> Story context for the Swedishly impaired: Despite trying 14 times, our guy
> failed to get a drivers license, however, when he won the lottery, he
> solved the problem by constructed a life-sized Scalextric track in his home
> town.
>
> Spot:
> http://vimeo.com/47507429
>
> Vfx breakdown:
> http://vimeo.com/48504852
>
> Some shiny CG:
> https://vimeo.com/48508095
>
>
> Cheers!
>
> 
>
>
> _
>
> *Arvid Björn*
>
> *CG Lead, vfx dept.*
>
> Stopp Stockholm
>
> Office +46 8 50 70 35 00
>
> ** **
>
> *Stockholm | Los Angeles | Linz*
>
> www.stopp.se
>
> ** **
>
> ** **
>