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
>>>
>>
>>
>

Reply via email to