This reel is a lot of fun, thanks for sharing it and saying hi! :)
On Thu, Aug 1, 2013 at 4:59 AM, Octavian Ureche <[email protected]> wrote: > > I would just slow down the technical breakdown part - it's a bit too > fast to > > really appreciate what's going on. > > Been thinking about that, just didn't want to bore people. Should > probably redo it at a slower pace. > > > I hope you're wrong about this list not being around for long - I've > been on > > it and previous incarnations for as long as I've been in this profession, > > which I'm realizing now is 15 years. > > Seeing it come to an end would be a bit like an amputation. > > Can't say i feel exactly the same, cuz i haven't been around that > long, but it would definitely suck if it > were to happen. It's probably all this constant uncertainty when it > comes to softimage that's to blame. > > > Rares: Thanks bro. We're probably the only 2 people on this list with > romanian names. That's gotta amount to something. > Realtime, well, i sometimes try to push opengl stuff into my own > personal projects. Also since seeing the short passion did with unity > it kinda reminded me of the possibilities. So i'm learning unity as > much as i can at the moment, among other things. > It's also why i am a bit psyched about redshift. Just finished a > project with it and damn, i would not have been able to deliver in > such a short > amount of time, and with so many iterations, had i used vray / mray or > whatever cpu renderer. Now that they added multi-gpu, boy, i can't > take the grin off my face. > For small teams or lonely freelancers, it's godsent. > Xsi parts were the vegetation in the shaolin spot (render only - paint > effects geo), the snow in the sub spot, snow in the mountaineer spot, > the small car animation, > the carousel with the bags, the cube guy, the insect, the guys > swallowing the cables, and the bubble-man-thing (for which i had to > reverse engineer the mill rig and ice setup). > The ship, submarine, helicopter/vehicles, sunflowers, bmw car, glass > panels and animals were maya + vray. > There are other stuff here and there but it's mostly small stuff (like > the houses in the shaolin spot which i modeled in xsi based off > location references but then used a projection > setup straight in nuke). If i can, on comp heavy projects, i like to > avoid leaving the comp environment as much as possible. > Most technically challenging project was the sunflower one. Had to > deal with a massive number of plant assets (for me at least), all > loaded from disk at rendertime, and all of them had a couple of > "blowing wind" variations. It was a small scripting nightmare for me > (cuz my genius scripter buddy was on vacation). So what would probably > had taken him 3 hours, took me 3 days. > Also had to find a way to get the rendertimes down as much as > possible, so there was no gi in those shots. Just a well placed > domelight and some translucency hacks on the petal shaders. > Ended up at 10 mins/frame, HD. Long live vray :) > > Cheers and thank you for the kind words, > -Octavian >

