Nice work Vladimir and everyone at Elefant Studios!! thanks for sharing...

Could you elaborate a bit on the feathers creation/placement ? I've done
some feathers in the past and it would be good to hear what difficulties
you had to overcome.



2013/12/2 Vladimir Jankijevic <vladi...@elefantstudios.ch>

> well, the reason is the size of the studio and to a certain degree my
> personal preference :)
>
>
> On Mon, Dec 2, 2013 at 4:11 PM, <pete...@skynet.be> wrote:
>
>>   That’s looking very good.
>> Nice to see a film workflow going from Maya to Softimage, rather than the
>> other way around.
>> Any reason in particular for that – as it’s not the most common choice?
>>
>>
>>  *From:* Vladimir Jankijevic <vladi...@elefantstudios.ch>
>> *Sent:* Monday, December 02, 2013 3:48 PM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* 'The Little Ghost' - Visual Effects Breakdown
>>
>>  Hello List,
>>
>> over the course of one year, a small team here at Elefant Studios created
>> a CG head replacement for a talking owl, set extensions for a steeple,
>> talking ‘haunted’ paintings, background matte-paintings as well as general
>> shot compositing in 111 shots for the movie ‘The Little Ghost’ (
>> http://www.imdb.com/title/tt2186566/). The movie is Alain Gsponer's
>> adaptation of a children's book from Otfried Preussler.
>>
>> The main tools we used on this project were Softimage, Maya, Mudbox,
>> Nuke, Arnold and our in-house asset-management and pipeline visualization
>> tool. Maya for Modeling, Rigging and Animation, Softimage for Feather/Fur
>> Grooming, Scene Assembly and Lighting/Shading/Rendering. Mudbox was used
>> for Texture Painting and Sculpting. Nuke was used for Compositing and
>> Arnold as the rendering-backbone through SItoA.
>> The biggest challenge was the creation of a head replacement for a
>> talking owl. As some of the shots were planned as close-ups we had to
>> consider a highly detailed implementation. Autodesk Softimage’s ICE system
>> was used to model feathers in high resolution in any desirable shape. We
>> developed tools using ICE to enable us to place feathers and hairs very
>> accurately, always preserving the defined shape of the head and neck from
>> animation. All feathers were rendered as Curves in Arnold. Lighting was
>> done with Skydomes and textured Quadlights.
>> We created a high detail steeple on top of a building as well as various
>> extensions to tackle the limitations from the filmed set. Everything was
>> rendered with high detail displacements, GI, Skydomes and all the other
>> nifty features Arnold offers.
>>
>> Big thanks goes to Jonah Friedman from Psyop ( we used some concepts from
>> his Ruffle system ), Daniel Guimard for his work on the steeple, Vivien
>> Guiraud and Patrick Graf for the animation, Yukio Satoh for a nice
>> animation rig, Miklos Kozary and Stephan Schweizer for the compositing and
>> all the others who helped out.
>>
>> The Visual Effects Breakdown: http://vimeo.com/80552458
>>
>> Cheers
>> Vladimir Jankijevic
>>
>
>

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