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softdistortion
10-30-2008, 04:44 PM
Hey bud, good to hear from ya...all is well here, still on old LW, so you have to give some updates on how 9.5 is, especially FBX improvements...are they really working now...bones and all import??

sllink
10-31-2008, 01:34 AM
Hey SD,

I have'nt tried the FBX yet or the bones will have to give it a try next. I will keep you posted.

jayreef
11-05-2008, 10:02 PM
hey guys

still around and about, still on C4d though, or just happy to watch :wavey:

softdistortion
11-06-2008, 05:10 PM
Sorry I missed you in here Jayreef...Good to hear you are still CGing and dropping round here to say hi! :buttrock:

sllink
11-17-2008, 10:46 PM
Hey Jay!!
Hope all is well!!

softdistortion
12-02-2008, 03:25 AM
Hey guys....I know it's been slow in here as I've been sidetracked with collabunlimited and related efforts, but this project is still alive, and Dec 5th is Shirowproject's 5th anniversary Since completion of Mission1.....that means it's been over 5 years since the project was initiated here at CGT..... was wondering why I was feeling so nostalgic tonite. :grin:

To any of you still dropping around here, if you have some time over the holiday break, please drop on MSN or skype and say hi...would love to hear from you all and see what you've been up to.
Sllink :wavey:
DogmaD :wavey:
Colkai :wavey:
Donshole :wavey:
Jayreef :wavey:
Ace :wavey:
Aurora :wavey:

AND ALL THE REST of the alumni -:buttrock:

Some Nostalgia>
A few Testimonial qoutes and comments form members and fans. (http://softdistortion.com/shirowforum/viewtopic.php?t=159)

Our first 3Dworld magazine's gallery back in 2004.
http://www.collabunlimited.com/imagestrip/images/collabunlimited_59.jpg


And the copbot in 2008>
http://www.collabunlimited.com/imagestrip/images/collabunlimited_42.jpg

colkai
12-02-2008, 11:47 AM
Still alive and just about surviving, been a hectic year due to life deciding things weren't "interesting" enough for us so many things have taken a back seat this year but I do check in from time to time. :)

Hope you all are well and that the upcoming xmas break gives you time to relax, you know, that concept where you actually have some time to yourself? :wavey: :D

ace4016
12-03-2008, 10:49 PM
Heh, I'm still around; just don't do much of any hobby work at all lately; been really busy with school. Just a little bit longer and I'll be done...hopefully for good...back to homework :sad:

sllink
12-05-2008, 01:15 AM
Hi everybody!!! Happy holidays and all that comes with it. Hope its a new system :).
Im still around and kickin too!! SD Im trying to get you an email but I keep getting an error on my side. Be on the look out for a note. Colkai hows it going? Ace hang in there come back when you have the time or time off or you just need a break from the daily grind. What have I been up to??? Well trying to understand the new toys in the latest version of LW 9.5 for the most part and (still) trying to come up with story ideas we could tell visually. Well I hope to catch up with you all real soon and be on the look out on MSN.

sllink:wavey:

colkai
12-05-2008, 08:16 AM
Colkai hows it going?

sllink:wavey:

Wish I could say well, but not been a good year for us, won't bore you with details, still, ever onward, make the best of things as they say. :)

aurora
12-30-2008, 06:40 PM
5 years, man I would not have believed it if I had not popped into the Shirow forums a few minutes ago looking for something.

Even better to see so many friendly faces, its been WAY to long for me being away from here. BUT good news, I'm back working on a couple of projects. Not going to say what other then the first is something SD and I chatted briefly about several months ago, a remake, and oh SOooooo much better a design of an old project. The second it mammoth in scope. As of last nights new additions to my design it will be several million polys in size and that's a pretty low res design I have right now. But oh the things we can do when I get it done.

The first project is in now past pre-viz stage and even rough out stage and I'm starting the real work on it just as soon as I finish this message and check another important forum for me. I'm hoping to have something complete enough to show you all by Monday.

Till then a belated Congrats to the Shirow team for five wonderful years, a belated Happy Holidays and hopefully a merry New Years to all.

sllink
12-30-2008, 11:40 PM
Hi Aurora,
Its good to hear from you. We miss your creative touch and support. However we all have been super busy at one time or another. Im just glad to know your still kickin. :beer: Im looking forward to your next post.

donShole
12-31-2008, 06:59 PM
BON ANEE! everybody :beer:. (I'm still sober!)

softdistortion
01-01-2009, 01:21 AM
Great to see all of you in here again!
Looking forward to Year 6. :wip:


Sllink- sorry I keep missing you on MSN...toiling away on some collab site updates...will try to be available more often in 09. :banghead:

ace4016
01-01-2009, 03:26 AM
Merry New Years you guys :)

aurora
01-03-2009, 04:40 PM
Hey sllink, good to see you too, but alas its more like I getting the kicking not doing it :)

I have been a very bad boy. The first and while important part but not the most brawny part is almost done but alas its already over a million polys and not even connected together yet. Not sure I'll have anything to post Monday now that it looks like I need to do some serious pruning and replanning. Gonna be a difficult feat considering the shear scale of the project and the desire to have it look good from a distance to up close and personal.

aurora
01-03-2009, 08:49 PM
Sniff, sniff, I managed to drop it down to just 10% of what it was. Still looks OK and now I can use those valuable polys else where in more important areas. Looks like you'll get a sneak peek Monday after all.

softdistortion
01-06-2009, 12:05 AM
Where's our peek?? :)

aurora
01-06-2009, 12:53 AM
Actually I'm working on it right now. Here's a teaser sneak with a lot of other stuff I have in progress turned off. Sorry no full shots of anything till its 85-90% completed, well maybe except for SD who already has a itsy bitsy teeny tiny idea of what all I have in mind for this growing monster of a project :) Sorry this is just a quick screen grab from Modeler. Will start doing nice AO renderings of things when I get a certain part of the project complete and I can set up a decent scene for rendering everything from that ponit on.
Its been a year or two since I have had this much fun, probably since I was working on Agamemnon, who is still only 50% done and waiting for the day LW can handle modeling objects with over 10 million polys as I'm at 13 now and well like I said maybe 50% done. And man the morphing and rigging I need for him/ Well I digress so time to switch to a new CD and back to work for me!

softdistortion
01-07-2009, 11:52 AM
Thanks Aurora, nice work. :applause:

Some of that could likely be done with normal maps...we should talk about optimizing methods a bit before you hit 10mil ploys.

Also looks like those sections are duplicates so if possible can you plan to make it easy to cut it up so only one part needs unwrapping and textures, then figure the degree for radial clone/instance of the rest?

aurora
01-07-2009, 09:46 PM
I actually have areas set apart without geometry for normal mapping. Right now all geometry I have has to be geometry as normal maps can not be done on the complex geometry I have without causing 10 times the trouble geometry creates.

Never fear on the UV maps I have been making them and only after they are made do I make the clones so 1 map to rule them all!

As for poly count, this one will be high poly but only a tithe or less then the second project. I actually need both of these to have pretty handsome high poly counts for reasons I can't get into. Although I bet Colkai can guess ;)!!!

softdistortion
01-08-2009, 05:15 PM
OKdokey....sounds like you are on it...**stands back to watch how model develops** :buttrock:

aurora
01-09-2009, 09:11 PM
A major happy Birthday to my dear friend Colkai. May you have another fantastic year with both family and feathers!




On a side note, SD its not the poly count you need to worry amount its all the UV maps!!! I'm making them for everything. Later we can delete the ones we don't want/need.

softdistortion
01-10-2009, 03:25 AM
Colkai's officially an even older, old fart now?? :D

Aurora- well...I guess I figure more polys mean more UVs...why I mention Nmaps...all those little parts are a nightmare...I'll do what I can regardless.

generating UVs as you go is gonna speed it up a bit, but on a complex object, identifying the parts, logically ordering them on sheets, and scaling the UV real estate usually takes me a fair chunk of time.

If you wanna hold off showing till it 90% done it's fine, but that's a bit late to give input that might make texture work easier.

One thing you could do if you aren't already is to identify the parts that will have the same material and put them together in UV and poly layers.

Also some work should go into scaling while making the UVs or it will need a lot of rearranging later.

***I tried to shut up and let you model...I just can't seem to do it. :)

colkai
01-10-2009, 01:19 PM
Yup, that's me... getting older by the day. :surprised :p

I'm not even going to tempt the fates this year about hoping for a good one. After last year, well, suffice to say I'll take good times where I find 'em. :beer:

softdistortion
02-06-2009, 12:46 PM
UPDATE:

Once the next phase of collabunlimited is up and running, we hope to get back to work on some killer stuff for shirowproject into this spring/summer. Both Sllink and Donshole are onboard so it should be a nice reunion as well.

Donshole will also working on his personal project which I hope to be pitching in a hand on some texturing and also get setup as a feature project on collabunlimited.

Stay tuned

Kid-Mesh
02-07-2009, 12:22 PM
Happy new year and all that good stuff. Good luck this spring with the new chapter of Shirow Project :thumbsup:

softdistortion
02-18-2009, 07:50 PM
Thanks KM...slow but sporadic. :)

While doing the next phase of Collabunlimited's collabsite network we finally came to the point of finding new servers. There's been a major move/consolidate underway, and some things have been moved and kept alive for posterity. One major one is the original shirowproject team forum...remember that anyone?? :applause:

It's been moved to it's own domain under shirowproject.com (http://shirowproject.com/shirowforum/)

Need to redo the shirowproject mainpage links...they were harcoded to the old url in flash. :hmm:


more to come :wip:

sllink
02-18-2009, 11:04 PM
Wow a blast from the past the SP legacy sight is very quick!! Password still works just fine.

softdistortion
02-27-2009, 01:27 PM
Hey Sllink! :)

Thanks for your feedback on the speed..I noticed that too.
I was almost ready to give up on getting it all transferred and working again on the new server... went back in to look around a bit the other day, and there's so much stuff in there that makes you feel warm and fuzzy with reminders of what we had going...it was something really unique...so glad decided to stick with it till it was all moved.

softdistortion
03-02-2009, 07:43 PM
The final step of fixing the links on the teams main page is FINALLY DONE!

if you wonder why it took so long, HERE'S (http://collabunlimited.com/collabunlimitedXTRA/?p=20) my blog about it


The MACZILLA> I needed to get away from the collabsite work and decided to tackle a computer mod on the weekend..video about it HERE (http://collabunlimited.com/collabunlimitedXTRA/?p=19)

kbot
03-06-2009, 12:35 AM
That is so cool! Look Forward to more progress!

softdistortion
03-08-2009, 11:58 PM
Thanks kbot!

-------------------
Wow...I thought I was done with the move for shirowproject.com, but I found a load of more images on a backup!

Some of these images and files are from years back and were not even on the last server anymore!

I'm adding these back to link to all the old threads so the images that were missing for years will be where they originally were back in 2004...history is back to almost day1. :buttrock:

here's a few of the oldies>

Aurora's first building
http://softdistortion.com/shirowprojectpublic/sidemission1/aurora-building-1-grit.jpg

Micro Telemeter Building
http://softdistortion.com/shirowprojectpublic/mission1animodels/microcorp2.jpg

The city ref
http://softdistortion.com/shirowprojectpublic/mission1animodels/city-and-docks.gif

And remeber the original gallery? HERE (http://www.softdistortion.com/shirowproject_gallery/index.php?crnt=0)
I get such a rush ever time I see this stuff and think back to those days. :)

sllink
03-16-2009, 12:46 PM
Yep good times all. So much to learn....
I've got to figure out whats going on with the neck??? Sorry for the low rez could only upload 97kbs

Hope everyone is having fun!:love:

softdistortion
03-16-2009, 01:27 PM
i like it!
More details pleeeeze! :)

sllink
03-17-2009, 09:46 PM
http://cid-93ff2ddc52a4ec65.skydrive.live.com/self.aspx/.res/93FF2DDC52A4EC65%21105/93FF2DDC52A4EC65%21198More details on the way. Let me fix a couple of things.

http://cid-93ff2ddc52a4ec65.skydrive.live.com/self.aspx/.res/93FF2DDC52A4EC65%21105/93FF2DDC52A4EC65%21198


(http://qtr5va.bay.livefilestore.com/y1pjoQp8VcAq4iXTOq-ymT-18rog14vs2-gXAJwtZqF8zROnJlu-)

sllink
03-18-2009, 09:40 PM
Hi Everybody,
While having some fun modeling and experimenting with cell shading I created this new female character. You all have seen the Landmate model I created some time ago. His gun is new though. No real back story just wanted to see what could be done with LW. I have seen some interesting things done in other apps and LW but I dont know how they did it.

Here you go enjoy:)

http://kohclw.bay.livefilestore.com/y1psDFBm7-lztAn-ykkVMNqBJ9X2vvQ-GHwhuRXRm-y8YR5XbZKEUTQ9_o3CzYrJJWame-_STWZECnU0Wn-FnbeMA/orange_anime3.jpg

softdistortion
03-19-2009, 01:17 PM
Nice work Sllink! :thumbsup:
I like the new character...you are getting better and better at modelling!

I might have to take a break from collabunlimited to finally get some work going again on our team project.

I was hoping to have the collab networking aspect working by April and use any new work to help stress test the site and also raise interest in collabunlimited/collabing, but it's taking an age, as usual. :)

We have a ton of stuff sitting around almost ready to go for the cellshade storylines we made...would be cool to add your new elements!

I was also pondering using something more photoreal/VFX related ...perhaps our CG copbot mixed with live footage and doing it as a complete walk through docu-tutorial.

What do you guys think?

sllink
03-19-2009, 06:57 PM
Hi SD,

I think you have a great idea there. As you know the last 2 Appleseed DVDs had a mix and I think it worked fine. I like the idea of having the mix personally. Its kinda like an art project just not black and white. Using a lot of our existing assets is a great idea as well. You know I cannibalized a number of our previous models to use for the Payback short.

Let me know what you want me to do and I'm there bud!:beer:

softdistortion
03-21-2009, 07:16 PM
Lets finish the houses for FETCH and then we can get going. :buttrock:

sllink
03-23-2009, 11:22 PM
Sounds like a plan. Let me know what I can do to help.

softdistortion
03-26-2009, 08:10 PM
Sllink- Go check the link I put up in Fetch thread for the house kit...Omar wants 4 or more houses so go ahead and do what you can and I will do likewise. :buttrock:

--------------
On another note-
I started a new Journal (http://softdistortion.com/vidjournal/) as part of the idea I mentioned in a previous post>

I was also pondering using something more photoreal/VFX related ...perhaps our CG copbot mixed with live footage and doing it as a complete walk through docu-tutorial.
I also want to use it to document the various ideas and projects I have in the works. I'd recommend you subscribe if you want to get updates since they may be a bit spotty, although I hope to get something up each week!

The item I was talking about

softdistortion
03-27-2009, 02:16 AM
Sorry if you got a bandwidth warning..I reset the limit for softdistortion.com ....after all the files that were moved over from the old server it put it over the ridiculously low limit that was set by default. :banghead:

Should be good from now on! :thumbsup:

SO GO CHECK IT OUT Journal (http://softdistortion.com/vidjournal/)Journal (http://softdistortion.com/vidjournal/)Journal (http://softdistortion.com/vidjournal/) :)

softdistortion
04-23-2009, 08:58 PM
Sllink- or if you're not into rigging the VFX bot...might you be interested in getting some of the cellshade stuff going again? :D

sllink
04-26-2009, 05:47 PM
Hi Donshole and SD!!

Im not much of a rigger. Let me know if theres something...

softdistortion
05-01-2009, 04:04 AM
You're a gem Sllink!...I forgot if you were into rigging or not, and wasn't sure if you had picked up some chops with your work lately...all in all, maybe it's not fair to drop rigging on you.

I'll try to get that done and touch base with you about maybe continuing with our cell shade work instead. :thumbsup:

sllink
05-01-2009, 08:04 PM
Hi SD,
I'm in Florida for a wedding. I will try and catch up once I get home.

aurora
05-17-2009, 12:03 AM
Still trying to recoup from the last few weeks of school hell and found sometime to do a little more modeling on the new Millennium Tower.
http://www.spinquad.com/forums/showthread.php?p=249110&posted=1#post249110

softdistortion
05-17-2009, 10:38 PM
Amazing model work Aurora.

re SQ posts...GigaWHATzit!? My poor old LW is gonna meltdown :D

softdistortion
06-18-2009, 11:39 AM
**BUMP**
Oblivion is not an option :D

aurora
06-18-2009, 08:21 PM
I, personnaly, am not dead, yet. Made a bad choice and did a double time for summer like I did spring semester. Happily half of my load will be done on July 2 leaving me with a few hour of free time, in theory, each day and I can't wait to get back to work on the new Island complex. I have updated some ideas, meaning an additional couple giga's of polys coming soon!

[edit]Forgot to mention that I have been keeping close track of your Collab vids and they are fan-freakin-tastic!

softdistortion
06-18-2009, 09:50 PM
Thanks Tim!

softdistortion
07-17-2009, 01:09 PM
Still hoping to get back to the tower this fall...not sure what Aurora is planning, but hoping things will come together for both our efforts

I'd also like to eventually get back to the cellshade sets we have created...soooo much to do so :wip: :wip:

aurora
07-17-2009, 01:18 PM
Actually, I'm happy to say its really the one and only non-work/school project that I'm working on. With 10-12 hours of math crap a day I need a sanity breaks so I pop into the tower scene and start cranking away. Mind you like I mentioned its being designed from concept to be high poly, very high poly for a specific purpose. With a HUGE major project, a paper, a lab and finals all due next week I doubt I'll post any updates till the following week which is what I already had planed. And mind you I'm only posting teasers right now since while I have lots of 'parts' for the tower I have not put them all together as I have to wait for a specific tool to get completed before I can.

softdistortion
07-17-2009, 01:26 PM
Hey Tim.
Good to hear you are surviving the classes tuts and all...recently also saw ads for webinars you are doing...good for shirowproject rep to have a famous person on the project. Just hoping you keep 'stayin alive' despite your workload.

aurora
07-31-2009, 08:58 PM
Long time no update. I took some time off from working on the interior city, which is not showing in this image, to build one of five huge elevator towers taking people from the main city level to the second city level. The second level is ~450m above the first level.

One nasty thing about the final setup for this is its being designed to be rendered and comped in passes as there is a lot of water features in this sucker. Waterfalls tall and small, fountains, normal and Bellagio-esque.

One thing I'm still trying to work out is while I have access to the ocean bound tower complex via the ocean and air, should I add in road or train access to the complex? I have left that potential open and addable I just have not decided yet? Comments?

No sense complaining about the crappy lighting and texturing as its just a quit and ugly screen grab.

http://www.spinquad.com/forums/attachment.php?attachmentid=37625&d=1249073902

softdistortion
08-15-2009, 12:43 PM
Sorry I missed this...thanks Tim. :buttrock:

aurora
08-17-2009, 09:02 PM
I'm now going with a more organic/free flowing look and I'm liking things a lot more nowbut am redoing a ton of what I had started.

Any comments on whether I should add in ground (road and/or train) access to the city in addition to sea and air?

softdistortion
08-22-2009, 07:01 PM
Cool...As a texture guy, I can say...also sounds kinda scary. :D

softdistortion
10-19-2009, 01:12 PM
UPDATE

I mentioned in another thread that I would post some info on the future of this project....so here goes-

It will be a while before it happens, but I'm suggesting the whole project be moved to cell shade render.

The reasons for this are:
1- the amount of UV unwrapping and texturing is impossible for me to do alone. cell is easier all round...faster to setup, super fast to render.

2-most of the models are not detailed enough to hold up in the photo real renders

We still have a big roadblock in character animation dept. This is something I don't see getting solved, and believe me when I say I have tried many things to get it fixed, including many hours in co-operative work with small mocap shops that have ended with the other party loosing interest in short order.

The only way I see animation solving for this project is if some insanely dedicated, loyal and relieable mocap system owner comes along and decides to go on a jihad to get the animation created. :eek:


So that's it for the moment... any thoughts, comments appreciated. :wip:

sllink
10-19-2009, 03:48 PM
Hi SD and team,

Well to tell you the truth, I love the cell shade artistic style either style suits me just fine. I like both hyper realistic or cell. I've watched a lot of Applesed and GITS over the years we have been working on these projects bu I've been itch'in to do a decent cell. However you know me its not always about the final image, its about the story for me so if the story is good heck we could use hand puppets. ;) In either case I'm easy I will go any way you or the team decides.

Im always jazzed about your ideas by the way you just seem to have so many. lol :beer:
(See my post in other vFX thread)

aurora
10-19-2009, 07:32 PM
I agree, I'm 100% for the cel-shaded look especially for our project. Its just way cooler to me looking at it and WAY easier to work with but still allows for some seriously great graphics and effects. Somehow the thought of pushing towards H-PR or even PR kinda turned me of artistically.

Besides the new tower is IMMENSE, not that I have made a single poly of any sort for any project since Aug but when X-Mas break comes up I'm working on the tower non-stop. Its the one thing that gets me through some days like today, bad test, REALLLLLY BAD test.

softdistortion
10-20-2009, 11:53 AM
Thanks for that feedback guys.

The VFX projects will continue to be PR, which also makes cellshade a nice option for a change up on this project ....

Sllink, hehe, sock puppets is not a bad idea...would solve our animation roadblock. :)

softdistortion
01-13-2010, 05:00 PM
UPDATE

Ok, so a few details on the plans for this project's future.

1- It's going to be CellShade
2-It's going to go back to it's roots of still render scenes, and also follow Sllink's lead by developing stills that will fulfill the ORIGINAL storylines we created.

I need to re organize a few sites, and this will be one of them.
Shirowproject will get a new home similar to the VFXjournal (http://softdistortion.com/vidjournal/)

When will this happen?
Depending on how the rest of my work goes, and what feedback and support this gets from YOU...it will happen either soon, or a long time from now, in a galaxy far away..

aurora
01-13-2010, 07:12 PM
I'm 1000%(strange thing for a applied math grad student to say) in favor of the cel shading an 99% in favor of the nothing but stills. But then considering all the free time I don't have anymore who am I to complain about anything.

Believe it or not I do actually have more work done on the new tower its just not something I can show off right now as I'm thinking of making a change to some of that new stuff which will make it a rendering nightmare as there will be a ton of water features in it. But it would be ohhh so cool!

softdistortion
01-14-2010, 01:21 PM
thx....good to know you are still hanging in Aurora! :thumbsup:

sllink
01-14-2010, 02:01 PM
Count me in. Sounds like fun!!

softdistortion
01-14-2010, 07:31 PM
Yeah, once it happens, It'll be sweeet!
Now we just need Donshole back in here to reboot the fuchi MB rigs for posing. :wavey:

softdistortion
06-15-2010, 01:32 PM
SD, Do you have a style sheet or something for your current vision for Shirow items. I'm still working on the new Tower but am at a point where a couple of the structures within it can stay semi low poly and just get dealt with cel-shading style or add the details in and go more realistic looking.

I guess the stylsheets are basically a mashup of GITS and Appleseed books 3 and 4.

As far as your texturecentric question- I can't give a proper answer without seeing it, but basically if it is not up front and close you can leave it lo poly.

Mind you this sucker is severely high poly count regardless and has LOTS of water features throughout the entire complex among other cool feature.
Um, I hope you do remember how work intensive it is to do proper cell water, fountains, splashes etc????

Also didn't we have a few different E.S.W.A.T. aircraft models? I thought I had all of them but can't seem to find them.

Yeah, we have a few.
I'll try to get to eventually digging them up and putting them on the collabunlimited.net site with access to only top level members. Will have to make you a membership as well.
I need to start making use of that site for projects etc! :banghead:
===============

I believe the last word I read was you wanted to move back to the semi-Hyper real/cel style that we started with.

Below is a copy paste of the updates/info posted earlier in this thread.>
UPDATE

I mentioned in another thread that I would post some info on the future of this project....so here goes-

It will be a while before it happens, but I'm suggesting the whole project be moved to cell shade render.

The reasons for this are:
1- the amount of UV unwrapping and texturing is impossible for me to do alone. cell is easier all round...faster to setup, super fast to render.

2-most of the models are not detailed enough to hold up in the photo real renders

We still have a big roadblock in character animation dept. This is something I don't see getting solved, and believe me when I say I have tried many things to get it fixed, including many hours in co-operative work with small mocap shops that have ended with the other party loosing interest in short order.

The only way I see animation solving for this project is if some insanely dedicated, loyal and relieable mocap system owner comes along and decides to go on a jihad to get the animation created.


So that's it for the moment... any thoughts, comments appreciated.

============

UPDATE

Ok, so a few details on the plans for this project's future.

1- It's going to be CellShade
2-It's going to go back to it's roots of still render scenes, and also follow Sllink's lead by developing stills that will fulfill the ORIGINAL storylines we created.

I need to re organize a few sites, and this will be one of them.
Shirowproject will get a new home similar to the VFXjournal

When will this happen?
Depending on how the rest of my work goes, and what feedback and support this gets from YOU...it will happen either soon, or a long time from now, in a galaxy far away..

aurora
06-15-2010, 02:19 PM
Thanks for the massive reply SD! I knew you/we talked briefly of going back to the celshading. I was hoping something od a cross of what we had done and something like Olympus in Deus Ex Machina. In fact I have changed alot of the interior of the tower to resemble Tartarus and Daedalus. No frets on the UV's I have been working on them as I go. It makes modeling a much longer task but oh so much easier in the end.

As for water. Yeah I know how intensely hard it it. I have no idea how to deal with the immense amount of water features I have in it now and even more planned yet I keep adding more and more. I fear in the end it will be a new plugin to deal with it all.

So what am I doing on it right now? Well like I said I totally gutted the entire lower tier section and am redoing it to have a semblance to T&D from Dues Ex Machina only with a more aquatic garden theme. The reason I asked for the other models is not that I need 'them' I just need very low poly mockups of them which give an approx size/shape to them for sea level and higher level ports. I have one of the drop ship I just need low poly mocks of anything else we have. FYI I am modeling to real world scale save I made the floor height intervals at 10 feet just to make modeling a mile high city easier.

More later I'm about to be late and need to sprint out the door.

Tim :)

softdistortion
06-22-2010, 11:32 AM
Thanks Tim.
The rest of the dropships are the same size or smaller than the U wing I think you still have, so you should be ok to use that as your guide for sizing.

aurora
06-22-2010, 01:30 PM
Thanks, that into work perfect for me.

Another question though. I was watching Gundam last night and thinking of Applessed and started wondering how much if any military defense should the tower city have. The old much smaller/simpler one had none other then the upper dropship port deck. Should the new one have defense stations around it in addition to the lower landing pads and upper ports?

softdistortion
06-24-2010, 03:50 AM
Tim, you have me at a real disadvantage not having ANY solid idea what this monster tower of yours looks like. :argh:

Having said that, what's the point of stopping now. Add whatever you wanna add. Somehow we'll make it integrate.

**Just a quick comment re your mentioning UVing-
You don't have to worry too much about UV's if we are doing true cellshade. It's more important to see where the cell lines need to be and then setting up separate surfacing on adjacent sides.

aurora
06-24-2010, 03:26 PM
Yeah, I know, I have been slothful in posting updates mainly because I'm struggling creativity wise. I have an image in my head of what I'm after but am failing at bringing to my fingers. Meaning one day I add a lot of new stuff, the next day I look at it and think this sucks and start over on parts. The only thing I'm happy with is the super structure. But I'm getting there, slowly.

As for UVing I still need to do alot of it since I have many structures that are a few to many stories high which I have no poly detail on knowing that we can add that as textures. Some objects will nicely cylindrically/cubicially map most others, grrrrr. This is actually why I'm struggeling to. I'm use to adding in poly details and not having them makes things look stupid to my tired eyes.


Any comments about defense stations? Probably not till you see some images. I'll try and get something sane enough to post this weekend or early next week. I'm stuck in the middle of a nightmarish problem on one of the clusters I work with thats sapping the life/soul out of me.

softdistortion
06-27-2010, 12:27 PM
Yeah that kind of freestyle iterative work flow can be pretty stretched out time wise...not like I know about that :P

...was looking at VFX01 EP1 yesterday and the idea has completely changed...a year later it's still going. But hey...learning tons of film chops that will be very important for upcoming work. Next personal project I WILL do storyboard guides...they have to be there...I'M SERIOUS! :D
------
Re UVs- The idea for doing cellshade was to save me having to texture more huge assets...I just won't have time anymore.

Is there any way you can promo some shots when you have something you feel you can show and we recruit some help here and at SQ? I can host the project progress on the collabsite...maybe do a short cell howto and get people helping set up the models surfaces/colors etc? You can keep guiding on the model end and I could give input on the surfacing?

Would also help me get the collab network going a bit better! :)
------
Hope your nightmare ends...there's always going to be something though so hang in...we're in for the long haul. :wip:

aurora
07-01-2010, 10:08 PM
I'm taking a short time out to do a few small creativity modeling/rendering exercises to re-condition my brain to something thats not applied numerical analysis crap. That should get me back into a better modeling mind for the city. Will images as soon as I stop creating then deleting everything for the city.

sllink
07-06-2010, 07:48 PM
Next personal project I WILL do storyboard guides...they have to be there...I'M SERIOUS! :D
:wip:

Promises promises, lol. I hope everyone is having a great summer. It is freakin hot here in Virgina yikes. Yea, Im still unpacking....did I tell you I hate moving!!! Cant find a da#$@ thing. ;) Now I have to much space to lose stuff in.

softdistortion
07-07-2010, 02:55 AM
Aurora- always here...will be keeping an eye open for you.

Sllink- ooooo...that's hittin below the belt...you know i got a thing for boards. :)

aurora
07-07-2010, 03:21 PM
And here I thought sllink was talking about me :blush:

Seriously though, I did start getting back into the grove and have a more cohesive vision. Sadly, oh course, it shan't be all that low poly, but being cel-shaded MUCH lower then other wise!

Still need to figure out how to deal with the umpteen gazillion water features, some titanic in nature, throughout this place. But oh it will be so damn cool!

sllink
07-07-2010, 08:51 PM
I'm still root-in for ya Aurora you have a big plate with a lot of stuff on it so keep at it!!! You don't have to eat the elephant in one bite, its better to eat it in small T-bone steaks with a bit-o-A1 sauce if can manage it.

I need to get to work on something too before I forget how to use all these applications we've piled up. I'm just not sure what to tackle.......If you need any help let me know otherwise I may visit some older models that need some updating I think.

SD-Boards are your friend, just as I am!! :beer:

softdistortion
07-08-2010, 12:17 PM
Aurora- Did you consider the last suggestion I made about posting something to get interest up and maybe generating some helpers from here and SQ- we guide the progress?

Or maybe focus on one of those water features? Do you remember the setup for the cellshade look water bullet impacts? Paint overs on frames of the morphed geometry? We could do some development on how to apply and adapt to water fountains/features you have going?


Sllink- I definitely feel you are an old friend! Boards....not so much. :scream:

Re getting back to it. We still need to finish 2 copbot scenes.

1-The pillar getting shot up scene.
This needs all the rest of the elements integrated and setup to render at a quality that matches the rest of the renders I have been doing.

I'd need you to take a look at the file again and let me know what is missing. I'd upload the rest of the items to dropbox and we can both use that as the LW project directory so we are loading and looking at the same scene and can each add our tweaks/items as needed

2-The copbot hitting a pillar scene.
I'm thinking we scrap the idea of a fully animated impact for now and try to do a single frame at the point of impact. (do it in Modo since we had a pretty good setup scene in there already form what I recall?)

If possible I was thinking of trying to do a VFX integration with this. The scene would have our still of the copbot smashed into the pillar with it's body bent and parts flying off...the pillar parts you Zbrushed and a bunch of dust and smaller debris flying around..all frozen in time at that point.

Then I was thinking of layering that with live footagef (similar to what I have been testing HERE (http://softdistortion.com/index.php?option=com_content&view=article&id=225:vfx1-garage-pickup-shots-jun-2010&catid=1:latest-news&Itemid=54) ) of actors shot in the garage...they are walking around, looking at a holographic overlay of the impact scene. Like a couple scenes in the the movie Serenity.
Example @ 4:03 YOUTUBE (http://www.youtube.com/watch?v=QZPxNmMlkqY)

It's complex (as usual) but I think it would way cool if we could pull it off. Which I know we would with our patient persistence.

Again, I'd appreciate if you could you to take a look at the files again and let me know what is missing. I'd upload the rest of the items to dropbox and we can both use that as the Modo project directory so we are loading and looking at the same scene and can each add our tweaks/items as needed.

aurora
07-12-2010, 04:48 AM
Aurora- Did you consider the last suggestion I made about posting something to get interest up and maybe generating some helpers from here and SQ- we guide the progress?

Or maybe focus on one of those water features? Do you remember the setup for the cellshade look water bullet impacts? Paint overs on frames of the morphed geometry? We could do some development on how to apply and adapt to water fountains/features you have going?
.

I have actually and I do plan to post. I have just been playing with the styling for all the buildings and after MANY doodles and much, much web ref hunting I came up with a building design theme I really like. Part of the problem is this complex is huge, over a mile tall, yet also a little small. Since its conical and a mile high the base is not a mile in diameter and I want an entire city in it. So its too huge and too small all at the same time. trying to get the scale of everything to really pop has been a pain for what I want to see. So the plan I have is very free flowing curves which adds to the water themes everywhere.

So today I started working on the first, base layer of center tier buildings. The design is just what I imagined and was very happy. Then I looked at the poly count. Then I figured out the poly count for the first 9 floors which makes up the center city tier base. >500,000 polys. That's low-poly and just the base. OUCH! Mind you I have it designed for wide angle views to closeups and trying not to go sub'd. So even with smoothing on and smoothing angle tweaked its nasty, mainly because it is such a large feature.

Tomorrow I look at using the same design, basically, but reducing the poly count dramatically. As so as I get that first tier base done I'll post some screen shoots.

-------------------------------------------
As for the water features. Right now I'm just going to worry about the modeling of them. I'll worry about how to add the actual water later.

sllink
07-12-2010, 03:10 PM
A
Re getting back to it. We still need to finish 2 copbot scenes.

1-The pillar getting shot up scene.
This needs all the rest of the elements integrated and setup to render at a quality that matches the rest of the renders I have been doing.

I'd need you to take a look at the file again and let me know what is missing. I'd upload the rest of the items to dropbox and we can both use that as the LW project directory so we are loading and looking at the same scene and can each add our tweaks/items as needed

2-The copbot hitting a pillar scene.
I'm thinking we scrap the idea of a fully animated impact for now and try to do a single frame at the point of impact. (do it in Modo since we had a pretty good setup scene in there already form what I recall?)

If possible I was thinking of trying to do a VFX integration with this. The scene would have our still of the copbot smashed into the pillar with it's body bent and parts flying off...the pillar parts you Zbrushed and a bunch of dust and smaller debris flying around..all frozen in time at that point.

Then I was thinking of layering that with live footagef (similar to what I have been testing HERE (http://softdistortion.com/index.php?option=com_content&view=article&id=225:vfx1-garage-pickup-shots-jun-2010&catid=1:latest-news&Itemid=54) ) of actors shot in the garage...they are walking around, looking at a holographic overlay of the impact scene. Like a couple scenes in the the movie Serenity.
Example @ 4:03 YOUTUBE (http://www.youtube.com/watch?v=QZPxNmMlkqY)

It's complex (as usual) but I think it would way cool if we could pull it off. Which I know we would with our patient persistence.

Again, I'd appreciate if you could you to take a look at the files again and let me know what is missing. I'd upload the rest of the items to dropbox and we can both use that as the Modo project directory so we are loading and looking at the same scene and can each add our tweaks/items as needed.

Will do. I'll have a look at the scene files. However the copbot scene with the pillar smash was just a test scene for testing a heavy impact to a pillar wasnt it? I didnt dress it up to be used as a VFX shot. If I had known... I'd work on the dynamics a lot longer. I just wanted to test the LW collision against the pillar with the debris shooting from the pillar. :surprised:thumbsup:

softdistortion
07-12-2010, 05:36 PM
Sllink- moved reply post to the VFX01 thread

sllink
07-21-2010, 02:12 PM
Or maybe focus on one of those water features? Do you remember the setup for the cellshade look water bullet impacts? Paint overs on frames of the morphed geometry? We could do some development on how to apply and adapt to water fountains/features you have going?



What is the setup for the cellshade look?

softdistortion
07-22-2010, 07:55 PM
Sllink- ...putting 2 question marks made it a bit dooh...sorry.

I shoud have said- The setup for the cellshade looking water impacts was done in photoshop by doing frame by frame hand paint overs on renders of the morphed geometry from LW.

softdistortion
08-19-2010, 12:28 PM
****EDIT****

softdistortion
09-09-2010, 09:20 PM
**nudgety bump**

softdistortion
09-25-2010, 08:56 PM
Announcing Plans for a Celshade Masterclass (http://collabunlimited.net/network/groups/forum/topic/Cellshade-Masterclass.htm) training set @ collabunlimited.com

Still need to work out some details, however, I think it is something worth doing as there is no comprehensive training for Film level celshade texture work available anywhere I have seen...

If you have an interest please email collabunlimited at hotmail.com with "celshade" in your email title. Your email will be used to notify you when the training is ready for release.

We're not talking the cel look you can find with the other tutorials around the web. This is film level quality cel that viewers commented on as "even better than what you see in films"
http://softdistortion.com/PROMO/FUCHI/fuchi_pose.jpg

More Viewer quotes>

"Would have thought it was a clip from from Ghost In THe Shell if I didn't know better."

"...I don't really know if you are using cell shade, but it looks kicka**!! "

"Your project has...a look that many want to accomplish, and few have attained."

"The style is greatly done..."

=====

If you are interested, please email collabunlimited at hotmail.com with "celshade" in your email title. Your email will be used to notify you when the training is ready for release.

donShole
09-27-2010, 03:38 PM
SD, this is excellent! I have to say the texture work I've seen on your collabs since is even better than what you did back then.

softdistortion
09-29-2010, 03:14 AM
Thanks Lesa.

softdistortion
02-09-2011, 03:07 PM
Stumbled upon a ton of old team vids. Posted them at vimeo.

Some are fuzzy due to the lo rez we had to render back in the day...before HD video uploads...remember that? :)

http://b.vimeocdn.com/ts/125/469/125469056_100.jpg (http://vimeo.com/19749495) http://b.vimeocdn.com/ts/125/434/125434418_100.jpg (http://vimeo.com/19744581) http://b.vimeocdn.com/ts/125/471/125471956_100.jpg (http://vimeo.com/19749921)

http://b.vimeocdn.com/ts/125/468/125468428_100.jpg (http://vimeo.com/19749426) http://b.vimeocdn.com/ts/125/449/125449231_100.jpg (http://vimeo.com/19746718) http://b.vimeocdn.com/ts/125/467/125467103_100.jpg (http://vimeo.com/19749242)

jayreef
02-09-2011, 07:02 PM
Thats a blast from the past fellas :thumbsup:

i was only looking at the data book the other day :beer:

glad to see everyone still around :wavey:

softdistortion
02-10-2011, 12:38 PM
Hiya Jay!
Great stuff isn't it? :love:

Actually I was wrong about the date on the dropship interior vid...took a browse of the team forum (http://shirowproject.com/shirowforum/) (yeah, it's still alive...just can't let go the nostalgia :D ) last nite...looks like the dropship vid was done in 2005!

Our CGTalk project thread started Dec 5th 2003, can't hardly believe the 10th anniversary is coming up in 2 years!

+++++++++++
Found a few stills from that dropship interior clip>

http://shirowproject.com/images/shirowproject_426.jpg

http://shirowproject.com/images/shirowproject_427.jpg

http://shirowproject.com/images/shirowproject_424.jpg

http://shirowproject.com/images/shirowproject_425.jpg


Also cool to see- we were talking about a behind the scenes document of some kind, a little over a year later we had the massive Databook release!

jayreef
02-10-2011, 09:44 PM
Love the nostalgia and the drop ship SD

aurora
02-10-2011, 10:38 PM
I HATE IT all. It just reminds me of how much more work I have to do on the new tower (which is psycho-huge now, polywise) Sadly my workstation I model on is totally devoted to my research projects for the last couple months and for a few more months to come. All it does is sit there and run calc's day and night, night and day. All I want to do is take a break and model. But alas I'm must be the king of evil, at least if you take the adage 'no rest for the wicked' literally.

Actually there was an excellent cel-animation in there that I have never seen. I LOVED IT!

If nothing else I just proved how psycho I am.

softdistortion
02-12-2011, 12:35 PM
Which one didn't you see before?

Sllink also did a really cool comic book release PDF LINK HERE (http://softdistortion.com/FILES/Sllink/FinalPayback_rev2.pdf) .

It was his solo side project that forked off of the main of shirowproject.
He did 99% of this work on this story.

Go have a look. :buttrock:

softdistortion
02-18-2011, 04:27 PM
A few more VINTAGE shirowproject clips from the stockpile discovered while cleaning server files and HardDrives.

AGAIN, NEED TO MENTION...Some are fuzzy due to the lo rez we rendered back in the day...hard to believe but it was before HD video uploads were common place...:)

http://b.vimeocdn.com/ts/128/138/128138226_100.jpg (http://vimeo.com/20073224) http://b.vimeocdn.com/ts/127/882/127882439_100.jpg (http://vimeo.com/20076077) http://b.vimeocdn.com/ts/127/872/127872212_100.jpg (http://vimeo.com/20074462)
http://b.vimeocdn.com/ts/127/864/127864937_100.jpg (http://vimeo.com/20073342) http://b.vimeocdn.com/ts/127/867/127867353_100.jpg (http://vimeo.com/20073625) http://b.vimeocdn.com/ts/127/867/127867631_100.jpg (http://vimeo.com/20073724)
http://b.vimeocdn.com/ts/128/142/128142530_100.jpg (http://vimeo.com/20073809) http://b.vimeocdn.com/ts/128/143/128143026_100.jpg (http://vimeo.com/20073999) http://b.vimeocdn.com/ts/128/143/128143467_100.jpg (http://vimeo.com/20074103)

aurora
02-18-2011, 07:21 PM
Which one didn't you see before?

Sllink also did a really cool comic book release PDF LINK HERE (http://softdistortion.com/FILES/Sllink/FinalPayback_rev2.pdf) .

It was his solo side project that forked off of the main of shirowproject.
He did 99% of this work on this story.

Go have a look. :buttrock:
HOLY CRAP!!! I don't remember ever seeing that. I can't wait to get home to print it out on nice paper and enjoy it properly.
After 3 weeks of non-stop computing I have finally managed to get 1/6 of the way through the data analysis possessing my workstation. After that different set of analysis crap to run through. I think this means one thing and one thing only. I need to go buy a new computer this weekend and get LW and my new tower stuff on it and get working again. The only question is which kidney do I sell, my left or right? I'm thinking both and get a really nice machine. LOL!!!

softdistortion
02-28-2011, 08:21 PM
HOLY CRAP!!! I don't remember ever seeing that. I can't wait to get home to print it out on nice paper and enjoy it properly.


Aurora...boy are you gonna feel silly when your long term memory banks kick in... :D

sllink
03-01-2011, 01:43 AM
Yea its funny how much stuff you find when you are cleaning up. It can be like a time capsule, you know like the one in "The Knowing" :) Hmmm maybe theres a code in there....sounds like it might have potential for a story. :D Its great to know you guys are still around after all these years. :thumbsup:

softdistortion
03-04-2011, 12:56 PM
True, it is like a trip back in time...happy memories of our team, all you guys were o GREAT!

Finding all the files and thinking of our projects 10th anniversary...might be cool to take the whole thing into OpenSource mode...People could get access to the scripts we didn't get done and or add their own stories with the assets.

I still want to do the celshade masterclass thing too...would make an amazing package.

What do you guys think? Would you be cool with opensource, maybe with restrictions on repackaging and selling?

aurora
03-05-2011, 03:10 PM
I think that is a GREAT idea!

While suffering through a empty Office hours session and not wanting to do any of my work (yes I paid for it later) I started doodling and came up with a great new entrance to the new tower. I originally did not want to do the train station and boat dock outside the tower complex as the new tower is so freaken huge thus allowing more then enough room to add them under the main platform of the tower. Then I came up with this cool bridge design and thought this would be much more visually stimulating.

Sadly I'm still at the point that I can't work on anything do to no time and my work station saturated doing data analysis for at least another month running 24/7. Grrrr, by the time I get to work again I will have forgotten how to model :(

sllink
03-05-2011, 04:27 PM
Sounds good SD.

What does the cell shade master class include? I would love to learn how to do it. :twisted:

softdistortion
03-05-2011, 09:27 PM
Thanks for feedback guys...glad to hear you think it would be a good move.

Aurora- if yo get a chance maybe you could drop some info on what we are thinking of doing on the forums you Mod and get feedback on what people are most interested in seeing first. The vids I posted earlier should help give them an idea of what is in the bag.

Sllink- I was thinking to include it all, how to do the shaders, how to do the PS paint work I did on the tunnel...all of it.

I know you have wanted this for a long time my friend! :)
In past I didn't give out the info as some of it came from others who I did not have permission from, but LW is now going to Core, and it's been so long since we did some of this work... I think at 10 years no one can complain too much to see it open up.

I'm thinking of buliding a new shirowproject UBER site over the next year and start to prep the models and the celshade tuts.

If you are ok with it, it would be very cool to also have your Comic Book scenes included?? Or the models??

Starting Jan. 2012 we could have one release each month up to the complete opensource of the whole project.

softdistortion
09-06-2011, 06:25 PM
Any of you guys still up for this?? :wavey:

aurora
09-06-2011, 09:10 PM
I'm still working on the HUGE and EXPANSIVE new island city/Tower. Sadly it gets 1/10th of 1/10th of 1/10th of 1 percent of my time/ But I have not stopped working on it, especially since I finally found the overall style and theme I have been wanting for it.

aurora
09-06-2011, 09:16 PM
I should also mention I have new mono-rails and stations. Actually a few different ones. A set that brings people out to the outer Tower/City complex, a set to bring them into the Tower/City and a set that runs all over the Tower/City complex. Mind you the new Tower/City complex is measured in several kilometers!

softdistortion
09-08-2011, 12:54 PM
Hey Aurora, good to hear from you!
So what you're saying is the tower ETA is sometime in the next millenium? heheh
Better get a move on, you're looking me look like a lightnng bolt for speed. :)

Anyone else still i here..Sllink, Colkai, Jayreef...??
Could use a hand organizing and optimizing all the model assets for this release.
I would also still have to do the shader/texture tutorials for how we got the cellshade look we developed.>>

http://shirowproject.com/PROMO/FUCHI/fuchi_pose.jpg
http://shirowproject.com/PROMO/FUCHI/fuchi_close01.jpg

http://shirowproject.com/img-upload/img-files/ESWAT_DIVE.gif

http://shirowproject.com/PROMO/BUG_HIREZ_3000x2000.jpg

http://shirowproject.com/PROMO/motobike_3840x2160_hirez2.jpg

aurora
09-08-2011, 02:24 PM
Wow, your over-optimistic on my ETA, LOL. No I don't think it will be the next millennium, next century maybe TRF (the opposite of LOL - Tears Are Flowing).

BUT those images provide massive, screw work and thesis projects, stay home turn on the work station and work! Must needs find a compromise between the two (in all seriousness)!

softdistortion
11-24-2011, 05:06 PM
Recently found one of the last shirowproject video clips done.

http://b.vimeocdn.com/ts/215/001/215001619_200.jpg (http://vimeo.com/31851111)
Click on image

This one was for the interior of the tower docks area and has a mocaped character in the scene.

**Mocap was done by fluidmotion LCC using OptiTrack (http://www.naturalpoint.com/optitrack/) system. Cleanup etc via MotionBuilder final output was to LW.

Drop ship by Dodgy

Character by sd and various other contribs.
---------------
I could use some help getting the 2012 re-opening of shirowproject organized/promoted.
PM if you can assist and have at least basic LW and for scene setup and file organizing. :wip:

sllink
11-25-2011, 06:31 PM
Hi SD,

What do you think about the bullet dynamics in LW 11? Thats what we have been waiting for? Just makes you wonder how stable it will be. :D

softdistortion
11-26-2011, 12:13 PM
Yeah, if it works it will be a nice addittion for more realistic FX. Maybe eventually we could put the scenes up @ collabunlimited.com and open it to people interested in adding some LW11 tweaks/dynamics?

Maybe we should feel it out @ the forums to build interest?

softdistortion
12-26-2011, 12:55 PM
We've started some prelim info for our anniversary buildup to Dec5 2013 :wip:
PM or email to let us know if you can help or want in. FORUM (http://collabunlimited.net/forum01/viewtopic.php?f=8&t=11)