The biggest problem of CG is actually, that everything is possible. Often some weird camera moves are just added for the sake of it and not because they are telling the story or something similar. Same goes for lighting. I think, it’s always good to base your shots on the reality and then add on top. Christophe Brejon created this great compendium was a ton of information, gathered from his experience and some outstanding Leads. One of them is Craig Welsh, he was my lighting supervisor on the Lego Ninjago Movie. I learned so much from him, so it’s even better to have some of his great knowledge written down.
A few weeks back, I was watching Toy Story 4 in the cinema. There were several moments, were i looked at my girlfriend and she almost had tears in her eyes because of this super emotional story telling and well written characters. Afterwards she told me, that experienced the same when she looked at me…. but in this case it was just, because it was so beautiful. The shading, lighting and camera work was just astonishing. Definatly the part, that sets Pixar apart from all the other Studios. This Video is a great example of all the thoughts that they put behind the cinematography.
A few months ago, i received a survey from the VES to vote for the most influential movies. The list was super long and took a while to go through, some of the really old movies were even completely new to me (seems like i have to catch up).
There are no real surprises in the final selection but still nice to see so many good movies in one compilation (and some many that i really loved as a kid). Some aged pretty well, some are looking pretty silly now, but all of them were important to bring us to the current quality of VFX.
The VES published a full list of all movies and a press release here.
Result of good times at Animal Logic in Sydney. Can’t wait for the final movie
Beginning of this Year, i had he pleasure to work at RISE in Berlin as CG-Supervisor on Fast & Furious 8. It was a wild ride, but working again with this incredible team, made it really enjoyable. Finally a breakdown of our main task we had to tackle, creating a few blocks of digital New York.
End of last year I spend again 2 month in Dublin at Screen Scene. In this time i worked on the last season of Black Sails. Over the time I worked on several bits of the production, including layout, texturing/shading touch ups and lighting of a few shots.
The new Vray for maya was just release and the features are looking awesome. Can’t wait to download it tonight and start playing around with it.
Last year i had the pleasure to work as CG-Lead on “Richard The Stork” at Rise.
We had an incredible team, so working on their first animated feature was a blast. I had the chance to watch the movie at the “Berlinale” a few weeks a go. It’s a really nice, well paced move and definitely worth watching. Seeing the reactions of the kids in the theater was probably the best wage so far.
Movie will be in Cinema in April.
For a few month, i have the urge to spend again more time with Substance Designer. This video is a great motivation to do so. Still not sure if Substance or Houdini is higher on my priority list but.. anyway…time to go procedural!
Just found this great post at the chaosgroup board concerning random colors per object.
Normally i used the vrayUserColor and user attributes to create random hue shifts (more infos here) but this solution sounds even better. need to check it out for myself. as far as i know its only working with the nighly build after the 20th january for now.
thats what yolov wrote: "Here's a quick example of how it works, along with a scene that I'm attaching: - add extra vray attributes to a samplerInfo node (this will expose additional outputs to the samplerInfo) - connect the samplerInfo.vrayRndomByID to a ramp's vCoord (if you're using a vRamp) OR uCoord (for a uRamp) | or both, if you intend to switch between ramp modes --> the ramp's position and color values will be the range of colors to be distributed to the objects --> plug the ramp into a shader and use the same shader on lots of objects"
for more, have a look at the thread.