Computer Graphics & Digital Art Community for Artist: Job, Tutorial, Art, Concept Art, Portfolio http://www.cgmeetup.net/home Computer Graphics & Digital Art Community for Artist: Art, 3d, Vfx, Animation, Job, Tutorial, Concept Art, Portfolio, Vfx Breakdown, Making of, Art Magazine, Behind the Scenes, Plugin, Trailer, Interviews, Maya, 3ds max, Photoshop, ZBrush, Tutorials and more.. Social Network, Artists, Professional Network, Freelance and more Sun, 01 Mar 2015 20:38:40 +0000 en-US hourly 1 http://wordpress.org/?v=4.1.1 Baxterhttp://www.cgmeetup.net/home/baxter/ http://www.cgmeetup.net/home/baxter/#comments Sun, 01 Mar 2015 18:00:24 +0000 http://www.cgmeetup.net/home/?p=21968 From CGMeetup.net - Baxter

Baxter by Ty Coyle, Baxter - From Color Script to Final Renders, Baxter by Ty Coyle, Baxter, Ty Coyle, Ty Coyle – Baxter, CGI Animated Shorts HD: “Baxter” by Ty Coyle, Baxter shortfilm, Baxter Short film, Baxter 3D animated film, 3d animation, animation, CGI, Short film, vfx, Visual Effects, 3d, CGI, Bibo VFX, animation, Computer Animated, computer animation, 3d computer generated, 3d Film, Visual Effects, Ty Coyle Baxter, Baxter movie, Short Film, Baxter Ty Coyle, Baxter by Ty Coyle, Baxter short film, Ty Coyle

Baxter Short Film  Baxter the raccoon makes his way into Granny’s Sweet Shop, but upon entering he gets so obsessed with the candy that he creates his own downfall. Collaborative project created at the Savannah College of Art and Design by many talented student artists. Baxter – From Color Script to Final Renders Baxter by Ty […]

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From CGMeetup.net - Baxter

Baxter by Ty Coyle, Baxter - From Color Script to Final Renders, Baxter by Ty Coyle, Baxter, Ty Coyle, Ty Coyle – Baxter, CGI Animated Shorts HD: “Baxter” by Ty Coyle, Baxter shortfilm, Baxter Short film, Baxter 3D animated film, 3d animation, animation, CGI, Short film, vfx, Visual Effects, 3d, CGI, Bibo VFX, animation, Computer Animated, computer animation, 3d computer generated, 3d Film, Visual Effects, Ty Coyle Baxter, Baxter movie, Short Film, Baxter Ty Coyle, Baxter by Ty Coyle, Baxter short film, Ty Coyle

Baxter Short Film 

Baxter the raccoon makes his way into Granny’s Sweet Shop, but upon entering he gets so obsessed with the candy that he creates his own downfall. Collaborative project created at the Savannah College of Art and Design by many talented student artists.

Baxter – From Color Script to Final Renders

Baxter by Ty Coyle, Baxter - From Color Script to Final Renders, Baxter by Ty Coyle, Baxter, Ty Coyle, Ty Coyle – Baxter, CGI Animated Shorts HD: “Baxter” by Ty Coyle, Baxter shortfilm, Baxter Short film, Baxter 3D animated film, 3d animation, animation, CGI, Short film, vfx, Visual Effects, 3d, CGI, Bibo VFX, animation, Computer Animated, computer animation, 3d computer generated, 3d Film, Visual Effects, Ty Coyle Baxter, Baxter movie, Short Film, Baxter Ty Coyle, Baxter by Ty Coyle, Baxter short film, Ty Coyle Baxter by Ty Coyle, Baxter - From Color Script to Final Renders, Baxter by Ty Coyle, Baxter, Ty Coyle, Ty Coyle – Baxter, CGI Animated Shorts HD: “Baxter” by Ty Coyle, Baxter shortfilm, Baxter Short film, Baxter 3D animated film, 3d animation, animation, CGI, Short film, vfx, Visual Effects, 3d, CGI, Bibo VFX, animation, Computer Animated, computer animation, 3d computer generated, 3d Film, Visual Effects, Ty Coyle Baxter, Baxter movie, Short Film, Baxter Ty Coyle, Baxter by Ty Coyle, Baxter short film, Ty Coyle Baxter by Ty Coyle, Baxter - From Color Script to Final Renders, Baxter by Ty Coyle, Baxter, Ty Coyle, Ty Coyle – Baxter, CGI Animated Shorts HD: “Baxter” by Ty Coyle, Baxter shortfilm, Baxter Short film, Baxter 3D animated film, 3d animation, animation, CGI, Short film, vfx, Visual Effects, 3d, CGI, Bibo VFX, animation, Computer Animated, computer animation, 3d computer generated, 3d Film, Visual Effects, Ty Coyle Baxter, Baxter movie, Short Film, Baxter Ty Coyle, Baxter by Ty Coyle, Baxter short film, Ty Coyle Baxter by Ty Coyle, Baxter - From Color Script to Final Renders, Baxter by Ty Coyle, Baxter, Ty Coyle, Ty Coyle – Baxter, CGI Animated Shorts HD: “Baxter” by Ty Coyle, Baxter shortfilm, Baxter Short film, Baxter 3D animated film, 3d animation, animation, CGI, Short film, vfx, Visual Effects, 3d, CGI, Bibo VFX, animation, Computer Animated, computer animation, 3d computer generated, 3d Film, Visual Effects, Ty Coyle Baxter, Baxter movie, Short Film, Baxter Ty Coyle, Baxter by Ty Coyle, Baxter short film, Ty Coyle Baxter by Ty Coyle, Baxter - From Color Script to Final Renders, Baxter by Ty Coyle, Baxter, Ty Coyle, Ty Coyle – Baxter, CGI Animated Shorts HD: “Baxter” by Ty Coyle, Baxter shortfilm, Baxter Short film, Baxter 3D animated film, 3d animation, animation, CGI, Short film, vfx, Visual Effects, 3d, CGI, Bibo VFX, animation, Computer Animated, computer animation, 3d computer generated, 3d Film, Visual Effects, Ty Coyle Baxter, Baxter movie, Short Film, Baxter Ty Coyle, Baxter by Ty Coyle, Baxter short film, Ty Coyle Baxter by Ty Coyle, Baxter - From Color Script to Final Renders, Baxter by Ty Coyle, Baxter, Ty Coyle, Ty Coyle – Baxter, CGI Animated Shorts HD: “Baxter” by Ty Coyle, Baxter shortfilm, Baxter Short film, Baxter 3D animated film, 3d animation, animation, CGI, Short film, vfx, Visual Effects, 3d, CGI, Bibo VFX, animation, Computer Animated, computer animation, 3d computer generated, 3d Film, Visual Effects, Ty Coyle Baxter, Baxter movie, Short Film, Baxter Ty Coyle, Baxter by Ty Coyle, Baxter short film, Ty Coyle
Baxter by Ty Coyle, Baxter – From Color Script to Final Renders, Baxter by Ty Coyle, Baxter, Ty Coyle, Ty Coyle – Baxter, CGI Animated Shorts HD: “Baxter” by Ty Coyle, Baxter shortfilm, Baxter Short film, Baxter 3D animated film, 3d animation, animation, CGI, Short film, vfx, Visual Effects, 3d, CGI, Bibo VFX, animation, Computer Animated, computer animation, 3d computer generated, 3d Film, Visual Effects, Ty Coyle Baxter, Baxter movie, Short Film, Baxter Ty Coyle, Baxter by Ty Coyle, Baxter short film, Ty Coyle

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RealFlow 2015 Sneak Peek Videoshttp://www.cgmeetup.net/home/realflow-2015-sneak-peek-videos/ http://www.cgmeetup.net/home/realflow-2015-sneak-peek-videos/#comments Sat, 28 Feb 2015 15:00:57 +0000 http://www.cgmeetup.net/home/?p=35091 From CGMeetup.net - RealFlow 2015 Sneak Peek Videos

RealFlow 2015 Sneak Peek, RealFlow 2015 Sneak Peek Videos, RealFlow 2015 Preview, RealFlow 2015, RealFlow 2015 Released, RealFlow 2015 Coming Soon, RealFlow 2015 Sneak Peek videos, Sneak peek videos for RealFlow 2015, Realflow, RealFlow Tutorial, Free RealFlow Tutorial, RealFlow Tutorials, Realflow 2015 Tutorial, NextLimit RealFlow 2015, Realflow 2015 New Features, Realflow 2015 Features, Next Limit Realflow 2015, RealFlow 2015 New feature Videos,

RealFlow 2015 Sneak Peek Videos Take a Sneak Peek at What’s New in RealFlow 2015. Next Limit has begun to release RealFlow 2015 Preview of its upcoming version of RealFlow, see the new features in action. RealFlow 2015 Sneak Peek: New Robust Method Awesome New feature in RealFlow 2015 providing a robust method to calculate […]

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From CGMeetup.net - RealFlow 2015 Sneak Peek Videos

RealFlow 2015 Sneak Peek, RealFlow 2015 Sneak Peek Videos, RealFlow 2015 Preview, RealFlow 2015, RealFlow 2015 Released, RealFlow 2015 Coming Soon, RealFlow 2015 Sneak Peek videos, Sneak peek videos for RealFlow 2015, Realflow, RealFlow Tutorial, Free RealFlow Tutorial, RealFlow Tutorials, Realflow 2015 Tutorial, NextLimit RealFlow 2015, Realflow 2015 New Features, Realflow 2015 Features, Next Limit Realflow 2015, RealFlow 2015 New feature Videos,

RealFlow 2015 Sneak Peek Videos

Take a Sneak Peek at What’s New in RealFlow 2015. Next Limit has begun to release RealFlow 2015 Preview of its upcoming version of RealFlow, see the new features in action.

RealFlow 2015 Sneak Peek: New Robust Method


Awesome New feature in RealFlow 2015 providing a robust method to calculate the geometry distance field in Realflow. This is invaluable for geometries which are not well-defined, watertight or manifold.

RealFlow 2015 Sneak Peek: Crown Daemon


Showcasing the new Crown Daemon in RealFlow 2015.

RealFlow 2015 Sneak Peek: Spline Curves


RealFlow 2015 Sneak Peek video demonstrates the new feature for Splines Curves: Spline tools, import your curves, enhanced dSpline daemon and emitters.

RealFlow 2015 Sneak Peek: Spreadsheets operations over 84 Million Hybrido particles


RealFlow 2015 Sneak Peek video showcases the new Spreadsheets feature, available for most of the RF Nodes. You will be able to select, filter, modify and visualize your operations.

RealFlow 2015 Sneak Peek: Spreadsheets operations over SPH particles


RealFlow 2015 Sneak Peek video showcases the new Spreadsheets feature, available for most of the RF Nodes. You will be able to select, filter, modify and visualize your operations.

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Autodesk Games Reel 2015http://www.cgmeetup.net/home/autodesk-games-reel-2015/ http://www.cgmeetup.net/home/autodesk-games-reel-2015/#comments Sat, 28 Feb 2015 13:18:51 +0000 http://www.cgmeetup.net/home/?p=35558 From CGMeetup.net - Autodesk Games Reel 2015

Autodesk Games Customers Reel 2015, Autodesk Games Reel 2015, Autodesk Games Customers Reel 2015, Autodesk Games Reel, Autodesk Games Demoreel 2015, Autodesk Games Demoreel, Autodesk Demoreel 2015, Autodesk Demoreel, Autodesk, Demoreel, Blur Studio, Waterproof Studio, PSYOP, Bioware, Ready at Dawn, Ubisoft, Activision, Bungie, Insomniac, Beatshapers, Ludometrics, Rocket 5 Studio, EA Sports, Video Game,

Autodesk Games Customers Reel 2015 Autodesk Games Reel 2015 Game Makers and Studios like Blur Studio, Waterproof Studio, PSYOP, Bioware, Ready at Dawn, Ubisoft, Activision, Bungie, Insomniac, Beatshapers, Ludometrics, Rocket 5 Studio, EA Sports. Autodesk 3D tools are used by a huge number of game makers worldwide, from indie to AAA. Check out all these […]

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From CGMeetup.net - Autodesk Games Reel 2015

Autodesk Games Customers Reel 2015, Autodesk Games Reel 2015, Autodesk Games Customers Reel 2015, Autodesk Games Reel, Autodesk Games Demoreel 2015, Autodesk Games Demoreel, Autodesk Demoreel 2015, Autodesk Demoreel, Autodesk, Demoreel, Blur Studio, Waterproof Studio, PSYOP, Bioware, Ready at Dawn, Ubisoft, Activision, Bungie, Insomniac, Beatshapers, Ludometrics, Rocket 5 Studio, EA Sports, Video Game,

Autodesk Games Customers Reel 2015

Autodesk Games Reel 2015 Game Makers and Studios like Blur Studio, Waterproof Studio, PSYOP, Bioware, Ready at Dawn, Ubisoft, Activision, Bungie, Insomniac, Beatshapers, Ludometrics, Rocket 5 Studio, EA Sports.
Autodesk 3D tools are used by a huge number of game makers worldwide, from indie to AAA. Check out all these amazing games made using Autodesk tools.

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Golaem Crowd Feature Demoreelhttp://www.cgmeetup.net/home/golaem-crowd-feature-demoreel/ http://www.cgmeetup.net/home/golaem-crowd-feature-demoreel/#comments Sat, 28 Feb 2015 12:04:05 +0000 http://www.cgmeetup.net/home/?p=35543 From CGMeetup.net - Golaem Crowd Feature Demoreel

Golaem Crowd Feature Demoreel, Golaem Crowd Feature Film Demoreel, Golaem Crowd Demoreel, Golaem Crowd Feature Demo, Golaem Crowd Showreel, golaem, Golaem Showreel 2015, Golaem Showreel, Golaem Show reel 2015, Golaem Show reel, Golaem Demoreel, CGI, CGIVFX, Vfx, Golaem Reel, 3d, Showreel , Demoreel, vfx, showreel, demo reel, demoreel, Crowd Showreel,

Golaem Crowd Feature Demoreel A compilation of crowd simulation feature film shots done using Golaem Crowd, the crowd simulation plugin for Maya. Feature Tools in Golaem Crowd : Placement Tool – Easy place & Re-place your Characters Behaviors – use Maya Objects as trigges Previz – Dirrectly in Maya Viewport Character Pack – Ready to use […]

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From CGMeetup.net - Golaem Crowd Feature Demoreel

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Golaem Crowd Feature Demoreel

A compilation of crowd simulation feature film shots done using Golaem Crowd, the crowd simulation plugin for Maya.

Feature Tools in Golaem Crowd :
Placement Tool – Easy place & Re-place your Characters
Behaviors – use Maya Objects as trigges
Previz – Dirrectly in Maya Viewport
Character Pack – Ready to use Assets with Procedural Diversity
Population Tool – Customize Character Types
Navigation and Locomotion – Populate Scenes in a few Clicks
Character Maker – Procedural Animation on Custom Skeletons

Used in Projects by Studios:
Dracula Untold – Feature Film by Framestore
NIke – Commercial by Framestore
Warm Bodies – Feature Film by Look Effects
The Walking Dead – Tv Show by Stargate Studio
Brahma – Commercial by Fullframe Films
Asterix & Obelix: God Save Britannia – Feature Film by Mikros Image
Game of Thrones – TV Show by Pixomondo
Hercules – Feature Film by Cinesite
Juhayna Al Ahly – Commercial by GHost Vfx
T-Mobile – Commercial by Eight Vfx
Army Base – crowd Project by Tiago Barbosa
Da Vinci’s Demons – Tv Show by Union Vfx
Fortress – Game Cinematics Demo by Golaem
Elephant Herd – Crowd Project by Romain le Guillerm
Viva – Commercial by One More
The Physician – feature Film by Pixomondo

Golaem develops artist-friendly tools to animate digital characters. Integrated in Autodesk Maya, Golaem Crowd makes it easy and affordable to populate worlds with directable digital characters, from a few to thousands. Artists from all over the globe use Golaem Crowd to bring life to commercials, episodic productions, feature films and games.

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Making of Bingle Chimpfallhttp://www.cgmeetup.net/home/making-of-bingle-chimpfall/ http://www.cgmeetup.net/home/making-of-bingle-chimpfall/#comments Fri, 27 Feb 2015 13:15:47 +0000 http://www.cgmeetup.net/home/?p=35531 From CGMeetup.net - Making of Bingle Chimpfall

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Making of Bingle Chimpfall by The Mill CGI Chimps Were created for Bingle’s Chimpfall Commercial by The Mill Studio. The Mill teamed up with The Monkeys and Goodoil Films for “Chimpfall,” the latest ad from Australian car-insurance provider Bingle. The spot features Joni, a blindfolded chimpanzee dropped from a plane. The catch is she has […]

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Making of Bingle Chimpfall, Making of Bingle Chimpfall by The Mill, Making of Chimpfall by The Mill, The Mill, vfx, visual effects, vfx brakdown, CGI Chimp, Making of, Bingle Chimpfall vfx brakdown, vfx brakdown Bingle Chimpfall, Bingle Chimpfall Vfx, CGI, CGIVFX, 3d,

Making of Bingle Chimpfall by The Mill

CGI Chimps Were created for Bingle’s Chimpfall Commercial by The Mill Studio. The Mill teamed up with The Monkeys and Goodoil Films for “Chimpfall,” the latest ad from Australian car-insurance provider Bingle. The spot features Joni, a blindfolded chimpanzee dropped from a plane. The catch is she has to fill out a car insurance quote before the parachute is released. It’s that easy.

Joni the chimp was 100% CGI, so it was important to get all of her gestures, mannerisms and appearance to mimic that of a real chimp. An actor was cast to act out a few shots for movement reference.

To create the chimp
The Mill shoot supervisor Kevin Ives flew to the land down under to ensure the plane interior, landscapes and sky reference shot in Australia would work to provide effective movement and lighting references for the CG artists. These references were key, as Joni’s fur movement and lighting would change dramatically throughout the spot.

Once the plates were shot, the CG team was able to use them to map out a 3D background for Joni to move about in.

The key to making Joni look realistic was to find the balance between human and ape actions, while keeping her primarily ape-like. The chimp model and textures were sculpted and painted at a much higher detail than previous Mill created chimps. Since a chimp’s skin is inherently wrinkly, the team created a system so that when the updated skin stretched, the wrinkles flattened out, and when it compressed the wrinkles increased or changed direction…. go ahead…try it on your own hand.

Through the use of multiple vector displacement maps, our newly developed in-house MillHair and MillSkin Arnold shaders were used for increased realism and reduced render times for the commercial’s schedule.

To create the jump
For the skydiving sequence, the DOP shot plates of the sky and horizon out of a helicopter and then The Mill dropped the chimpanzee.

When Joni took the big plunge, we were not able to capture the environment up in the sky for the free-fall shots, so we needed to create an HDR from scratch. Using plates director Hamish Rothwell shot, The Mill’s Nuke team was able to stitch together a full 360-degree sky environment and then add back in the bright sun and haze.

The lighting artists used it to accurately light Joni and keep a close integration between the sky environment and 3D renders. Layers of clouds were also composited in front and behind Joni to help create the falling effect and integration.

Using a newly developed set of tools in Softimage XSI, the FX artists added wind dynamics to the hair. The simulation was challenging due to the sheer number of hairs that collide with the skin and backpack for the big jump. Each hair was individually simulated when the aircraft door opens and the wind blows Joni’s hair back.

Several modifiers were added to create the unique appearance of chimp fur such as clumping, kink and frizz. As a finishing touch, a smattering of dandruff particles were added in the hair for the close-up. The team even added wind ripples across the surface of the skin as she was falling.

For the landing sequence, precision parachute jumpers were flown to around 2,000 feet and it challenged to land in a convertible Mini Cooper (the one that Joni drives off in the final shot). Joni’s safe landing was animated by recreating the movement reference of the skydivers landing in frame, parachute and all.

The grateful Joni drifts softly into her Mini Cooper, after successfully completing the Bingle car insurance quote. The Mill’s CG artists animated a completely believable, 100% CG chimp that had personality and stood up to the detailed scrutiny of the CG camera.

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Batman Arkham Knight Trailer – Gotham is Minehttp://www.cgmeetup.net/home/batman-arkham-knight-trailer-gotham-is-mine/ http://www.cgmeetup.net/home/batman-arkham-knight-trailer-gotham-is-mine/#comments Fri, 27 Feb 2015 12:25:19 +0000 http://www.cgmeetup.net/home/?p=35517 From CGMeetup.net - Batman Arkham Knight Trailer – Gotham is Mine

Batman Arkham Knight Trailer - Gotham is Mine, Batman Arkham Knight Trailer Gotham is Mine, Batman Arkham Knight Trailer, Batman Arkham Knight Official Trailer, Batman Arkham Knight Game Trailer, Video Game, Batman Arkham Knight,

Batman Arkham Knight Trailer – Gotham is Mine As Scarecrow unites the Rogues Gallery, including Two-Face, The Penguin, the Riddler, the Arkham Knight, Harley Quinn and Poison Ivy, they bring all-out war as they try to take down The Dark Knight, and claim Gotham City as their own. Batman Arkham Knight available on Xbox One […]

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From CGMeetup.net - Batman Arkham Knight Trailer – Gotham is Mine

Batman Arkham Knight Trailer - Gotham is Mine, Batman Arkham Knight Trailer Gotham is Mine, Batman Arkham Knight Trailer, Batman Arkham Knight Official Trailer, Batman Arkham Knight Game Trailer, Video Game, Batman Arkham Knight,

Batman Arkham Knight Trailer – Gotham is Mine

As Scarecrow unites the Rogues Gallery, including Two-Face, The Penguin, the Riddler, the Arkham Knight, Harley Quinn and Poison Ivy, they bring all-out war as they try to take down The Dark Knight, and claim Gotham City as their own.

Batman Arkham Knight available on Xbox One June 2nd, 2015.

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Making of Dji. Death Sailshttp://www.cgmeetup.net/home/making-of-dji-death-sails/ http://www.cgmeetup.net/home/making-of-dji-death-sails/#comments Thu, 26 Feb 2015 14:48:10 +0000 http://www.cgmeetup.net/home/?p=35510 From CGMeetup.net - Making of Dji. Death Sails

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Making of Dji. Death Sails Making of Dji. Death Sails : Simpals Animation Studio located in Moldova produced its fifth short animated film “Dji. Death Sails” Directed by Dmitri Voloshin. Pre-production Well, you can’t just breathe a sigh of relief when you finish a project. Especially if you work in an animation studio. As soon as […]

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From CGMeetup.net - Making of Dji. Death Sails

Dji. Death Sails, Dji. Death Sails Animated Short Film, Dji. Death Sails Short Film, Short Film, Animation, 3d, 3d animation, animated, Dji Death Sails

Making of Dji. Death Sails

Tania-chest_03

Making of Dji. Death Sails : Simpals Animation Studio located in Moldova produced its fifth short animated film “Dji. Death Sails” Directed by Dmitri Voloshin.

Pre-production

Well, you can’t just breathe a sigh of relief when you finish a project. Especially if you work in an animation studio. As soon as we finished the first animated film, we immediately started working on the second one. But we had to start it from scratch.

At first, we had to find the right setting that would make it clear that death should appear right there and then. So, we chose the ocean after a shipwreck as the setting. As our Dji can’t swim yet, he walks on water.

We drew inspiration from movies, videos, books on the history of pirates. The preparation was very extensive.

So, we have an ocean, a small raft floating amid the wreckage, a pirate dying of thirst (there must have been at least one survivor) and a chest of gold, which is completely useless in the present circumstances.

Here we go! And here we come.

The first problem. Where should we set the camera? Give us at least one landmark! The only guiding marks that we could use were the sun and objects floating in the water. But while working on the storyboard, we faced another problem – how to create the correct movement of the camera in the shot with Dji running on the water so as not to disorientate the viewers? We changed the shot thousands of times, but finally we chose the variant that worked best for us.

Characters

1. Dji

Our Dji is endowed with a charismatic character. He is excessively curious, absolutely naive and clumsy. Well, it can’t be helped. Perhaps, he was born on an unlucky day. As you can see, Dji is the complete antithesis of the ugly old woman with a scythe. There is nothing special about it except one thing. These character traits prevent him from doing his job. So, Dji is a failure, a loser, an unlucky fellow. Well, it happens. We feel sorry for him, but he has only himself to thank for it…

By the way, the model of Dji hasn’t undergone any changes. We told you about it lasttime.

dji_bilbord_3

2. The Pirate
So, the model of Dji was ready. As for the pirate, we had to create a new character from scratch. None of us had ever met a real pirate and at the same time we didn’t want him to look like any well-known pirate (like Jack Sparrow). We tried to find a reference in books. But pirates portrayed in books wear hats, frock coats and sometimes wigs. We didn’t want our pirate to look like that. So, we started searching.

01_body_search

As for the body, the variant that was approved by the whole team was found quite quickly. Our pirate is a thick man who has strong arms and for some reason not very strong legs. But we like this testosterone donor. We even drew a tattoo for him. After we finished the body, we started drawing his face, but it turned out to be quite problematic to choose the right variant.

03_body_search

04_body_search

So, what kind of face should a pirate have? Well, if he is a pirate who survived a shipwreck, he must be harsh, tough and fearless. In other words, nothing can scare or harm him.

We had about 10-12 variants of the pirate’s face. But none of them were good enough. He either looked vicious or too feeble. Eventually, we made him look like a red-haired skipper. Now he is really cute!

05_face

search_2d_color

After we approved the face, we had to work on his beard and the hump on his nose. And again, we had lots of variants.

07_beard_search

Here are the humps:

09_nose_search

Facial expressions:

05_face10_emotions

So, meet our Sam. Like all pirates (we love stereotypes), he likes to drink and he is extremely greedy. He survived a shipwreck, but instead of taking water bottles, he saved a chest of gold. Well, Sam is not very smart, but he never lacks strength.

In the end Sam will show his wits and cunning, but we’ll talk about it later.

  3. The Big Fish

The big fish is one of the main characters of the film. We decided that it would be a bottom-dwelling fish. Its real prototype in the underwater world is the mudskipper. But it is too small for our venture.

In order to understand what a bottom-dwelling fish should look like, you need to think like a bottom-dwelling fish:) Just like in typical detective stories.

So, we drew 25 variants and finally managed to choose the one we liked. After that, we inflated it and made something between a whale and a stonefish.

Our fish is named Fish (a popular name in fish community). It’s a lazy silent plotter, waiting for the right moment to catch its prey. It lures the victim with its fin, pretending to be a small fish.

01_fish_search

We had to choose between these two variants.

02_fish_search

03_fish_search

Eventually, we chose this fish:

04_fish_obkat

After approving the model, we delved into the process of color search:

05_fish_color_search

We selected this variant:
06_Fish_FINAL

And here’s the final 3D model of the fish:

4. The little fish

We had one more character, which, unfortunately, wasn’t included in the animated film. It’s a small fish. We’ll tell you later why it wasn’t included, but now a few words about the fish itself. Its prototype is the telescope fish with big eyes.

So, we created a small fish that was quite cute, funny and silly. It wasn’t totally perfect as its left hemisphere didn’t coordinate with the right one, so the fish could rotate its eyes in different directions like a chameleon.

We didn’t include it in the film, because we had some problems with compositing that we couldn’t solve, so we just changed the script a bit and voila!

But according to the official version, the fish was excluded, because of its crazy rider requests and the fact that it demanded a higher fee, although we made an agreement “on the shore”:)

01_funny_fish

03_shot_16_bereels copy_v2.tif04_shot_16_bereels_v203_shot_16_bereels copy_v2

Coloring:

Since the appearance of the first color film, the color palette plays an important role in film production, which is quite understandable as it can give your film a unique look and feel.

As it always happens, artists deliver 3 billion variants, but only 1 or two of them are used in the film.

more

Island

Tavern_bw

Tavern_color

We had to spend some more time on the chest as we didn’t know what treasure we should put inside. Some of our guys insisted that it should be gold and diamonds, others claimed that the greatest treasure is having a good job and family. But we didn’t know how to put a job and family into the chest, so we chose gold and diamonds.

Coins

chest (2)

bottle

 Sea star and jellyfish:

As the saying goes, if sea stars and jellyfish stick to a cloak, there should be a reason for that. In our case, these secondary characters appeared not from the very beginning, but in the process of film production. We tried to include them in the story, it worked out well, so we decided to keep them- a simple scheme which greatly complicates the whole process, but gives positive emotions in the end.

other_characters

Raft:

According to our data, any self-respecting raft must include logs, a mast and a sail. As it’s a pirate’s raft, it should also have a corresponding flag. We don’t know how much time it took the pirate to build this raft. But! It took us a pretty long time to draw it.

Our engineers verified every inch of this construction. We made cross-sectional drawings as well as views in three quarter perspective. Eventually, we liked the way it looked and were sure that it could withstand the weight of two passengers. So, we placed our pirate on the raft and started waiting for the guests that would come to visit him.

plot

Clouds:

The creation of clouds became a separate topic of discussion. In our animated film the sky covers 50% of the screen. So, we started searching for the right variant of clouds within and outside Moldova. In search of good references, our director went to the mountains. The clouds were redrawn numerous times, changing from cumulus into cirrus ones. In some versions the sky was overcast, but then it cleared up again. The weather was very unstable.

After long hours of bickering, the right variant was found. The weather settled down and everyone’s mood improved.

Clouds

Is it the end? Oh, no. In the next post we’ll tell you about rigging, animation and simulation. This stage was also full of interesting and unexpected things (at least, they were unexpected for us). In other words, the farther you go, the closer you get:)

The pirate rig

Our pirate is quite bulky, even so he can’t passively die of thirst. In other words he must move. In order to make this big guy move correctly from the anatomical point of view, we had to add him muscles, which we haven’t done before. So, we created our own setup for the pirate and voila!

11_13_14

12

Extreme poses:

16

 

The pirate rig:

The fish rig

The big fish is a good character, that’s why it’s so big! In order to make this character move, we created a separate setup for its fins, eyes, antennae, etc., after which the fish became more flexible and deformed quite naturally.

As our animated film is about water, the biggest challenge here was the interaction of the character with water. The thing that we haven’t done before.

We watched lots of videos to understand how the character should move over the water. We tried to make a reference video, but none of the actors could stay up longer than 12 frames. The most persistent ones drowned (just joking).

The animators had to visualize how the character might move as at that point of time water simulation wasn’t finished yet.

We made many versions of Dji running over the water trying to determine how fast he should move in order not to drown. As for the fish, we calculated the speed of its movement, but we also had to take into account its big size.

Initially, we had several variants of the ending. After some thinking, we decided that it was the right moment for the pirate to show his greedy nature. So, we started thinking what emotions (and actions) the character should express after landing at the bar counter.

One evening, when the animation was done, the animators didn’t know what to do and decided to have some fun:) This resulted in the creation of the death and pirate dance which appears in the closing credits:)

Simulation

This time we had a lot of simulation work to do as we were making an animated film about water. But we’ll talk about it later. Now we’re going to tell you how we simulated Dji’s cloth, and namely his cloak.

When the viewers look at Dji, they see Death. But our cloth simulation artists see only eyes and a cloak hanging on the bones.

As Dji is a very active character, we had to do lots of cloth simulations.

For this purpose, we used Maya’s nCloth dividing the simulation process into several stages: at first, we split the cloak into pieces, simulated each piece separately and then sewed all the pieces together.

There’s one more thing. The question “what is Dji hiding under the cloak?” still remains open. Of course, he has bones, but if you put the cloak right on the bones, it won’t look good. For these purposes, we had to create special geometry to make him look beefier.

Well, this is not the end. There will be a continuation. In the third post we’ll tell you about the most interesting things, and namely: water simulation (we had to simulate a whole ocean!), visualization and compositing.

Visualization

To achieve greater flexibility at the stage of visualization, we had to use additional passes: Point Position Pass, Normals Pass (to highlight the top or bottom side of the character), ID Pass, etc.

Passes_low_rez (2)

The lighting scheme was always pretty much the same, but we couldn’t use the same lighting in every shot. So, we had to adjust the lighting from scene to scene to create artistically beautiful images. The lighting in close-ups differs from the one used in wide shots. The most interesting part of this work was to adjust the lighting for Dji who is either surfing, or running over the water.

We rendered everything on our farm. It took approximately a night to render one shot. Before the final approval each shot was rendered 2 or 3 times.

The animated film was rendered with V-Ray. Everything was rendered separately: water, foam, pirate’s beard, objects and characters. We spent a lot of time on the visualization of water (refractions, reflections, the turquoise color), trying to achieve the same effect in 3D. When we did it, we realized that it would take ages to render those shots. Besides, it gave us very little fine tune control over each aspect of the image. So, the final look of water was achieved in compositing.

As for the textures, we increased their resolution 4 times which reflected on the volume of visualization work. In order to cope with it, we created a simple pipeline and used the following hypershade node tree, which allowed us to render quickly and effectively.

Hyper_tree

Compositing

Of course, the most challenging shots for us were the ones that involved interaction of characters with water (the fish jumping out of the water, Dji rushing over the water surface).

But since we came across some rather difficult things that only big studios can do and we were limited in our resources, we had to optimize the process and break it down into several parts. Each splash was simulated and rendered separately. To have more fine tune control in compositing, we rendered about 7 additional passes for water grading. So, if we had 6 splashes in one scene and each of them consisted of 7 passes, then we could use about 40 passes for water grading in one shot, which gave us greater flexibility.

Each shot is the result of meticulous work with the image. The sky and clouds were added in compositing. The final look of objects and characters was also achieved in compositing.

Water simulation

How did it all begin? One day the director said: “Let’s simulate water!” So said, so done. After some thinking, we did some tests of water in Maya:

After seeing the tests, the director clutched his head in terror and softly explained to us that we misunderstood the task. It turned out that we had to simulate not just water, but a whole ocean with all the details: splashes, spray, foam, etc.. After such comments, we had to throw out all previous tests and start everything from scratch.

 In our animated film water is the fourth character. Every splash (there may be several splashes in one shot) must look natural and correspond to the artistic vision of the director. In some shots we used several types of splashes.

Water simulation became a great challenge for our studio as we’ve never done it before and the water itself is an interesting object, which also requires a lot of computing power. We had to figure out how to cope with the task, but not to the detriment of artistic conception. Thus, every shot was broken down into smaller tasks: splashes and the surrounding ocean. The splash in its turn was broken down into: basic simulation, foam and additional small splashes. In other words, one shot could include up to 10 separately rendered simulations.

 The final look of water was achieved in compositing. As a result of some simple manipulations, the water gets its specific color and refraction that create a sense of depth.

This is how 3D animated films are made. As you see, it’s a long and winding road. We enjoyed every step of the process and we hope that you’ll enjoy watching our film.

Dji. Death Sails


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Energy Post Demoreel 2015http://www.cgmeetup.net/home/energy-post-demoreel-2015/ http://www.cgmeetup.net/home/energy-post-demoreel-2015/#comments Tue, 24 Feb 2015 15:13:03 +0000 http://www.cgmeetup.net/home/?p=35501 From CGMeetup.net - Energy Post Demoreel 2015

Energy Post Demoreel 2015, Energy Post Demoreel, Energy Post, CGI, vfx, Showreel, Demoreel, 3d Demoreel

Energy Post Demoreel 2015 Watch new Energy Post Demoreel 2015 Studio from Kiev. Ukraine. Energy Post worked on IL-2 Sturmovik: Battle of Stalingrad, involved two new aircraft – LA-5 and Pe-2, which we had to model and texture completely anew. Also, we have developed and made conditional German airfield at Stalingrad, which was successfully bombed […]

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From CGMeetup.net - Energy Post Demoreel 2015

Energy Post Demoreel 2015, Energy Post Demoreel, Energy Post, CGI, vfx, Showreel, Demoreel, 3d Demoreel

Energy Post Demoreel 2015

Watch new Energy Post Demoreel 2015 Studio from Kiev. Ukraine. Energy Post worked on IL-2 Sturmovik: Battle of Stalingrad, involved two new aircraft – LA-5 and Pe-2, which we had to model and texture completely anew. Also, we have developed and made conditional German airfield at Stalingrad, which was successfully bombed the Soviet squadron Pe-2. Their covers four LA-5, which engage in combat fighter BF-110.

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Jupiter Ascending Vfx Breakdown by Method Studioshttp://www.cgmeetup.net/home/jupiter-ascending-vfx-breakdown-method-studios/ http://www.cgmeetup.net/home/jupiter-ascending-vfx-breakdown-method-studios/#comments Mon, 23 Feb 2015 15:33:35 +0000 http://www.cgmeetup.net/home/?p=35484 From CGMeetup.net - Jupiter Ascending Vfx Breakdown by Method Studios

Jupiter Ascending Vfx Breakdown by Method Studios, Jupiter Ascending Vfx Breakdown, Jupiter Ascending, Vfx Breakdown Jupiter Ascending, Method Studios, Method Studios Vfx Breakdown, Jupiter Ascending Vfx, Visual Effects, Visual Effects Breakdown, CGI, CGIVFX, Making of Jupiter Ascending,

Jupiter Ascending Vfx Breakdown by Method Studios Watch Vfx Breakdown of Jupiter Ascending by Method Studios. Method were involved from the earliest stages of concept through to finishing the last details which was tremendously helpful for the continuity of design. They produced some exquisite work bringing some of our worlds and characters to life. The […]

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From CGMeetup.net - Jupiter Ascending Vfx Breakdown by Method Studios

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Jupiter Ascending Vfx Breakdown by Method Studios

Watch Vfx Breakdown of Jupiter Ascending by Method Studios. Method were involved from the earliest stages of concept through to finishing the last details which was tremendously helpful for the continuity of design. They produced some exquisite work bringing some of our worlds and characters to life.

The Method team produced a number of fully CG environments for the film. These encompassed both natural and urban landscapes complete with ornate buildings. In the corn field sequence however, most of the environment was real but sections of the vegetation was filled in and enhanced digitally. The VFX artists also generated the CG hover bike and spaceship and removed the giant rig used to hold the sprinting Caine.

For the interstellar approach to Orous, Method needed to create the sense of a journey into a vastly complex and ancient society. This was achieved with a combination of digital matte painting projections for planets, moons, sections of the vast rings of accreted civilization that surround Orous, and even the approach to the centre of power, the Commonwealth Building. A multitude of CG elements were then used to enhance the depth of grandeur including star gates, traffic, and a huge junk ship in the shape of a tropical fish. “The biggest challenge of this sequence was dealing with the vast scale of the environments, where kilometer-long spaceships become dots very rapidly” says Simon Carr. “We needed to suggest great complexity and weight of population while not overwhelming the frame with information.”

The Wachowskis wanted to build a futuristic world that felt real and informed by reality. They wanted to convey a vast sense of history and referenced great European cities which demonstrate the juxtaposition of many aesthetics implying cultural development.

Another spectacular environment is the city of Alcazar, a full CG landscape modeled with 3D digital matte painting projections with CG water, mist and re-projected waterfall elements. Again, a vast amount of digital detail was added to the scene to help sell the scale and beauty of the environment.

Outside of the environments work, there were a number of complex sequences given to Method involving the film’s many characters. The Kalique Fermionic Bedroom sequence was challenging because it required extensive CG hair and CG costuming for Jupiter herself. Here she finds herself floating above a bed having no gravity. Due to the rig on-set, the actress was shot with only half of her dress and with her hair pinned up. The challenge was to create something as natural looking as hair and as complex as an embellished dress to be entirely realistic despite being CG.

Several of the intergalactic crew encountered by Jupiter when she leaves Earth, needed CG enhancements. Gemma and Advocate Bob have human like qualities for the most part, but have robotic inner workings seen within their heads. Lights and intricate moving parts, which react to their motions and emotions, were brought to life by the Method team. Another character Nesh, is a human / elephant hybrid and needed to have a personality of his own – another challenge for our animated character team.

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Stargate Studios Vfx Breakdown Reelhttp://www.cgmeetup.net/home/stargate-studios-vfx-breakdown-reel-2014/ http://www.cgmeetup.net/home/stargate-studios-vfx-breakdown-reel-2014/#comments Mon, 23 Feb 2015 13:03:49 +0000 http://www.cgmeetup.net/home/?p=35470 From CGMeetup.net - Stargate Studios Vfx Breakdown Reel

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Stargate Studios Vfx Breakdown Reel 2014 Watch Vfx Breakdown Reel by Stargate Studios, Stargate Studios 25 Years in Production. 7 Domestic and International Facilities working Around the Clock. Also watch: ->Making of The Walking Dead Season 4 ->The Walking Dead Season 3 Vfx Breakdown Stargate Studios Vfx Breakdown Reel, Stargate Studios, Vfx Breakdown Reel, Vfx […]

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From CGMeetup.net - Stargate Studios Vfx Breakdown Reel

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Stargate Studios Vfx Breakdown Reel 2014

Watch Vfx Breakdown Reel by Stargate Studios, Stargate Studios 25 Years in Production. 7 Domestic and International Facilities working Around the Clock. Also watch:

->Making of The Walking Dead Season 4

->The Walking Dead Season 3 Vfx Breakdown

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