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
>

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