The thing is, the requirement of many specialized & very technical artists over long periods of time can be especially resource intensive.
And I think it's precisely why soft is still around.

While of course not as prominently
(mostly I think because of the lingering "Quickly!" fear factor)

But in those cases I think it's fair to say that it's mostly to circumvent the now I think rather unfortunate (and rather harsh) reality of things you describe ::
 “Get big, get niche or get lost”

Some might find that as ideal, while others might find that as grossly inefficient and specific to the very few very big shops out there, which would definitely still have their place in a more diversified environment.

I too like both big and small,
 but see the small (yet "world class") as an equally important part as the big.

I personally know of a number of shops (in my own local area) that basically closed up, not for failure to 'move-on' but quite directly -because- of the resources that 'moving-on' involved getting to finished results, while satisfying clients and making due all at the same time, ... and the whole sha-bang.

Stories about not being able live-up to material on their own reel were abound.

The small shops that are actually still around, are mostly the ones that went-on using soft
(exceptions may apply)

Rather unfortunate if you ask me,
but fortunately Softimage is still around!


On 11/08/17 13:20, Jordi Bares wrote:
below

On 8 Nov 2017, at 16:30, Jason S <[email protected]> wrote:

Thats really awesome and perfectly integrated!

Though it makes me miss the times when things like this popped-up from all sorts of shop sizes around. Such as things you'd find sprinkled around the "Great work done with Softimage" thread.
(armies of artists is almost a prerequisite now to get high level things done.

My heart is split in two; on one side I love the romantic small team that really own the shots and produces amazing work, on the other side I love big challenges that are nowadays flowing to the biggest places and require highly specialised artists to produce at film level during many many shots in a consistent way.

I suspect the trick for big shops is to be flexible enough so artists still feel they can exercise their craft, while being able to tackle big projects. And for the smaller studios my guess is that they will have to position themselves as true visual pioneers and innovators, while providing a boutique hotel kind of experience to clients. The middle ground is going to be a difficult place to be.

Like an old friend and mentor told me once, “Get big, get niche or get lost”

But then of course the outsourcing factor comes into play and I may be totally wrong… :-P

jb
PS. In any case, the good old times with Softimage were magical…

But regardless, that's absolutely flawless, (and very cute!) work!
Kudos!

On 11/08/17 5:09, Jordi Bares wrote:
I hope there is a making of to show what was done, because it was very very big project and required an army of artists.

Just look at the hair/cloth multilayered details, the effects, the number of props to replicate perfectly (the sleigh to start with) and all the fx on Paddington contact with the show… lots and lots of it.

My biggest insight was to see a film pipeline at full speed on Paddingto2 and others, up close and being able to compare it with a typical advertising one. Inspiring to say the least.

Jb



On 8 Nov 2017, at 08:23, Rob Wuijster <[email protected]> wrote:

Loved it! Absolute top notch work, and kudos to everybody involved!
I can only hope you got a decent time schedule to do all this in ;)

Would love to hear more on the production side of things, as it sounds very interesting. :)

Rob

\/-------------\/----------------\/
On 8-11-2017 0:20, Graham D. Clark wrote:
Thanks for the insight Jordi. Would love to know more, hopefully there's a breakdown reel for part of it one day.


On Tue, Nov 7, 2017 at 5:27 PM, Jordi Bares <[email protected]> wrote:
No worries, it is certainly all the snow effect, layout of snow on buildings and festoons, dressing of xmas decorations and many many other little effects everywhere (like the sack RBD sim) it was a ton of work.

From particles, grains, RBDs, Fluids for the drag of the truck, etc… a lot of it.

The hair and cloth was Maya as the main asset was the real one from the movie.

Hope it helps

jb


On 7 Nov 2017, at 20:18, Graham D. Clark <[email protected]>


                                              wrote:

Congrats Jordi, that's awesome work. Really like the look.
I know some of it's obvious but can you elaborate on the FX parts done in Houdini?
Cheers


On Tue, Nov 7, 2017 at 9:39 AM, Jordi Bares <[email protected]> wrote:
After many many weeks of work, really big team and excruciating detail at every single level, here it is.





As you surely can imagine there was a big team involved. All the FX are Houdini, the rest is all Maya and Arnold…


Enjoy!
jb


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