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02 February 2004, 07:15 AM
This thread originally started Feb 2004 and since then I've completed a short film entitled Egghunt.

teaser trailer ( (8.6Mb Quicktime)
Egghunt_small ( (10.9Mb Quicktime)
Egghunt_Large ( (98.7Mb Quicktime)

CGSociety Feature Story (

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This is my first post here. I'm 21 attending Cogswell Polytechnical in California. I'm in the process of making a 5 minute animated short due out April 2005. For more renders, go to my website (

Please leave your comments, critiques, opinions.. I'm eager to hear :)
final concept

02 February 2004, 07:02 PM
Funny stuff. I think you're doing pretty well, but you should also post some 3D pics, instead of just the sketch. A lot of times, I don't read the text, just watch the pics and draw my conclusions. If I like the pic, I'll read the text. That's how i found out you were actually moddeling this guy already. Looks cool.

Strange, huh, that I was the first to even read this post, while it's already on the second page. Maybe you should try to squeeze in the word "sexy" or "big breasts", to get these hormone-bombs interested. Sexy caveman short, featuring lotst of naked big breasts. Copy paste that into your Subject line, and the crowd will go crazy.

02 February 2004, 07:08 PM
nice model sheet i like his design very funny :)
i'm very impatience to see him in...3d ;)

02 February 2004, 05:47 AM

02 February 2004, 07:38 PM
i like it man very funny .
great model...euh..can we see the back of your character ;o)

02 February 2004, 12:37 AM

02 February 2004, 12:38 AM

02 February 2004, 12:39 AM

02 February 2004, 01:19 AM
the arms i think will be a bit of prob but othewise it looks cool

02 February 2004, 05:21 AM

On to rigging...

02 February 2004, 07:09 AM

03 March 2004, 11:58 PM

Here's a quick sketch of the solidifying scene concept

03 March 2004, 01:11 AM
cute :)

his fingers and toes look a bit boxy tho.

03 March 2004, 06:25 AM
I just updated my webpage for my progress - check it out!

03 March 2004, 06:36 AM
They are boxy, but I think it helps the scene out. They fit it damn well, and it think they are exquisitely detailed for how low poly they are.

04 April 2004, 01:04 AM
new test animation. I finally got the arm rotation on the z-axis to work for me :)

new arm test (

04 April 2004, 06:08 PM

I finished writing the script! I have been hoping to use it for my final project in a storyboarding class, and it's been approved! Two birds with a single stones' throw! Look for storyboard posts at the end of this month :)

04 April 2004, 08:32 AM

So I've decided to stop making 2d sketches of the scene and just go ahead and experiment directly in 3d. Other than the fact that I'm not (yet) Feng Zhu and my perspective skills aren't yet intuitive enough to draft out numerous scenes on the fly - I'm finding it easier to play with position and composition directly in 3d modelling. More to come....

04 April 2004, 08:56 AM
Looking damn good so far, Feng Zhu is a god.

04 April 2004, 05:04 PM
a first look at the antagonist of the film.

04 April 2004, 09:36 PM
The unibrow sure makes it all come together.

04 April 2004, 08:48 AM

I've completed my storyboards for the short film! I'm going to make an animatic out of them with my rough score and sound effects. Sorry, I won't be posting those online until the final film comes out, but I'll be sure to document the rest of the details all along the way :)

04 April 2004, 12:54 PM
nice idea... it's inspired me to do an anim :) i like this style man !!! waiting for new renders and of course animatic!

05 May 2004, 10:05 PM

So - Bruce's 3d model is finalized. To the casual eye, all I did was give him clothes, but believe it or not, this is a completely new model - made totally from scratch. The topology has been optimized for the new expressions and movements laid out in the storyboards.

Turntable loop: Bruce Turntable ( (10sec DIVX 247Kb)

05 May 2004, 05:25 AM
Great work so far, hope I'm as good as you someday, sir.

05 May 2004, 05:25 AM
Man! I've done a ton in the past two days! The rig has been completely redone and its almost entirely complete!! I'm currently modelling an extensive batch full of morph targets for Bruce's facial animation, but other than that - everything's rigged! I abandoned Maya Cloth in replace of softbody dynamics for Bruce's gown. I haven't yet enabled collission to his legs, but otherwise - take a look at this test:

Lo-rez test: Bruce the Olympian ( (2sec DIVX 63Kb)

05 May 2004, 05:29 PM

modelling the set....

05 May 2004, 05:30 PM

I'm taking a break from modelling the set to revisit the material shader for Bruce's skin. I noticed that in previous versions, Bruce lacked a general warmth that comes from under the skin at specific angles. So I read through Stahlberg's tutorial on skin shading and constructed my own shader. Here's a test render without any painted maps or colored lights...

Scott Harris
05 May 2004, 08:39 PM
cool. I'll be watching this thread

05 May 2004, 06:05 PM

I roughed out Bruce's first walk cycle! I haven't yet put his personality in the walk, so consider it a generic walk for now.

3 View Walk Cycle ( (2sec DIVX 90Kb)

LowRez Rendered Walk Cycle ( (4sec DIVX 95Kb)

05 May 2004, 02:59 AM

I've put together a real quick and dirty facial animation test now that I have a fair amount of target shapes modelled.

Facial Animation Test ( (8 sec DIVX 383Kb)

05 May 2004, 08:17 AM
I've begun the REAL walk cycle. I'm going to be gone for two weeks on a trip to Europe, so .. no 3D for me. But I'm going to try to do a bunch of painting, so I'll have those posted when I get back! Until then - here's the walk in progress (no arm animation)

walk cycle (lower body) (

05 May 2004, 05:34 AM
This is fantastic stuff!! I can't wait to see it!

I am working on a Caveman short myself (Gus). There seems to be a few in the works at the moment...*sigh*

Your storyboard art is INCREDIBLE!!! Great work!

05 May 2004, 06:46 AM
Very good concept!

05 May 2004, 11:48 AM
great what you do with that small eyeballs - inspiring - I wouldnt have thought of deforming small things like that so much.

the skin shader did him some good

keep it goin

05 May 2004, 11:23 AM
Yep love the models and concepts and process
Most of all the plainly obvious sense of humour you possess.
Were you beaten with a funny stick at an early age too?
Looking forward to seeing it take flight

06 June 2004, 07:13 AM
thanks for all the great feedback guys! I've got a new walk cycle. Tell me what you think! I'm going ot crank out a bunch more of these cycles soon!

Walk Cycle (


07 July 2004, 04:26 PM
So it's been awhile since I last posted. I have put together a test animation of (lorez) Bruce tossing a spear - I'm pretty happy with the range of motion the setup is allowing me. Let me know what you think of the animation!
Side: (4sec Cinepak AVI 4.57Mb)
Perspective: (4sec Cinepak AVI 4.87Mb)

07 July 2004, 09:21 PM
here's a quick test of (loRez) Bruce attempting to push a box. Let me know what you think of it!

(8sec DIVX 472Kb)

07 July 2004, 10:03 PM
Been following the thread for awhile, great work. I'm really likeing the last walk cycle you have posted b/c I feel it gives him more character. Spear throwing and push looks really nice to, great timing.

07 July 2004, 01:17 AM
hey paul.yan this looks great... i think this is going to be an exellent short.
good luck to ya

PS: i like the boxy style of the characters... very rock like very flintstone in a way

07 July 2004, 08:39 AM
thanks for the comments guys!

I've got two shots I've roughed out the animation to (loRez versions). Let me know what you think (critiques warmly welcomed!!):


07 July 2004, 09:52 AM
im really liking where this is going , your animations tests are good..very solid stuff man , keep it up,, cant wait to see end result. :)

10 October 2004, 09:53 AM
Looking great Paul! I'm assuming we'll see this guy in the fusion awards? HINT HINT!! Awesome stuff man.


10 October 2004, 04:49 PM
Hey guys - just to keep this thread afloat, I've completed two and a half minutes of animation (none of which I can really post until the film is completed). I've been doing a lot of research into the kind of look and feel I want - in about three weeks or so, I'll post some render tests and try and get your opinion.

PGillette (PM me - who are you? When are the Fusion awards?)

10 October 2004, 08:22 PM
Well lookee here, I thought this short may have gone the way of the dodo. Nice to see you back paul.yan and glad you're still at it mate. BTW LYW

10 October 2004, 09:28 PM
wow it's been awhile since you post something, can't wait to see your finish short. It's good to see COGSWELL student work. Your definitely showing COGSWELL pride. Did I mention COGSWELL? OH, yea, I go to COGSWELL too( ok now that was just a shameless plug)

10 October 2004, 07:46 AM
man , it's gonna be an inspirational short movie , I like the pushing movie a lot. waiting for updates . thanks for sharing.

11 November 2004, 01:27 AM
Sorry I haven't been updating this thread - I'll summarize my progress so far:
- I have 66/76 shots animated!! (excluding facial animation)
- I've begun laying out the UVs for the scene
- I am beginning to light the scene for my final project in a Lighting & Texturing class

I'm still in the process of animation, and though I can't post those (I don't want to give away the entire movie in pieces!) - I will be posting new renders of the scene. I've never done lighting before, so I'm pouring over cinematographic books. I just don't yet have an eye for lighting, so I'm in need of your critiques. The render above has a total of 10 lights so far, 1 directional, 1 point and 8 spots. No painted maps yet. I'm using a fractal (procedural) bump map which I'll bake later and paint on top of. I am using Maya's default raytracing renderer (no Mental Ray, no radiosity - I don't have the patience to learn it right now

11 November 2004, 04:42 AM
heya, long time no see
That scene is looking awesome! The lighting on the distant mountain is great, perfect. The closer one isn't bad but perhaps could be a bit lighter. But having it dark makes us focus more on the other mountaing which i think is wat u are trying to do. Also you're animations you posted earlier are looking great, you've got a real eye for it. Can't wait to see some renders!

11 November 2004, 09:39 AM

this is the best example I've seen about "workflow to really obtain a shortmovie".

A lot of work ---> sometimes few frames ,but a lot of people cannot understand this.

Really good thread.


11 November 2004, 09:42 AM
AHHH...I've missed..

and your animations are really GOOD : nice timing and really suitable for the kind of character.


11 November 2004, 02:15 PM
looks to be a good short film! :) I love teh style and I find the animatyion quite good!
I would like to see it finished!! :)

11 November 2004, 02:51 PM
I love your workflow... inspired me to start a short of my own.
Keep it up!!! I really wanna see what comes out of this.

Two thumbs up here :thumbsup: :thumbsup:

11 November 2004, 05:29 PM
The animation tests are looking good.
I like the simple style of the character and the small eyes. It reminds me a bit of Mister Potato Head.

Can't wait to see the short.

11 November 2004, 11:56 PM
Hey Paul you got a beautiful render there. Can't wait to see the caveman with the rendered background. keep it up bro.

by the way, what technique are you using to do the sky with? is just a background or did you use some sort of plug in.


11 November 2004, 12:10 AM
i have to tell you i LOVE your style...i wish your walkcycles would be a little longer though, i open it and like 2 seconds later it's over :) and get all disappointed and stuff...

11 November 2004, 12:12 AM
Hey guys, thanks for all the encouragements! As well as being fired up by the Incredibles, your comments definitely inspire me to press on ;)

captain_stinky - You are correct, I am trying to place emphasis on the right-most mountain. The protagonist will be perched there, and the antagonist will loom in the shadows on the left. However, I agree, I need to brighten it up much more. I'm kind of kicking myself because I replaced my 21" CRT monitor with a dual 17" LCD setup, and the colors/luminence are deceiving. I have to keep checking on my other machine to see how it holds up.

thesuit - PM me a link to your short film thread when you create it!

3DBae806 - I am setting everything up to be rendered in passes, so the sky is actual just a mere 2-D gradient I composite in post. Characters are lit independently of the scene. Each render will come out with at least 3 passes: diffuse, shadows and specular. This gives me the freedom to color adjust in After Effects and give a soft ethereal glow to the speculars.

hpslashluvr - the walk cycles are designed to loop infinitely. Be sure to have "loop" or "repeat" turned on when you view them. If you are using Windows Media Player, Press Ctrl+T to toggle loop on and off. Bruce the caveman should walk forever :)

11 November 2004, 07:27 PM
I arranged an entirely new lighting scheme, this time I tried to be more mindful of contrast. The best way to do this is to see a desaturated version of each render, so color isn't distracting. This second draft for lighting isn't yet final (temporary textures/background plate), but I'm pretty happy with the overall tonal values so far. What do you think?

11 November 2004, 01:06 AM
Hey it's looking great Paul, love the new lighting scheme and the new textures. However, if this is your opening scene I would think about adding some birds, it would hint the audience that the caveman is hunting for something instead of having him just climb a tall mountain. It would really help with the story in my opinion. But yea, it's looking great, next time how about posting a bigger image?


11 November 2004, 03:37 AM
You are truly blowing me away with this stuff Paul. This render looks pretty close to real. The contrast is definitely better and the added background really gives it nice depth. I'm anxious to see what Bruce looks like in this environment...

Color scheme is also great. I think the orange and blue complimentary thing is a nice touch.


11 November 2004, 06:28 PM
I finally designed got around to designing the graphic title. What do you think?

11 November 2004, 10:14 PM
hey paul,
how about adding an egg just for graphic design purposes? Are you planning on animating the title sequence or is it just going to be a still image? i think it would help if the typography looked like stone, give it a stoneage feel to it. Also, I think it would really be neat to have something animated in the background. Well, hope to see more stuff.


11 November 2004, 03:28 AM
Hey Paul,

I think the design rocks! It catches my eye and the color scheme is consistent with the filim. I have the same questions as Alex: could you put an egg in there anywhere? That might be a cool element. Although, it is a hunt...a search for eggs. It might be cool if you used one of the actual 3D spears too (an image of one, or two crossing each other slightly), unless that's what you've already done! Otherwise, looks great, man. :thumbsup: Now I want to see how cool your name is going to look! (the "a film by Paul Yan" part of the opening)


11 November 2004, 04:48 AM
hey paul....u style luks cooool... wen is the short coming....

11 November 2004, 05:42 AM
3DBae806/CSutherland - thanks for the suggestion. Actually, the very first thing I tried to incorporate was the egg (for obvious reasons), but I could never rescue it from the cheesiness. I like the idea of a greyish rock texture - thought I'm liking how the white really pops on the orange and blue. We'll see where the final will go.

elijah'77 - this short will be complete by April 2005. I'm not yet decided when it will debut on the internet, but that all depends on if this thing makes a festival run, sprint or pitiful step :)

11 November 2004, 01:26 AM
since I haven't posted too many animations for critique, I thought I'd post a clip that is the basic premise of my film, "Egghunt." Critique away!! (DIVX 1.97Mb)

11 November 2004, 01:22 PM
this work looks great, your animator skill are very good.:bounce:

is dificult to find good animators these days where everybody got a 3d soft.
keep on it, i cant wait to see updates of this .

11 November 2004, 04:13 PM
nice idea and realization too

go on man! :applause:

11 November 2004, 08:16 PM
Hey looked at your animation, very funny stuff. Loved the arms shaking while he's trying to hold onto that egg. liked the anticipation when he dropped the egg, can't wait to see the facial animation for it, i bet it's going to be hilarious. can't wait to see more.


11 November 2004, 08:24 PM
Hi paul.yan, it's plain to see that you know what you're doing, and that this piece is being thoroughly planned and well thought out. I'm a big fan of this piece so far and the animation in 'premise' is pretty tight man. I must say that I think the title lacks some connection to the short and the characters (shaped not unlike eggs themselves). It's not the palette, I think that's working great, I think the lettering could do with some work...stylistically speaking...Maybe if you think of it in terms of it becoming a logo that will represent the short in its promotional phase?

11 November 2004, 11:29 PM
yeah agree on both points, the short if fantasitic and inspiring also, but the logo need a litlle bit more cavemaness in it (thats to my liking anyway) i think anything that could go in with the story or character would be nice

great short, keep up the good work.


11 November 2004, 11:49 PM
hmmm.. thanks for the feedback! I'm currently liking the graphic title but not entirely satisfied as of yet. I'm a little stumped in terms of how to jazz it up or push it to be more cavemaness ;) Does anyone have any ideas? suggestions?

11 November 2004, 08:25 PM
First Paul a disclaimer...Please pay little mind to that which sumdumguy types...he has a tendency to overcomplicate things pertaining to text. Heheh anyway, as for the title, I only commented because it didn't read instantly in my mind...hard to explain, it's a design thing, semantics I I had to actually read the word to recognise it as 'egghunt' it could just be the spacing or vertical height or the disconnected E or the odd Gs or the white font clashing with the white horizon or the spearhead distracting from the word or the uniform bottom and ragged top (which I like)...please refer to disclaimer...

You may find that a light grey stone font with a rich (orangey) yellow border may give it new life. The title is the least of your concerns for this proj but you did ask.

Keep clikkin mate

11 November 2004, 11:55 PM

I've been lurking on this thread since it started. I am absolutely in love with it! Your caveman is so simple, yet he has SO much character. I've downloaded that spear throwing animation and I watch it all the time. It is one of the few things lately that actually makes me laugh out loud! Your environment is top notch as well, the texture work on the rocks is amazing. If you wouldn't mind, I may have a couple lighting questions for you. As far as your movie title goes, I love that as well. You want to make it more cavemanish? Perhaps instead of having it be up in the sky, show some of those prehistoric cliffs/stones in the bottom half of the image? Outstanding work either way, if anything else comes to mind I'll be sure to share it!

11 November 2004, 12:43 AM
animation is looking really good, the only problem im having is obviously, I WANNA SEE THE MOUTHS SOON! eheheh , i wanna see those crazy faces they are gonna make, give me it now!

Also, the egg falling, i dont know if we need to see it again, we KNOW by the first one, where its falling down to, it gets boring watching the egg fall the 2nd and 3rd time, i get how far up it is, i seems like you only need to show him the 2nd time looking down and a QUICK shot of it almost all the way down, then the third, maybe have the caveman LOOK at the camera and have an eye twitch or something, cuz we all know where it went and how frustrated he is now by the third time, it just seems like, if i was watching it on CGTALK or something, thats the part id get bored at, cuz showing the egg fall shows off none of your skills its just a "sit and wait" for the next cool animation to begin.

Just my OVERALL comment.


11 November 2004, 08:15 PM
Just in case anyone's wondering why the images aren't loading up - my website is currently down. I'm in the process of renewing my domain and apparently my current provider is making it out to be a big hassle so I'm debating switching hosts. In any case, I will be back up and running in two - three days.

11 November 2004, 07:10 PM
My website is back up and running! I am four shots shy of animating all 76 shots! Here's a peak into an animation thumbnail I made for a more recent (longer) shot I am working on:

11 November 2004, 11:55 PM
wow that is just the cutest darned thing i've ever seen

just goes to show a simple character can go a long way :)

12 December 2004, 12:53 AM
hey paul, how far are you on finishing the last shot? cause i really can't wait to see the facial animation. by the way i have to agree with colin on the shot. I just though it looked wierd because he didn't have his facial animation, but looking over at it again it would be be pretty redundant, unless your going for that wiley coyote shot. but anyways good work, show me some facial animation!


12 December 2004, 08:53 AM

I'm doing more tests with lighting for the closeup shots and I'm realizing its a lot harder than the establishing shot (duh!) This is a test composite and something doesn't feel right. I think I'm not happy with the mountain texture, but I'm not quite sure if that's the only thing. I'm going to make more shader experiments, but its a little hazy which direction I need to be moving towards. Any thoughts?

12 December 2004, 10:18 AM
Hi paul.yan, looks like the scene is lit at sunset and the background is midday.
Maybe a (tiny) bit of colour in your lights...dunno

I think it's mainly the orangey oversaturation of the mountain that rules the shot.
Sorry if it don't help
Good luck:thumbsup:

12 December 2004, 07:56 PM
Hey Paul, the caveman is looking really good. Bruce seem to be lit up pretty well. however the mountain set that you modeled doesn't look convincing. The textures seem to be okay, but i think you could do alot more (like adding bumpmaps or modeling some crevices on the back wall it just locks like a simple mesh). Cause you got this really beautiful character you modeled and the enviroment doesn't match it. Also the lighting on the mountain set is pretty flat (especially at the left end maybe give it a white rim light glow on the left edge and a darker contrast on the right), how are you setting up the lighting on it? also i think you can benefit from modeling small rocks, pebbles, and add couple of small patches of grass. Also the matte background doesn't match with the mountain set, the perspective looks really off. also i think it would be helpful by doing some type of depth of field or maybe add a lil fog. can't wait to see more updates, good job.


12 December 2004, 04:11 AM
Thanks for all the suggestions/critiques! It's been really helpful to have a fresh perspective.

Mudokon83 - I'm working on the facial animations really soon so sit tight - they're on the way!
sumdumguy - You are absolutely right. I totally forgot what time of day I was going for, and I wasn't paying attention to the shadows at all. I redid the lighting and stripped all textures aside so I can just pay attention to the contrast between light colors and shadows.
3DBae806 - The textures and I were disagreeing also. I am going to finish set dressing (little rocks here and there, plants, etc.) later on in the production, so I'll be sure to post those when the time comes. I fixed the perspective by completing taking out the horizon (for now :)) and I paid more attention to contrast in the environment. Check it out:

In regards to how I am lighting - I made a quick graphic that will explain it here: There are a total of 7 lights so far, and 1 3D bump texture. What do you think so far?

12 December 2004, 04:47 PM
Keep up the good work

I'm loving the progress you are making

12 December 2004, 04:55 AM
I've created some preliminary shaders entirely out of procedural textures (except alpha maps) and I'm actually pretty happy with the level of detail. The first few tests with the first version of this model were pretty detailed, and I'm not sure if I'll be pursuing the same level of detail. I will be painting Bruce's toga, but asides from that - the final look may not be far off from this first render!

12 December 2004, 08:03 AM
Haha! I love that character paul! Although I have to say that he seems like a nightmare to rig. I mean, he's all head! Have you rigged him/done any animation tests yet? If so, do you care to post them? I'm very interested to see how you deal with his unique proportions.

edit: OK, I'm an idiot. I just checked your site. Nice job on the rig and animation so far. Can't wait to see the finsihed product. I love the snappy animation!

12 December 2004, 08:32 PM
Hey Paul. Just visited your thread although i haven't read it all.
One quick critique: I would suggest you make his arms fat at the end and thin at the base. I think it would look better for your style. Looking forward to the animation part!

12 December 2004, 08:07 AM
the caveman is simple, but interesting character. Really looking forward to the animation!

12 December 2004, 02:05 PM
Hey, did you know this ?

it is really similar to your project !! :cool:

12 December 2004, 10:17 PM
CuTnPaste - haha! great link! I guess I'm not the only one introducing midget cavemen. Call me biased, but I think my Bruce is a heck of a lot more handsome, even .. evolved ;)

12 December 2004, 10:24 PM
Hey Paul.Yan,

your work is absolutely GREAT...., we're waiting for the Master release! ;)

go go
:applause: :applause: :applause: :applause: :applause:

12 December 2004, 09:55 AM

I redid the lighting for the umpteenth time (practice makes perfect!) and I'm getting closer to the final look. There is a total of 16 lights in this scene - 4 universal, 8 exclusive to Bruce and 4 exclusive to the scene. This render also includes a really simple hand-painted texture for his head. No raytracing, no radiosity. The subtle DoF/ethereal effects are post-composite effects. What do you guys think?

*edit - for the curious, here's a screenshot of the setup: lighting setup (

12 December 2004, 10:33 AM
Hi Paul, I reckon Bruce is looking great and the mountain looks heaps better too. Only advice @ the mo is that the edge where the mountain meets the background looks too 'flat', the rock's form is clearly visible at the fron but looks kinda cutout behind Bruce. Other than that (which I'm not sure how to better...sorry) I think the effect you have at the moment is most credible.

May the force be with you

12 December 2004, 08:52 AM

Ok, this is the last I'll post of these texture/material tests! I replaced my Lambert shader with Human Skin v1.1, and tried to take out the misty yellow that was glazing the last render. I need to move on!! Material tweaking can be too fun - I'm now on to modelling more target shapes and gearing up for facial animation!

sumdumguy - what youre describing is a lack of displacement. I am only using a bump map and I am avoiding displacement maps at all cost because they really bog down render times. Since I will only be rendering from a single machine, economic rendering is of high priority. Unfortunately, the flat "cutout" look won't be remedied (unless I find some crazy trick out there) Maybe if I could afford to rent a render farm... ;) Thanks for the critique though!

12 December 2004, 10:15 PM
Hey looked at cutnpaste's link, i have to say that bruce has an ugly twin brother, although he has very appealing characteristics, especially those teeth. I have to agree with sumdumguy the edge of the set looks flat. I don't think it has anything to do with displacement map, i think it's the modeling. it doesn't look like you completed the model at the edge of the mountain set. Could you post a wire frame of your mountain? maybe we can see what the problem is. but overall i like what i see, especially the red rim light coming from the bottom part of the mountain, very faint, but very beautiful. Bruce skin is looking alot better also, very impresive stuff.


12 December 2004, 10:04 AM

I've been spending a lot of time modelling new morph targets. I was really dissatisfied with the previous set of shapes, so the perfectionist in me kicked into high gear. Get ready for a new facial animation test clip soon.

3DBae806 - the following graphic might help explain what sumdumguy is describing: Compare the contours between the two spheres. The left-most utilizes a bump map - its contour is very flat (like my mountain render), but asides from that, it looks pretty detailed. The right-most utilizes a displacement map - it does a great job of breaking up the contour, but its render time was significantly longer than the left. Displacements are ideal, but I can't afford to render more than 2 minutes a frame for my five minute short, so I am opting to just use bump maps. To remedy the "cutout" look of the mountain, I can use a displacement map to break-up the flat contour against the sky, or I can manually go in and model more detail - both of which, unfortunately, I won't do because I'm moving on in my production. Maybe if I have extra time towards the end :)

12 December 2004, 12:03 PM
I've just seen your thread for the first time, and I'm really impressed!
I want to make a short too, but unfortunatly I don't have time for it yet (I'm also 21, just out of the army, and working freelance - haven't started studying yet).

Anyway, I understand you're not planning to put more details into the stone model. That's very much ok, but if this is the case I would suggest making the material also simple.
I think if you'd take away most of the details from the material and leave only a couple of color tones, and work on the shader a bit more, you can create a great looking stone also for CU shots.

Some times the best things are the simplest.

Anyhow, can't wait to see the final movie, good luck with it.

12 December 2004, 11:01 PM
Hey Paul, yes, i do know the difference between displacement maps and bump maps, i worked with displacement maps before. And yes i do know how long it takes to render the displacement maps. But i can guarantee you that it can be fixed WITHOUT DISPLACEMENT MAPS. :) Here is something i modeled that took 15 mins, i tried to duplicate what u did, but couldn't get the lights right and i didn't want to work on it too long, since i already have a project of my own. Anyways, i know this is not the style ur going for, but this is just an example of what u can do if you just remodeled it, like u i just added procedural textures, but didn't really took time to refine it. So just a quick questions, how did u model the mountain set (polys, tris, subd?) Also, what is the topology count on the set?

well Bruce's morph target look pretty awesome, although i am curious to see how the facial animation flows. good work anyways.


12 December 2004, 01:18 AM
here come the morph targets!
I managed to get 42 solid morph targets cranked out in two days so I'm pretty psyched! I'll be making more specific shapes to individual shots, but so far, I've got more than plenty to work with.

*edit - I made a really quick & dirty test to see how the blending was shaping out. So far, so good! This is about five of the shapes only. Not timed out or anything, just blending test: facial blend test ( (DIVX 628Kb)

I recorded a "grunt track" (there's no dialogue in this film - only grunts and heavy breathing) and I'm ready to start synching the facial animation to it. I just need to peel myself away for a moment so I can start Christmas shopping. Ugh!

thoughtcriminal - "sometimes the best things are the simplest" Great reminder! I actually just recently came across some inspirational illustrations that are really challenging me to take away from the detail and do exactly as you mentioned - simplify simplify simplify! I'm experimenting with different looks - I'm desperately aiming to project a strong sense of design as opposed to a really detailed image. Let me know when you start your short ;)

12 December 2004, 05:36 AM
Hey Paul everytime i check this thread it's always gets better and better and makes me want to see more. I really like the facial animations, they are really expressive and the way the you did the blendshape, it flows very well. I still can't believe you manage to pull off 42 morphs in two days, that is pretty impressive. So when are we going to see an animation test with the facial morphs? good luck and merry christmas bro


12 December 2004, 08:26 AM
very good stuff here...

its cool to see the process.. ur work has a lot of professionality imo

cant wait to see it finished ^^

01 January 2005, 05:50 PM
I love this topic! :)

Very great work! :thumbsup:

01 January 2005, 07:07 PM

Thanks for all the encouragements and Happy New Year! Kicking off 2005, composer Yiannis Kranidiotis ( is officially writing an original score for this film. Him working from Greece, and I in California (USA) - we've been able to successfully collaborate over the internet and I am very happy with his work! He has sent me three starting-point concepts for the score.

Egghunt Score Concept 01 ( (DIVX 2.79Mb)
Egghunt Score Concept 02 ( (DIVX 2.80 Mb)
Egghunt Score Concept 03 ( (DIVX 5.05 Mb)

The final piece may be a more developed version of one of the above, or a product of all three. What do you think?

01 January 2005, 11:05 PM
I find the drums of the first one are perfect for the theme. But overall, I think the music takes too much attention. I don't think I'd want much music while he's grabbing for that egg. Also, when he cheers... the music sounds sad :shrug:This might be personal preference/taste, though :)

But I'd definitly go with the style of the first one.

- Bentagon

01 January 2005, 10:16 PM
hey Yan,

I'm propably the first person to start bitchin but i really wanted too share my thoughts on your caveman designs. I've been wondering why A) you have black beady eyes on them but the facial detail is very high (this makes it look ackward and not very appealing) b) why the long arms and short legs on a potatoe like body because they don't emote very well

overall i think you're rushing it with the designs! btw why are you posting every render you make i'd rather see an animatic or storyboards. I really don't understand why you are so secretive about your project without criticism on those youll never grow as a storyteller. even Lasseter has had teachers and i as student do have too get crits asswell and get me and my ideas sandblasted too go anywhere.

hope you don't mind me being very well critical...

grtz Lars

01 January 2005, 09:49 PM
Caveman is coming along nicely. I like the lighting and simplicity of the piece, however, I agree with 3DBae's suggestion on breaking up the mountains profile a bit. (should you have the time) A couple "edge divides" and a mesh smooth should do it.

I like the composed pieces, but the timing seems off. IMO, #1 is the best of the bunch. The drums fit as well as most of the tonal shifts. However, the deep drums come in too late. (@ ~0:08) Try compositing it so that these drums come in just as the caveman makes his first appearance. Secondly, the break in music (with light percussion) when the title comes up is a great touch. However, it seemed "out-of-place" coming in half-way through the title sequence. Again, try moving this break to right when the title first comes up. This would help tie the music to the visuals a little more.

Keep up the good work!

01 January 2005, 10:49 PM
thanks for the comments/suggestions! I get the meat of my critique from my instructors and colleagues, but it's really nice to see the web community invested in this thing too!

Bentagon/safe05 - I am leaning towards the first also. The music is not timed out at all, Yiannis made them simply for me to get a feel for his vision. We will be spending a couple more weeks developing the arrangement of instruments before we start knocking out the synching of emotional beats. Stay tuned! Thanks for the encouragement!

jediwarriorlars - thanks for the no-bars-hold critique! unfortunately I am way past pre-production (I reserved three months for that in Dec 2003) so what you see is what I decided works best As for my design decisions: black beady eyes were used because they give him a harmless, innocent and juvenile quality. The facial detail will actually be toned down quite a bit from some of the earlier renders - I am definitely looking for a minimal look like you suggested. The awkward potato-head look is exactly what I am shooting for. You-are-what-you-eat holds especially true to this film since the caveman's object of desire is the egg. His long arms are a visual tie in to his spears and a need to reach. I agree the design poses a challenge to emote but I don't believe it should dictate design (otherwise a desk lamp would be dubbed a terrible design!) If you'd like to see more of the storyboards, here is an animated GIF that goes through the first 17 shots of the film: I see you are working on a student short film yourself - I'll be keeping an eye out!

01 January 2005, 06:31 PM
man! you short is coming great!! keep up the good work!! im really curious to see it finished!! :bounce:

about the score, i have to agree with bentagon, the drums of the first file fits best with the theme. (BTW!! the animation seems to be coming up great!! :thumbsup:.)

nothing to critic yet, just a question to ask, about your lighting set up ( actually, not about the set up, but about how it works to have this kind of set up in a short, where your character moves. you said you have 8 lights exclusive on bruce, but bruce moves. what happens with the lights then? do they move with him?

do you use this same 8 lights in other shots? or do you make a different set up for the scene and for the character for each different shot?

thanks in advance!!


01 January 2005, 12:40 AM
Whew ~ 76/76 shots (silhouette) animated! 3 months to go till wrap up! I'm psyched and scared and antsy and curious all at the same time. What a way to start the year ;)

eks - Each shot has its own lighting setup specific to the camera so there isn't a particular rule to how lights are placed, move or react. Some shots don't need so many lights (if you don't see below his waist, no need for bounce light to his feet!), some scenes have a lot more. In some shots, the character doesn't move substantially, so all the lights are static. In some shots, he moves and maybe the keylight will readjust slightly to fit his new position. Usually bounce/rim/halo lights will be perfectly fine if they stay, but if the new position is really lacking either I'll add a new light to the new place or just animate the light with him. Whatever works for the picture ;) Hope that helps!

01 January 2005, 09:57 PM
being a student myself who's currently in pre-production phase of my first ever film, its really inspiring to see another fellow student doing such good well-planned work. keep up the good work dude. dont think im qualified enough to critique ya when im still learning myself. been following this post for quite some time now and cant wait to see the finished result. inspiring work!

01 January 2005, 02:13 AM

(still a WIP!!) The April deadline is beginning to loom over me (only 3 more months?!) but it did help me to reinforce my decision to go with a very simple look. My shaders are more or less plain lamberts or blinns - I'm concentrating more of my time on lighting and post-production work. Thanks to everyone for their insights/opinions on the previous renders. I haven't done a close-up yet, but so far, I'm happy with where it's pointing itself.

01 January 2005, 04:19 AM
Terrific work so far. Thanks for sharing your progress, really inspirational.

01 January 2005, 11:08 PM

I picked up the book The Invisible Art (, and was blown away to see how much of film is actually painted! Matte Artists deserve my deepest of respect. I decided instead of spending forever tweaking at materials for my mountains, why not just render them out, and use them for reference to paint over individually? 99% of my shots do not have camera moves so I decided to do just that.

01 January 2005, 11:14 PM
Nice try!!
go on man!!

really amazing discover your progresses!!

:bounce: :bounce:

01 January 2005, 12:06 AM
I'm tremendously happy that you've decided to go for the simple and minimal look - I think that's a smart decision regarding the time left, and the needs of the story.

Doing matte painting for backgrounds is a good idea, there's another thing - I don't know what app you're using, but in Max 7 there's a new feature that enables you to put your matte painting back on your model as texture very simply - which can save you a lot of time and can save your life in those shots where there's camera movements.
Anyway - I'm anxious to see the result of this effort, and I'm keeping an eye on your progress.

best luck.

01 January 2005, 08:31 PM
I picked up the book The Invisible Art (, and was blown away to see how much of film is actually painted! Matte Artists deserve my deepest of respect. I decided instead of spending forever tweaking at materials for my mountains, why not just render them out, and use them for reference to paint over individually? 99% of my shots do not have camera moves so I decided to do just that.


Also, digging the drums (1) sequence and always thoroughly enjoying your animation posts.
Good luck with the run towards April mate

O BTW love the quote 'but so far, I'm happy with where it's pointing itself.' It came across like 'it's outta my hands I'm just the vehicle' LYW

01 January 2005, 12:39 AM
i have been lookin at your thread and i am really impressed with your skills, very professional man! awsome job on the modelling, texturing, and most impressively the animation. each one has a lot of character, and are really well done. what school do you attend now? and where are you thinking of working in the future..Pixar, Blur Studio..?

01 January 2005, 09:40 AM
I really like the switch to the matte painting feel Paul. I think that was a wise choice. I'd like to see it with the caveman in the shot as well to see how well it all works together, but I think it was the right choice. You rock!! Keep it up. And remember, the fusion awards are creaping up...

01 January 2005, 05:41 AM
Great idea going to the matte painting style. It really adds an extra flare to the piece. Bruce's world is looking more and more painterly and movie/film-ish--I like it!! Totally gets me jazzed about seeing some animation with this stuff composited in. You're doing an awesome job on this, man. Keep up the great work!

Oh, and I don't think I've mentioned this yet, but the color scheme rocks, too! It's subtle and I think it works nicely.

01 January 2005, 04:45 PM
Awesome work paul.yan. It's really interresting to follow this thread and your progression. Have you got more mattes ready to show ? I'm making myself my firt short and I want to integrate matte painting..


01 January 2005, 01:31 AM

Thanks for the support in the switch to matte backgrounds! I've been busy painting away for all the shots and I'm definitely learning to see things in a different light incorporating 2D images with 3D ones. For simple shots like the one above, I discovered I can just cut up the image into a background/foreground plate and sandwich the character in between. Having no compositing experience, comp mentality like this is a huge eye opener! No longer am I dealing with a 3D object, everything is 2D and can be manipulated to my per-shot needs.

thoughtcriminal - I am using Alias Maya. That 3DStudioMax matte projection sounds like a cool trick!

sumdumguy - "it's outta my hands I'm just the vehicle" I think only masters of the craft have the option to deliver exactly what they had envisioned from the start. Since I'm nowhere close, I've started this project with the mentality that things will change the less ignorant I become along the way. Originally I thought this film would be highly detailed - photorealistic with a dash of cartoon character, but so far, I'm rather pleased how this thing has evolved

neiy0 - I am currently attending Cogswell Polytechnical College in Sunnyvale, California. I am a senior and this is my graduating thesis project. I won't count the chickens before they hatch (or if they do!) but all I have to say is, who doesn't want to work at Pixar? C'mon - I challenge anyone!!

01 January 2005, 03:06 PM
it's a good trick. You can probably do the same by using invisible object as mask.

I read tha you're using maya. look at this page it's a short camera mpping tutorial. Using this technique, you'll be able to make your camera move around yours objects..

Good luck

01 January 2005, 04:07 PM
I don't know where I've been, but this thread is Great. Really fun and inspiring work Paul. The character is fun and original. Can't wait to see more. Obviously it's been a lot of work.

01 January 2005, 08:42 PM
So far some pics have really great lightning :eek: , i know its all still wip but great work SO far... :thumbsup:

01 January 2005, 12:06 AM
hey Paul, i like the idea of matte painting. i think it saves alot of time especially render time. With three months left, it sure doesn't give you a lot of time (haven't we all been down that road b4 :thumbsup:). but just out of curiousity, which scenes are you redoing with mattepainting? and are you redoing the animation for any of those scenes with the matte painting? i'm sure however you do it'll look great. btw wat program are you using to composite and edit these in??


01 January 2005, 01:01 AM
I have a friend, Martin, that looks and walks exactly like that! Are you stalking him?

01 January 2005, 08:35 AM

Yes, more mattes! This is probably one of the hardest shots to paint since it involves a lot of depth. You're looking at a shot where an egg falls to its demise. I still need to add a lot more to make it feel deeper. I'm not sure yet if I want to populate the ground or just leave it as it is. What do you think?

SamB - that is a very cool trick. I won't be needing that, but I am archiving it in the back of my head for future projects!

3DBae806 - I'm actually not 'redoing' any scenes since I haven't rendered anything to begin with. I am painting ALL the shots (gulp) and using them as mattes. The character animation and additional scene elements will be rendered separately and composited (with After Effects) on top with the proper shadows so they all integrate into the piece. Nothing is being redone, thankfully!

strangerthings - Shhh. Don't tell. :)

01 January 2005, 08:54 PM
hey paul, well good luck with the whole getting into the industry man:)'s certianly tough to get in, but once your in, you're golden;)

as I said before, I really love your thread/shortfilm..but one thing i don't really like about the last matte painting is the lack of depth. The straight rendering has a lot more depth, and shadow to it, but the painting is..well for lack of words, flat!!:) I certainly think you can do better than that.. :scream:

anywho, fantastic job, an I love getting updates from you:)

01 January 2005, 07:15 AM

I've been asked about how I approach the matte backgrounds, so here's a quick explanation: First I lockdown my camera. I hide all elements not mountain. I light the scene with little regard to light/shadow color and render a still frame. Within Photoshop, I take this straight render and immediately start smoothing the colors together. Slowly, I build up the shadows and highlights and draw detail back into the picture. For hot spots, I paint a light (linear dodged) white glow. I save this matte as a TIF with alpha information, and its ready to be used as a background plate! Matching plates shot to shot is tricky, but because After Effects has the same Color/Level Adjustments as Photoshop, I don't worry too much about matching the paintings to each other exactly. I can always tweak them in AE, so as long as the general lighting direction and shadow contrast work well, it's all good. Now, to just do it 75 more times... :)

01 January 2005, 04:34 PM
Incredible work, and very inspirating ..... congratulations!!

01 January 2005, 09:16 PM
hello paul

when you said ' just to do it 75 more times', does it mean that you have 76 shts with a different matte painting in background ?

If I'm true, I just want to say that you're really patient !!

01 January 2005, 08:59 PM

Now, to just do it 75 more times... :)

LOL, 'they say he go way, way out and he no come back', much respect due:bowdown:

01 January 2005, 05:32 AM
You have a great sense of simple, engaging character design. It's always refreshing when 3D artists think about design rather than getting totally lost in the minute, less important details.

01 January 2005, 07:54 AM

(Production Blog) I just started my final semester (@Cogswell College) and I am taking CV495 Senior Project - an entire class dedicated to producing thesis projects like this one. We're required to assemble a review committee, write feasibility analyses and map deliverables to deadlines. Asides from the paperwork, the committee has been incredibly helpful in their thorough critique. One aspect that needed immediate attention was the editing. Apparently the film was following typical first-time filmmaking mistakes - unnecessarily drawn out shots. On a second try at editing, I've managed to cut about 40 seconds! It sounds like an entire scene was taken out, but in reality, it was just the accumulation of cuts from each shot. The story is not hurt in any way - its actually strengthened in its clarity. This new cut is much more concise and is definitely an example of when less is more.

seankeeton - I'd have to say more than the same to you! Is your short film for public viewing? (PM me a link!)

SamB - You're right! I'm actually a little inaccurate in saying "75 more times.." There are 76 shots in this film, but some shots will share mattes with others, so its really something more like 60 or so.. either way I enjoy the challenge because it gives me artistic relief from the technicalities of 3D.

01 January 2005, 12:10 PM
Hi Paul!

I've just plunged into this thread and didn't have the time to read all of it yet. I downloaded that box-pushing animation and had to laugh out when I saw his movement style. He's smacking his entire face/body into pushing it, giving him some kind of stubborn taste (plunging head first into it!). Good stuff! If the short is animated in that kind of hilarious style, it'll be awesome. Can't wait to see it.

I can't comment much on your process as I'm used to different techniques myself (ever heard of POV-Ray? Ever tried animating solely with it?) but it looks like you're heading the right direction. I hope you have some fellows that you're discussing your story with. It's great for us internet-freaks to not know what the story will tell, but you need some people who can comment and recommend on pacing, clarity, etc.

All that aside, I've bookmarked your homepage and will check in regularly to see what you're up to. Inspiring work you're doing here. This thread is much like a production insight, and that's an interesting thing to follow. :-)


01 January 2005, 09:40 PM
so far the matte paintings are looking spot on for the mood/feel of this short.

looking very nice, cant wait for the mouth blendshapes soon.


-Colin - Demo Reel online and ready for viewing

01 January 2005, 01:49 AM
As I'm painting mattes, I'm simultaneously doing third and fourth passes at animation for each shot. I've begun to do some detail animation like finger articulation and facial. Here's a preview (just for you Mudokon83!):

*edit - fixed link: Shot05 ( (DIVX 627Kb)

01 January 2005, 02:10 AM
I know it was just for that dude;) but I couldn't open the link..

01 January 2005, 02:39 AM
Hey that's looking smooth, man. Good work. Keep it up! I like the double-take--good pacing, contrast of motion. Can't wait to see the next few!

01 January 2005, 06:49 AM
I love what I'm seeing /fanboy

How will you do shots with camera movements if you are using matt paintings? Do you plan on having a very static camera?

02 February 2005, 12:44 AM
dude I freakin love this, to everyone who loves the simple design so do I.....its great, the colors are sweet and it looks like it will be a rocking idea.......good luck with the animation. Inspirational!!!


02 February 2005, 12:54 AM
hey paul, well good luck with the whole getting into the industry man:)'s certianly tough to get in, but once your in, you're golden;)

as I said before, I really love your thread/shortfilm..but one thing i don't really like about the last matte painting is the lack of depth. The straight rendering has a lot more depth, and shadow to it, but the painting is..well for lack of words, flat!!:) I certainly think you can do better than that.. :scream:

anywho, fantastic job, an I love getting updates from you:)

Maybe just a straight contrast job in photoshop could help!!


02 February 2005, 09:19 AM
I've joined the underground: CGUnderground that is! CGUnderground has been kind enough to create an entire forum ( for my film as well as promise a feature frontpage story with two interviews (coming soon!). In terms of what's been happening, I'm continuing to make more concise edits. It's now apparent to me why Director's Cuts are always so long and drawn out - they're so attached to each and every shot!! I'm trying to part with redundant frames but fighting it all the way!!

Virium - 99% of my shots do not have camera moves and if they do, they can be accomplished in AE (simple pans, dolly, truck). This allows me the ability to use still matte plates.

02 February 2005, 01:31 PM
Hey Paul, nice progress, I like the colors you are using. The orange rocks and blue skies work great together. I had a little tip for you:

- In your introduction scene you make a hard cut from the guy climbing the mountain to your logo which is in the sky.
- A nicer way to do this I think would be to fasten your camera movement all the way up to the sky, and make sure that it's a damn big mountain, so it's long in screen.
- Then let your logo appear (fade in should just work fine). and then lower your camera a little, just move it down to the edge / top of the mountain, where your guy climbs on it.

You could check out the intro of Disney's Hercules, which has something like this as well.
Good luck :)

02 February 2005, 06:57 PM
Virium - 99% of my shots do not have camera moves and if they do, they can be accomplished in AE (simple pans, dolly, truck). This allows me the ability to use still matte plates.

I see, thanks. :)

Good for you on the forum and interviews at CGUnderground. :)

02 February 2005, 09:00 PM
can you please make a Quicktime version of the final thing for us people with mac's..? :bounce:

02 February 2005, 09:41 PM
As I'm painting mattes, I'm simultaneously doing third and fourth passes at animation for each shot. I've begun to do some detail animation like finger articulation and facial. Here's a preview (just for you Mudokon83!):

*edit - fixed link: Shot05 ( (DIVX 627Kb)

Dude! Is there anything you can't do?!! Great job man. I think I speak for everyone (exept that guy who was pissed @ ur work b4) when I say that u r definately an ispiration to us all. Can't wait 2 c the final product. Also if it is not too much to did u get started? Did u know any cg b 4 college or did you learn all of this in school?

OH! btw this is the first time ever that I have read a thread from begining to end...

02 February 2005, 09:56 PM
hey when are we actually going to see this technique rendered? come on already, i'm dying to see it!


02 February 2005, 03:36 PM
yeah paul, less work more posting here;)

haha, well I suppose you can work as well:)

02 February 2005, 03:07 AM
"Egghunt"s composer, Yiannis, sent me this new draft ( (WAV 4.6Mb). It's still very rough. We're working on simplifying it and integrating more drum elements. It's like Christmas everytime he sends me new stuff!!

JBoskma - You know, I've always had a problem with that cut too - thanks for confirming my suspicions! Great suggestion - I'm currently playing with a few different ideas on how to better open the film.

neiy0 - I'll definitely make a quicktime version when its time to release this thing on the Internet!

abie1 - thanks for the support - I did a lot of 2D digital art in HS, but I didn't know anything about 3D until college. That and I just spent lots of time pouring over art/maya books!

3DBae806 - A few more weeks and I'll be ready to post some renders. I'm still putting the final touches on animation! I want to get that at a good state before I worry about the final output.

02 February 2005, 04:33 AM
that's really great man!

how did you and him come to working together?

02 February 2005, 12:08 AM
The great thing about this is to have the chance to see the whole progress, from beggining to end.
Thanks for sharing, keep it up, it's looking very good.

02 February 2005, 09:25 AM
I was watching your progress and i'm amazed!

keep up Paul!:thumbsup:

02 February 2005, 11:52 PM
Mattes all done!! I've finished hand-painting a little over 50 mattes for this film! As you can see from the thumbnails above, some of the colors don't match exactly from shot to shot, but the beauty of having separate passes is the ability to color correct each layer independently. Now on to finalizing textures for the characters!

neiy0 - Yiannis actually contacted me after seeing this thread! He actually got to me at the most opportune time - I was about to compose the music myself after collaboration with a music student didn't work out. Cgtalk rocks!

02 February 2005, 02:39 AM
Nice colours man, but they look a little like SSS rocks, I couldn't quite make them out as rocks straight away, but maybe that's because the pictures are small and fragmented.

You're doing great work, I'm very anxious to see your finished animation.

02 February 2005, 09:31 AM
Paul, I gotta admit: you really inspire us to do something from reading and following your work! :) And you know what? I bet there's people who will buy the caveman toy if some company will be willing to make it, because I'll be one of the first to get it!!

02 February 2005, 09:10 AM
I'm finalizing textures on the characters and I just realized my "hiRez" model still isn't high enough. I should just smooth it out and everything should be fine, right? Well, because I didn't model checking with Maya's smooth operator along the way (I modeled in XSI), the smooth looks unacceptable. I had to convert my poly to subD. Only, subD's take forever to render with Maya, so I decided to convert it back to a poly. Sounds a bit redundant, but here's a better look why (

jmBoekestein - thanks for pointing that out! I think on some of the earlier mattes, I went a bit overkill and made some speculars absorb too much into the rock. I'll definitely be looking to clean that up on second pass!

coffeefery - haha! a caveman toy huh? I wouldn't know where to begin with that - if you have any ideas, do tell :)

02 February 2005, 09:54 AM
Thats impressive Stuff you're doing here Paul. Extremely funny as well! :applause:
Nice Work on teh Mattes too. I'm sure they will give the Film a nice drawn Look.
I just can say that i'm extremely happy what individuals can do these days and of cause...
Keep it up! :)

02 February 2005, 01:31 AM
Wow that's a bit weird isn't it!

It's probably because it subdivides SubD's adaptively into micropoly's at rendertime generating far more eventually than 4,000 poly's. I know that's what happens in renderman, don't know what Maya actually does though. The things you learn from actually getting hands on and down and dirty with it!

02 February 2005, 03:15 AM
3DBae806, here you go! I'm still in the process of finalizing textures, but I decided to do a quick and dirty test composite to see how the 3D elements are working with the 2D plates. So far, I'm pretty happy with the results. I didn't bother to color correct or add post-effects yet, I just want to see if things integrate convincingly. My aim is that the scenery won't draw much attention to itself and the real focal point are the characters.

jmBoekestein - that was incredibly technically eloquent! I'm pretty sure that's why Maya renders subD's so much slower. The things you learn from actually getting hands on and down and dirty with it! Seriously. :)

02 February 2005, 03:06 PM
Focuswise it's on the spot I think.:thumbsup:

But I think there should be some shadow on his right hand(on screen left). It might distract the audience! If it was intentional, just for environment shadowing, ignore me!

02 February 2005, 07:05 AM (
Here's another composite test - but moving this time: test ( (Sorenson 3, 609Kb) It's rough! I forgot to render some elements, and there's some weird things happening in the shadow pass, but all in all - the mattes are integrating quite nicely if I do say so myself. On to more final lighting/rendering!

02 February 2005, 07:08 AM
cool design man, love to see how it turns out

02 February 2005, 04:21 PM
I like him, the textures on the bottom of his feet look real nice

02 February 2005, 05:39 AM
i've been following this for a while. guess it's time to add my two cents.
awesome work, first off. very inspirational.

i know the above test is just a test, but i'm wondering if, like when you have him looking up, his nose and everything above it rotates up, but his mouth stays where it's at. same for when he looks down. i'm not too carazy about it. just wondering if that's how he's gonna be set up for the finished product?

02 February 2005, 02:09 AM
Thanks Capel, the rig was final until you pointed out the deformation problem. I just created a new rig for the face/body that will retain the animation information of the old rig. I'll post some rendered sequences with the changes in a bit. I was numb to the deformation, but in hindsight - I'm much happier with the fix. Thanks for lending a fresh look! Love your work

02 February 2005, 02:21 AM
Top job, I'm excited about this film, it's looking really good.
And yeah, if I had money I would by a reasonably priced caveman toy.

In the latest test I noticed two things that seemed to me a bit off.
First there's a rock to his right that never recieves shadows even though the shadows fall on the surfaces around it. Could be that the perspective is tricking me and the face that's visible is a decent length out of the wall. Not sure, my guess it's just a matte layer that's on top of everything else?

Secondly both of his feet, at their final position in the shot, appear to be on some kind of invisible platform. They're just flat as if on ground, and don't seem to be taking his weight. I think if his toes were bent up more it'd appear he's clinging to the wall rather than a missing platform. Know what I mean? When I climb something my toes are 90 degrees to the underside of my foot.

I hope this was helpful.

02 February 2005, 06:16 PM
i'm really liking the design look, its got a very "afterschool cartoon" look that could be done by the pro's

02 February 2005, 01:55 AM
I'm lighting & rendering like crazy! When I was in the sixth grade, I amused myself by writing a text-based user interface for DOS using *.bat files. Who would have known it would come in handy? I'm using *.bat files to queue up render files so my second computer can just render away without me having to check on it every half hour! Here's some more composite tests - what do you think?

Shot 02 ( head rig fixed (Sorenson3 624Kb)
Shot 03 ( title (Sorenson3 793Kb)

02 February 2005, 02:00 AM
Looks good IMHO. :)

However, in Shot2, his left foot looks like it's just hanging there sort of. I think he should have the bottom of his toes touching the wall instead of just the tip, to make it look like he's supporting himself with that foot. Hope that makes sense.

Shot3 is cool, but his hands go through the cliff. :)

02 February 2005, 02:28 AM
Are u a genious or something, writing that in 6th grade?!

The composits look really nice, but in both shot's 2 and 3 the hands go through the rocks.. that is def. something you will want to change;)

I really like how the beginning starts for the title in shot 3:)

Also it doesnt seem like there is a serious sense of weight on the cliff, it doesnt seem like he is slipping that much either.. maybe it's because there is no rock's popping out..?

I can't wait for this to be finished, hopefully this stuff helps..:) :thumbsup:

02 February 2005, 03:58 AM
Wonderful!! =)
I'm liking very much your film!
I want to see it finished!
I'm very very very excited about this film!
Congrat again, really a tob job..
love much your work!

03 March 2005, 09:56 PM
Thanks for the feedback guys - I'm cleaning up stuff like collision as we speak. I've got rougly 30 shots fully rendered and composited! I'm trying to finish two weeks earlier to qualify for a local film festival, so I've been cranking out shots like crazy! Here's another test clip - one of the few camera moves acheived entirely in After Effects:

Shot 10 ( (Sorenson3 361Kb)


03 March 2005, 01:14 AM
The camera move looks good.

If you're interested I have a little crit on the animation. Not really a crit, just a possible room for improvement. See he leans out just a little bit further but then relaxes. I think if he stayed stretched out a little bit longer before he falls into a relaxed pose it'd give me sense of it being a struggle.

It's probably too late into the process for you to go back into animation, but that's ok 'cause it still looks good. If you have the time to do it I thought I'd let you know.... also (I used Quicktime to extended that bit I was talking about for my own amusment, I can upload it if you like) his lip collides with the rock at one point and it's visible in front of his teeth.
I only know this from scrubbing slowly in Quicktime.

Anyway, great work, I'm obviously keeping my eye on this film. Much respect!

03 March 2005, 08:44 AM
hey, it looks really, really, really good man. No crits. oh, and the rig looks a lot better. can't wait to see this finished!

03 March 2005, 10:23 AM
This is really inspiring Paul. There are a couple of points where Bruce goes through the geometry of the rocks (like others have already pointed out), but other than that, everything looks beautiful so far. And that camera move was pretty convincing--cool that you can achieve that outside the 3D program constraints and have that extra artistic/filmic freedom.

I also love the way you've changed the title. Much more effective for involving it "in" the film.

Keep it up man. (although I know I don't need to tell you that!)


03 March 2005, 03:23 PM
I've noticed in 3 of the shots I've watched that the characters body parts go through other elements like the ground or mountains. The title sequence is one...his nose goes through the ground as he is climbing up. Thats shot03 I believe. In shot10 test comp his mouth goes into the ground a bit as well. The other thing I noticed was in testsequence02 where the caveman is climbing up the cliff, his spears are inside his butt. You need some sort of leather or fur holder straped to his back or his waste to hold the spears. It might even be funny if it was his butt-crack that was holding the spears as he climbs. Just a few crits to make a wonderful animation even better (and more convincing). Everything else looks awesome.

03 March 2005, 06:41 AM
More rendering complete! I'm moving on to ACT II of the film - the antagonist finally steps into frame and we get to see him in his smooth, textured, rendered glory! Here's a sample glimpse:

Shot45 ( (Sorenson3 321Kb)


03 March 2005, 06:00 PM
That's great, I love the matte paintings and the way you composited them together..:)

One thing I don't like, and I don't know if the camera movement is for this sample shot, but the camera pulling backwards seems way to fast. It seems as though a smoother, slower camera pull would do better..

Anways, great job, and looking forward to your next update :bounce:

03 March 2005, 03:20 PM
really!, great.

03 March 2005, 07:42 PM
the animation is excellent! and the directing

03 March 2005, 11:32 PM
Progress check - I've completed rendering!! Even though that's through with, there's still quite a bit of work left to do. There's still color correction, post-effects, but I'm currently focusing on sound. I tend to take sound effects in film for granted, but after adding just a few footsteps here and there, things get nudged up a whole new level!

03 March 2005, 01:02 PM
Congrats Paul, nice milestone to pass man... The light at the end of that tunnel must be getting pretty bright around now...You still planning for the Final cut at the end of April?
Good luck with all the tweakin and funstuffs

El Toro
03 March 2005, 07:24 PM
This is absolutly great work! I went through all the pages and I don't regret it, it looks really great, especially the mood of everything is just amazing! :thumbsup:

03 March 2005, 10:29 PM ( just posted an interview with me about Egghunt on their frontpage. If you've got some time to read, check it out! feature interview (

03 March 2005, 11:59 AM
ten more minutes...

03 March 2005, 01:59 PM
Haha, yeah nice one Paul;)

I enjoyed reading about your process of animation, and how you got started.

How long did it take you to write the script, and how did you go about doing that?

Also what kind of drawing studies did you do to help you prepare for these odd characters?

Congrats man, and I'm excited for the next update! :applause:

03 March 2005, 02:13 PM
I just looked at my local newspaper and it showed a picture of an egg..then I thought to myself, Paul should release his film next sunday on Easter!

Moral of the story, don't eat, sleep, or let and bodily needs or functions take place for the next week, and you can finish the EGGHUNT by next Sunday!!

Just kidding :scream:

03 March 2005, 06:32 AM
Because it's very time consuming to try and match lighting conditions between several shots all within Maya, I rendered knowing color correction would be done within After Effects. I printed out a contact sheet of sample frames to see inconsistencies at a glance.

neiy0 - thanks for following me on this strange, first odyssey! The concept for the story took about three months to really hammer out (despite how simple it is!). Although I did write a properly formatted script, because this film has no dialogue, I spent much much more time storyboarding. Including the storyboarding process, the story took me about 4 months to complete. I am working full-time and attending part-time classes at the same time, so this has all been on my off-time. As for the character design, I didn't have a specific look in mind before coming up with the story - all I knew is he had to be a caveman. I then accumulated as many caveman caricatures as I could and started doodling away with their successes in mind! It was a combination of trying to over-exagerrate features and the film's object of desire that turned the hero into the wobbling egg-head that he is today! Nice idea with the Easter premiere ;) I'm just going to smile to that

03 March 2005, 10:01 AM
That's a great idea, thanks for the tip.

03 March 2005, 09:56 PM
Hey Paul, read your article at cgunderground, pretty awesome stuff bro. i think going with matte painting was the best idea ever for the film. Also, the color correction is a pretty sweet idea. i'll be sure to do that on my film. well anyways, your doing cogswell proud! can't wait to see the final product.


03 March 2005, 12:23 PM
Read your production journal, trully admire your sense of comitment to the project and wish you the best of luck with Egghunt. See ya

03 March 2005, 01:38 PM
This is so damn beautiful!! Wonderful work and great animation.
Just cant wait to see the hole production. Keep up your amazing work.

Sid Barnhoorn
03 March 2005, 11:16 PM
Ey Paul,

This looks bloody briliant! I'm a composer myself and would like to over my services if you'd need it. You can check my site for music demos and at Filmography for short I've already done: (

Good luck with this, I bet it's going to rule!


03 March 2005, 12:12 AM
I'm taking a break from meticulously color correcting (yawn) to notice that I've never introduced you to Egghunt's lead (and only) antagonist: "the Neighbor"! In my attempt to be resourceful, I designed this character to be structurally identical to our main hero with a few aesthetic exceptions. This way, I can use the same model and rig and jump straight into animation. I'm pretty happy with how his dragon ballish hair came out - he basically has a bunch of cones sticking out of his head with soft alpha channels on their tips. It's like in those movies where the character is trying to hide their identity by wearing tinted sunglasses and a moustache - it's amazing how much adding a unibrow changes a face!

Sid Barnhoorn - thanks for the offer, but I already have a great composer on the film by the name of Yiannis Kranidiotis.

3DBae806/diriendha/Ogi - thanks for the support guys - I'll be needing it in the next few days. I'm currently scrambling to get a rough cut done for my school's annual award ceremony. So much for sleep!! :eek:

03 March 2005, 12:17 AM
I dig The Neighbor. He's very cool. :)

03 March 2005, 02:22 AM
Up until today, Egghunt's sky was a barren gradient of blue. I noticed for all the shots that didn't have the horizon line, the elements looked like they were performing on a bluescreen (literally!). Because of this lack of depth, I decided to hand-paint some clouds. I discovered I could use these not only to make things more visually interesting, but aid in the composition. The above is an example of how the clouds helped to create a nice compositional notch that should lead your eye towards the center of interest: the character.

03 March 2005, 03:57 AM
Yeah it's amazing how the hair and the unibrow change the character. I really think that the clouds are also great. What software did you use to paint them, Photoshop? They really add to the composition. It's amazing how a simple prop or something in the back ground can make the scene more interesting.

As for the character with the neighbor, I don't know if you know this, but in the Pixar film "The Incredibles" for all the characters they create one character, then simply clone the other characters out of that one character, and change around the facial and body features. From Bob Parr, comes a random crowd's quite amazing.

I think that if you have time between jobs and getting into the industry, you should write a tutorial on this, or a "how to (make an amazing film)"

Fantastic updates:bounce:

04 April 2005, 02:20 AM

I'm almost there! I've been spending the last few frustrating days trying to burn a test DVD. After going through several different programs, computers and burners I've finally got it down! (You'd think iDVD on a Mac would be easy but the quality was incredibly disappointing!) Anyways, I've screened the film to my review committee and my school President - who gave it warm reviews. I'm psyched! I'm busy designing the DVD and attempting to put in some extras. I'll be sending this out to film festivals and companies as soon as that's ready. I'm trying to decide on the timing of the online release. If I get time out of this hectic workload - I will try my best to cut a teaser so you can at least have a taste.

neiy0 - glad you like him :) and yes, I am using Photoshop to paint everything. I watched the entire Incredibles disc 2 also - a minor correction: I'm pretty sure "universal character" was only used for secondary characters (teacher, principal, other superheroes, crowds...) All the lead characters like Bob Parr and Edna were sculpted/rigged independently. As for the tutorial - I don't know what new techniques or insights I could bring to the table - is there anything in particular anyone is interested in?

04 April 2005, 03:50 AM
Awsome man, I can't wait for this to come out, and for you to get lots of credit for this extraordinary piece of work.

You are right about the "universal model" for the Incredibles ;).

As for the DVD, what are you going to put on it? Also, just curious, how big is the movie, non compressed? I'm guessing a loooot of MB's, or even a GB's? What program did you decide to use to make your DVD in..? 'Cause if you were previously referring to iDVD, that means that you were using a Mac..were you doing your modelling and such on that, or just DVD stuff? Will we be able to get copies of the DVD's in the future, or have to wait to download it on like

Tutorials, well I think the whole process from start to finish would be fascinating! Just to see how you work. Like from the script, to storyboards (definetely), to photoshop painting, to building the models, to texturing, rendering, matte painting, etc.. I think the WIP is fantastic, so a "how to do" would be even more fascinating! I mean, I really enjoyed watching you through this project, and I feel honored to have helped you out and supported you, but seeing how you did it would be more of inspiration to me. Since hopefully I'll be at that level in the next four years of college..!

Congrats man..keep it goin! Also a demo would be sweet of it, if you have the time!

04 April 2005, 05:33 AM
Excellent dude. I look forward to seeing it.

I'd love to see the film online soon but I know there's film festivals that won't accept publicly released films, including online distribution. Which is bummer.

In terms of special features... an audio commentary?

Be great to see a trailer when you have the time.

04 April 2005, 01:40 AM
Here's a glimpse of the DVD's main menu! I just purchased an Epson Stylus Photo R200, so now I'll be able to print images directly onto my DVDs! Box/disc art in the works! (
I also got around to redesign the Egghunt section of my website - now with a "media" section for you to download images and soon-to-be-posted movies! Egghunt (

neiy0 - the final rendered version in NTSC DV with audio is about 700Mb. Non compressed, I have no idea. It would be too big!! I am using a PC for the entire process, I just tried to use the Mac's iDVD program for a quick dvd burn just so I could see my work on a widescreen TV, but the automatic MPEG conversion was terrible with lag and horrible pixel artifacts. I am now using Adobe Encore. I plan on selling a few DVDs after the film festival run, sometime later this year (depending on demand). I will also host it online at that time for anyone to download.

Kizza - I think I will definitely put in an Audio commentary though it will be brief since the entire short is a little under 4 minutes. I may even make a mini documentary, but time will tell if that's just an ambitious idea ;)

04 April 2005, 11:34 AM
Paul, you just motivated me to stop playing WoW and start beeing productive again. Thanks man, you're doing a great job!

04 April 2005, 12:45 PM
I want to see the film... NOW! :bounce:

04 April 2005, 10:15 PM
Awsome man, love the menu. Also let me know if you have any extra DVD's by the end of this, I'd love to buy one!

I checked out your website, and I don't know if this is supposed to be like this, or if it's just my computer, but when I go to gallery, and choose "Next Random>>>" it doesn't show me another gallery image, it simply reloads the same image. I really want to see your other works, and mediums, but I can't :(.

Well, I can't wait for the next update, and hopefully all goes well with the rest of the process until then:)


04 April 2005, 09:19 AM
Whew! After going through thirteen DVD-Rs and wrestling with Adobe Encore, I've finally finished the DVD! I'm ready for some (semi)mass production! I've still got to design the box art, but here's a glimpse at the disc's design. I just took down all the project papers tacked up on the walls (shot sheets, special render notes, etc.) and its crazy how fast this project is wrapping up!

JBoskma - that's why I have a no-PC games policy. I only purchase console games so I have to physically leave my workstation to play. By the time I get to the PS2, I've decided I shouldn't waste time ;)

josephlyw - I'm slowly narrowing down the film festivals Egghunt will be participating in. I'll probably post a list of showings so if you're near one - maybe you can catch a showing! (Otherwise you'll have to wait till the end of the year - sorry!)

neiy0 - I'll definitely have extra DVDs that I'll try and sell for as cheap as possible. I'm not looking to make money with this thing, I just want as many eyes to see it as possible!! About the gallery, that's strange - are you on a mac? That's the only browser I haven't tested the site on. It should work on everything else.

04 April 2005, 01:05 PM
good work ethic paul! :thumbsup: thats why i myself am not much of a gamer. rarely play games on the PC. again, good work ethic paul and wish you all the best. thanks for all the help eh. keep updating. cheers

04 April 2005, 09:40 PM
its crazy how fast this project is wrapping up!

Can't wait mate! good luck for that home stretch, I look forward to seeing more from you over the years:thumbsup:

04 April 2005, 11:40 PM
Hey Paul. No problem with your site, I think it was just my computer at the point in time. I looked at it on another mac, and then again on mine, and it was fine..? Who knows :hmm:

The DVD cover looks fantastic.. but one thing I noticed was on your website, where it says "EGGHUNT" it has a spear through it. In the DVD cover there is no spear through it, was this intentional(because it makes it seem to cluttered)? Anways, fantastic job, again, and can't wait for the next update.

I agree with DaddMack, I can't wait to see some future work! I am kinda sad that this film is over with, because I enjoyed every few days, seeing a new update :cry: I have, however, been reading your production journal, and it is very interesting to see how you work! I would like to keep in further touch with you, even when you make into the industry (touch wood).. If you use AIM, my sn thing is below my name, or you can pm me sometime, then we can chat on email...

Cheers man! :beer:

04 April 2005, 11:51 PM
wow, i just started looking at your thread today and i am impressed. Fantastic job catalouging all the steps and showing us all of your work. Im very excited for the movie, your quite talented, great job.

04 April 2005, 12:00 AM
Hey Paul, sorry to bother you again, but I was looking at one of your shots under "Media" on your website, and I noticed something wrong..maybe? I'm sure it's probably either to late, or you've fixed it, but the right leg seems to be going through the caveman's clothing..

04 April 2005, 01:31 PM
looks very good, i think.

04 April 2005, 09:17 PM
..And here's the box art! I decided to keep it rather simple. Originally I painted this complicated arrangement of the main character Bruce against the backdrop with spear in hands and... well it got to be too much. I left room on this design's front cover for my contact label for the festivals. I sent my first one out today!

neiy0 - good eye! I quietly changed the online images. Unfortunately, the film is done and that frame wasn't fixed, but quite honestly, I'm not too concerned with those sort of errors because for the most part, they go quite unnoticed. Hopefully the animation will be more of the focus. I screened this to several people (students, instructors, review committee) and no one pointed it out without my mentioning it. Hopefully I'm right about this, but I guess you'll have to judge for yourself when you see it online!

04 April 2005, 09:25 PM
Everything looks very nice to me paul.
I like the simplicity of your Design.
The Colors are great.
Can't wait to see the final Product.

04 April 2005, 11:17 PM
I designed a movie poster ( and was all set to make a few large 27" x 41" prints for presentation purposes, when I realized it would be way too expensive to pull off. (Kinko's charges a $100 a print!) Oh well, it wasn't really necessary - but I spent a good chunk of time hand-painting the egg, so I thought I'd rearrange the composition and make it into a wallpaper. 800x600 ( | 1280x960 ( | 1600x1200 (

04 April 2005, 06:48 AM
Why don't you stick it up at and order a few for yourself?

04 April 2005, 01:59 PM
Yeah, Paul, that website looks like it could be of some use to you;)

About the poster, it looks good, but kinda plain, in my opinion. I understand you are trying to keep it simple, so I though maybe you could crack the egg in half..? Does the egg ever get cracked open in the movie, or not? Also the DVD cover looks somewhat plain as well. I was looking at a bunch of animated film DVD covers and noticed one thing: that they always have the main character(s) on the front. But I suppose it's also too late to change that, if you were, because you've already sent one out;)

The animation mess up with that single frame is far from trivial. Unless the people freeze frame it at that exact mess up, they will never know that it happened. :thumbsup:

Good luck with poster printing, and can't wait to get a DVD;)

Rock on :buttrock:

04 April 2005, 12:12 AM

YOU'D BETTER LOVE ME :love: :bounce:

Check it out : nicktoons animation festival! (

04 April 2005, 03:24 AM (
I finally found some time to splice together a teaser trailer ( 0:32 seconds 13.95Mb Sorenson 3 (so all you mac kids can take a peak too)

thanks neiy0 - I spotted that on 3dtotal too

04 April 2005, 12:49 AM
Alright, let me start off by saying this is one of thee best progressions on an animation i've ever seen, cause u've kept us updated on everything completley from day 1, and its amazing how long you've bean working on this, ever since you started this thread last year about a year ago, and i can't believe how far you have come. I mean even to the point where your creating your own DVD's and everything for it, its absoluting amazing what you have done with this whole project so far. Im currently using 3ds max 7 and i know your using maya and i truley respect maya and it has amazing power but im just not looking on getting out of a program and going to another. All of your animations, sketches, renders, tests, and models all look spectacular and I just have to say your a real inperation(sp?) to alot of us. Keep up the great work and I cannot wait for it to come out.

04 April 2005, 08:47 AM
I got a call this morning - apparently Egghunt has been chosen as one of the top five finalists in the Alice Three Minute Film Festival!! If you are in the Bay Area (N. California, USA) - be sure to attend! Tickets are on sale here (

04 April 2005, 10:55 AM
thats a big achievement paul. congrats man. u deserved it after all the hard work. u are one talented animating machine. good luck bro...

04 April 2005, 09:51 PM
Hey Paul, it's Will, I'm Pat's roommate, just sat here at work and read through this entire thread. You've done an amazing job, hopefully it does well at the Fusion Awards tonight. See you there.

p.s. keep an eye out for An Animated Story Featurette this next year on CGtalk.


04 April 2005, 01:28 AM
Wow Paul, that's fantastic. You are making it so far already, and just think, you don't have a job yet!

I'm excited for you..unfortunately I don't live anywhere close to the Bay Area, let a lone Cali. so I can't attend it :banghead: I would call up some people I know at Pixar, but I'm sure they've already got their recruiters on this sort of stuff;)

Awsome man, just awsome!

04 April 2005, 05:33 AM
Thanks for the support guys. I'm proud to announce Egghunt scored two awards at this year's Cogswell Fusion Awards for best Animation and best Compositing piece!

04 April 2005, 06:01 AM
much respect to you paul, congratulations on the award!
i can't believe how fast you got this turned over, what a workhorse
its been great watching the progress and your process, made some smart workflow decisions.Very inspiring, good luck to you and def looking forward to the final piece :thumbsup:

04 April 2005, 06:14 AM
congrats Paul!
sorry couldnt make it to tha awards banquet, but congrats on those hunky pieces of hardware, no special certificate for you huh? :rolleyes: Anyways congratulations for your award and your awesome short. I myself starting a studio here in the east bay and would like to know if you would like a position. I myself will be janitor will Big R could be the lunch lady. JK...Again, congrats!

04 April 2005, 06:06 PM

i can just agree with what Guido said, it is not only impressive what you made (we didnīt have much of a chance seeing to much of it so far : ) but how fast you had this job done. respect and once aggain congrats. hope this will be the first of a lot won awards.

04 April 2005, 06:18 PM
double postin :blush:

04 April 2005, 02:47 PM
Congratulations man. It must have given you a really satisfying feeling to receive those great awards. It's always nice to hear that people respect and appriciate your hard work. Grats again! Take care. :)

04 April 2005, 04:30 PM
Let me tell all of you who haven't gotten to see it yet, it's good :) congrats Paul.


04 April 2005, 05:08 PM
Congrats Paul, I just recently stumbled upon this short. Fantastic design and overall look. I'm sure you're beginning to feel the tuition fees are worth their toll now that you're seeing some crystalization... uh... yeah... Keep us informed. Keep more coming.

05 May 2005, 05:15 PM
Hey Paul, long time no talkie.. :scream:

I dunno if you had seen this or not, but 3dtotal is looking for shorts to stick on their shorts drawer 2005.. I immediately thought of yours when I saw that advertisement. It might be something to consider, because you will get a lot more publicity, from all over the world :thumbsup:

How are things going with your college wrap up and this film? Any job offers yet?


06 June 2005, 09:40 PM
Thanks for the support guys. I'm proud to announce Egghunt scored two awards at this year's Cogswell Fusion Awards for best Animation and best Compositing piece!

:drool I want some of those. Anyway, I saw your animation short before in my computer animation cass at Mission college. Patty, the admissions directory, payed a visit to our class to show off some of the Cogswell students' work and yours was among some of them. It had no sound though but it was entertaining. Good work.

06 June 2005, 08:22 PM
Thanks for the support guys. I'm proud to announce Egghunt scored two awards at this year's Cogswell Fusion Awards for best Animation and best Compositing piece!

Well deserved on both counts mate:thumbsup:
I hope you pull many more awards Paul...

06 June 2005, 11:45 AM
As you may have read on this thread, I worked with Paul composing the music for Egghunt.
So, for anyone that is interested, the music is available in my website: (click on the egg!)

Many thanks to Paul for this great experience. And to CGTalk, a place for musicians too:thumbsup:

06 June 2005, 01:38 AM
How have I missed this thread. Read all of it. Lost for words. Really. Stunning.

Is there gonna be a release of it we can see?

06 June 2005, 02:09 AM
hey all!

I know the project is complete, but I thought I'd update this little journal-thread for the curious. Egghunt has been through its first film festival - Alice's 3 Minute Film Festival! It was the first I've ever participated in and it was nothing like I expected. The place was packed out (I'm gonna weakly guess at least 500 people) and everyone was psyched for indy-shorts! Alas, I did not win - but judge Andrew Stanton was kind enough to tell me he voted for mine :)

The rest of the film festivals will all happen around September-October, so until then, there won't be any public showings of Egghunt. I am currently contemplating submitting the film for 3dtotal's shorts drawer - but there are a lot of considerations I have to make so I'll have to figure that out. It is very appealing because then I won't have to sell them directly just to get it out there, but the dvd debut may interfere with some festival regulations...

So that's pretty much what's been happening with Egghunt. I've taken a huge break from all of this (I'll be in Cabo later this week!) so thanks everyone for following and I'll keep you posted!!

PS - Yiannis is an incredible composer! If you can nab him - DO IT. :thumbsup:

06 June 2005, 03:37 AM
Awsome Paul, it's good to see that you are going through film festivals already! I hope to see your film when I am in college next year in Sarasota, FL!

Andrew Stanton saying yours was best, is quite good :bounce:

Any job offers so far? Have you looked at Blur Studio ( in Venice, CA, they look really awsome...!

Fantastic job, and I will def. check out your production journal, for I love how interesting it is!

Cheers :beer:

06 June 2005, 04:08 AM
Im going to download the full post to keep track of your projects, its awesome how far you have gone by this time.

Good luck, i wish you the best!!!

Tom W.
07 July 2005, 10:55 PM
When are you posting your reel? The teaser does nothing for me :(

07 July 2005, 01:49 AM
im pretty sure since he's entered it in film festivals that he wont be able to post the full version up for some time. thats probably why he hasn't already, i believe i had seen a post in the news section saying it was finished and everyone wished him luck.

07 July 2005, 08:46 PM
gunslingerblack's right - I'm not able to post the film online until this attempt at a mini film fest tour is complete. Thanks for the interest though! More info..

07 July 2005, 11:20 PM
Here are a few ways to see Egghunt before I release it on the website:
Nextoons: Nicktoons Film Festival 2005: Egghunt will appear on Nickelodeon airing Saturday August 27th 9:00pm (PDT) / Sunday August 28th at 12:00pm (EDT), screening #7. It will be repeated again three hours later. The program will also be simulcast ( ( Vote for me! Help select Egghunt for the Internet Viewer's Choice Award!!
San Diego Asian Film Festival ( 9/29 - 10/6 at the Pacific Gaslamp 15. Hand picked by the winner of last year's SIGGRAPH Electric Theatre Best In Show: Sam Chen (Eternal Gaze)!! What an honor!
Stash Media Student Animations Awards ( Egghunt has been selected as a finalist and will be featured in the 2005 GSAA DVD.

07 July 2005, 11:34 PM
Awsome man!

I'm so proud of you :cry:

I'll watch it in my dorm room with my buddy on August 28th! I hope all is going well for you, are you still on vacation, or back to working? Job offers..?

Take care Paul!

08 August 2005, 04:25 PM

Egghunt will also be screening at the Los Angeles International Short Film Festival ( 9/6 - 9/13 at the ArcLight, Cinemas 8335 Sunset Blvd. Ste. 208, W. Hollywood, CA 90069.

neiy0 - I just began working as an animator for an Activision studio called Toys For Bob. How goes your short?

08 August 2005, 05:05 PM
Hey Paul, yet another film festival in the ol' bag! Congrats, it must be amazing! I checked out the place that you are currently working at, and it seems pretty cool, and fun. Does it pay well..? I'm guessing your an animator there? What places did you get job offers from?

My short is currently on stand still, because I am doing character concepts for another short film me and my buddy are working on. I am also doing web designs, and desktop designs for one of the collaboration projects here on cgsociety: Hardwired (

I am also really busy with my invention, and getting ready to go down to college/vacation!

Cheers Paul :beer:

08 August 2005, 04:40 PM
More screenings! Egghunt will be featured on 3DTotal's 2005 Shorts Drawer DVD ( along side with flicks like Rockfish, Cane-Toad and In the Rough. You can purchase a copy for $24.

08 August 2005, 06:34 PM
Hey Paul.Yan!

Awesome stuff.! congrats to all thoose things you will be on!!:thumbsup::bounce: