Looks Amazing!

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

Congratulations!


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

> I don’t get to say this often, but I’ve finished a project using Softimage
> which all can see.  Well, it’s not actually ‘finished’ as it’s an online
> game which is continuously maintained, updated, and ongoing, but it’s now
> live and I can talk about it beyond generalizations.  Yay!   My last
> completed project was my previous production –Barnyard the animated feature
> back in 2006.  It’s been a long time coming, a relief, and refreshing to be
> able to refer to something I did in the current decade.
>
>
>
> Wildstar officially launched last Friday night at midnight for early
> access, but opened up the flood gates today for everybody else.  The game
> is now running smoothly in North America and Europe for all to see and
> experience.  If you were part of the beta, let it be known significant
> improvements have been made since on all fronts.  If you haven’t tried the
> game yet, point your browser to www.wildstar-online.com and click on the
> shiny buttons.  The first 30 days are free with initial purchase.
>
>
>
> Production started in 2005 using Softimage XSI v3.5 and launched with
> Softimage 2013 SP1 – all of it in 32 bit land.  Majority of the content
> created in Softimage 7.5 which we used for roughly 5 years.  Softimage was
> used for a heavy majority of the 3D artwork including characters, props,
> environments (other than the ground), buildings, dungeons, and everything
> inside of them.  We didn’t use ICE at all (but not for lack of trying, and
> we tested heavily), so this is a good example of what the fundamental
> toolset can do.  Heavy use of custom properties, vertex colors, user
> normals, clusters, envelopes, UV spaces, and hardware (real time) shaders
> to customize and iterate on our content.  What made these simple components
> really nice is they were general and could be re-targeted for many uses
> outside of their original intended purpose.  Our particles were created and
> applied in Softimage, but simulated only in engine.  The SDK was used to
> write 500+ tools to assist artists to create their content include tools
> like ‘mimick’ which is a command similar to GATOR which can transfer
> attributes, but do so on select subcomponents instead of the entire object,
> along with other bells and whistles.  Often overlooked and  understated,
> but Softimage scaling was incredibly powerful for controlling the squash
> and stretch scaling of deformers used in our envelopes to animate
> characters with cartoon whimsy and without ugly shearing often associated
> with other software.  It is used on every asset that moves.  Relational
> views were used to create tools such as a face editor to view and animate
> faces for our player characters, and adjust face customizations to see how
> they’d appear in the game as each of our characters have multiple faces and
> other components which can plug in like a Mr. Potato head doll.  It was
> important to see the various components in context side-by-side for
> comparison while creating the content so consistency could be maintained.
> This was achieved using many ‘object view’ embedded into the relational
> view.  Under the hood the face editor drove the animation mixer to perform
> face pose blending so artists could see the animation in real time on their
> characters.  Also, NURBS, that’s right, NURBS surfaces were used to
> transfer face poses and clothing between characters.  The details must
> remain a trade secret, but I just had to mention we used NURBS in all their
> unfinished glory to get meaningful work done with significant contributions
> to the end product.  Render passes were used to re-dress environments to
> allow artists to create geometry once, then swap textures, shader settings,
> and other details many times for each variant of the environment.  Not only
> does it simplify the artist workflow by centralizing all their interaction
> to a few clicks, but it also allows assets to be packed into compact files
> for use in our engine. Render passes are used in housing and dungeons.  If
> we had to do this in Maya, we’d probably have to break up each variant into
> its own scene and have to figure out a way to merge all the scenes together
> that shared the same geometry.  These polished touches matter.  Softimage
> for the win.
>
>
>
> So that said, while many 3D software could create the assets in their own
> time and space vacuum, Softimage (in my opinion) was the only software that
> could’ve tackled this project given our specific time, resources, and
> budget as there were many close calls along the way.  I say Softimage
> because many of the aforementioned features came out of the box with us
> ready to roll and not have to spend oodles of time reinventing the wheel.
> Not having to write an animation mixer to do face pose blending, or render
> pass systems to do texture/shader swaps were incredible time 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 just a click, view the data in a clean environment, and change it in
> bulk, if necessary without worry of missing a spot – highly important for
> finding and fixing bugs.  The elegant user experience was paramount to
> getting work done on tight schedules at high quality with minimal
> development resources available.  Everybody says that, but in our case it
> couldn’t be more true.  That user experience extends to the SDK as well.
> Not having to relearn or rewrite code over many versions and upgrades over
> the span of nearly a decade was quite important in maintaining continuity
> and stability.  The scripting object model was more than a blessing to get
> under the hood and target only what we needed rather than having to rely on
> combinations of commands which do more work than necessary or don’t do
> exactly what we need as is available in most other 3D software.  Backward
> compatibility with the API for C++ development was very important too.
> While today’s OpenGL/DirectX viewport may seem antiquated, at the time this
> project started it was ahead of and more capable than any other in the
> industry, and fully compatible with all the other tools such as render
> passes.  That cannot be overlooked.
>
>
>
> Finally, I should thank all the hard work and contributions from the
> Softimage developers and support, past and present, who put such an
> application together to make it possible.  Not just the foresight to see
> and understand the artist’s point of view, but also in the continued
> listening and support when we needed help along the way whether it be to
> fix bugs, augment existing features, or implement new features to
> accommodate our needs.  Building such an application is more than just
> writing and compiling code – it’s about understanding people.  You cannot
> understand people without forming relationships and maintaining those
> relationships over the long haul.  Softimage made the effort to establish
> and maintain those relationships contributing help and advice along the
> way, and that is why so many successful projects have resulted.  As much as
> I’ve ragged on many points, the bigger picture is not lost on the fact
> Softimage is a very capable and strong swiss army knife of 3D software to
> tackle many projects fearlessly.  It’s just a shame that in all my years of
> working with Softimage|XSI, this is only the 2nd long form project I’ve
> been able to call complete (due to project durations) and will be a shame
> that there will likely not be a 3rd.  One point of satisfaction is of
> having worked on one of the first XSI projects in ‘Panic Room’, and now
> finishing one of the last in ‘Wildstar’.  Both poetically apropos as Panic
> Room was a project fighting with a then beta-quality release rushed to
> market full of many bugs while Wildstar is a game about exploring and
> settling the planet Nexus much like the old west of America’s pioneer days
> of the 1800’s with wagons, staking claims to territory, gold rushes, and
> shootouts.  Only fitting as I must now look forward to a new destiny in
> uncharted territory as Softimage has literally been part of half my life in
> the 21 years I’ve used both Softimage|3D and Softimage|XSI….(and Eddie
> too!).
>
>
>
> Thank you, Softimage.
>
>
>
>
>
> Matt
>

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