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 <[email protected]> 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 <[email protected]> > >> 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 >>> >> >> >

