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

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