IP Incubator! - SCHIRKOA

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  04 April 2016

Schirkoa finishes 3 years of production. (Along with several years of slow pre production). The film is sort of wrapped. Just the final last week fixes and touch ups remain. The final cut has come out really well and I can't wait to share it.

It's safe to say that by May 2016 I should be able to start sending it for submissions.

The final run time stands at 13:30 mins.
 
  04 April 2016
Congratulations Ishan,
For following it through. We're all looking forward to seeing the next gem from the cg treasure trove of redCigarrete!
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  04 April 2016
Ha! Thanks Narston. I had a blast making it all these years. Hope you all like it as soon as it comes out
 
  05 May 2016
I am super tired and happy. Schirkoa is finally over. Being my first film, it was a slightly tough and ambitious story to pull off. I am excited as it has come out close to what I had envisioned 4 years back.
Submissions have started. Here is a trailer and 3 posters. I donít think I will be releasing it online this year, but I will keep posting if it gets accepted in any festivals.

Trailer:


Poster 1


Poster 2


Poster 3

Last edited by redCigarette : 06 June 2016 at 12:42 PM.
 
  05 May 2016
Congratulations Ishan. Best of luck on the festival circuit or where ever you take it. I look forward to seeing the real thing.
 
  05 May 2016
We're at the edge of our seats.
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  06 June 2016
Thanks for the plug !

I am going to start a series of breakdown stills. Subsequently I shall go through a detailed breakdown of some of the key shots and sequences.

 
  06 June 2016
Wow, so you modeled everything including telephone wires, etc. ? Impressive and a lot of work. I guess it allows u the control of volumetric lighting, no/yes? also your shader and texture library must be in the hundreds. I'm assuming the far away objects are lower res so your work station doesn't explode?
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  06 June 2016
Yes, everything is a model. I didn't model everything though. A good number of props are bought from online marketplaces. Definitely, if you get all the props in scene itself it helps in final look. Oh the shader and texture libraries are big for this and many other scenes. But I down-res the textures real low (both foreground and background) while deciding the final look. And up-res very few select props that actually require some detail. All characters are alembic, all props are proxies and most textures are low res. That and Redshift make sure my machine doesn't explode.
 
  06 June 2016
*wow, this is bad-ass!

Looking forward to more breakdowns. Would love to catch a glimpse of how you did your outline-toon look.
Congratulations!
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