very nice! thanks for the link!
2013/12/21 Vladimir Jankijevic <vladi...@elefantstudios.ch> > Hey guys, > > those of you who want a bit more information about our process can read > our recent interview on the 'Art of VFX' blog here: > http://www.artofvfx.com/?p=5673 > > Best > Vladimir > > > On Wed, Dec 4, 2013 at 12:50 PM, Fabricio Chamon <xsiml...@gmail.com>wrote: > >> 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 >>>> >>> >>> >> >