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, <[email protected]> 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 <[email protected]>
> *Sent:* Monday, December 02, 2013 3:48 PM
> *To:* [email protected]
> *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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