IP Incubator Club Thread 2014: Monthly-019: August 2014


#28

Actually I have it in pretty good authority that many of the major studios for animation (not games) already work in Low-Poly. A lot of this has to do, I think, with the fact many video games now can project the illusion of High-Poly models with just low-poly models.

This means Zbrush, Mudbox, Sculptris, or Blender Sculpt Mode should now be very important tools in your arsenal. :slight_smile: And Re-topology is a VERY important phase. :slight_smile:

Also, note that Low-Poly models are superior for animation and weight painting purposes… you get much smoother deformations and folds with a low-poly model than one that is very heavy. Denser ones have more “weight paint resistance”, for lack of a better word, it’s easy to miss verts or have some of them off by 0.10 or 0.20 weight relative to each other and you get nasty wrinkling and kinks.

Low-Poly ones would have fewer verts controlling a larger area and react faster to weight painting. So you should be considering that as well. :thumbsup:

P.S.: Can’t recall the wireframe image, but I think SCHIRKOA above uses low-poly meshes with very good texturing and other FX. Even if it doesn’t, I can assure you that exact look is possible with pretty low-poly meshes that are between 15k - 25k verts each (at least for bodies).


#29

Zbrush is quickly becoming one of my new favorite toys. After a few hours of practice over the weekend, I ended up with a level of detail that might’ve taken me at least a week to get if I’d box-modeled it instead.

Feature films using low-poly meshes is also interesting, considering how some of the lines between features and realtime are getting blurred. Apart from poly counts, game engines are now using blendshapes for both the face and possibly body corrections, they have shaders that couldn’t be done in realtime a few years ago, and even use displacement maps!

Schirkoa definitely has a nice look to it, sort of a hybrid of toon and realistic shading. I bet redCigarette could alter the shadingstyle in either direction, and it would still work just as well.

Another good low-poly example, I think, are Valve’s Team Fortress videos. On top of the overall style, they’re entertaining enough that no one cares about the level of detail. Between using existing assets and rendering with the game’s engine, I bet they save a ton of time compared to if they were to take more of a brute-force feature-film route.


#30

did you get my PM Roberto?


#31

STATUS NUMBER: 9!
TEAM MEMBERS: 20 (Voluntary)

An animated cartoon featuring a chill, guitar playing, iguana named Ray and a high energy, low maturity, cat named Clovis. With jazz music.

ESTIMATED COMPLETION DATE : Right now!
Learn more

WIP THREAD: http://forums.cgsociety.org/showthread.php?p=7876927#post7876927
WHAT WENT RIGHT THIS MONTH:

We finished All That Jazz!

WHAT WENT WRONG:

We had miscommunication between director and the team and had last minute re-renders that could have easily pushed over deadline. Plus our editor and effects artist both were at SIGGRAPH so there was a huge chance we couldn’t have uploaded any final changes. A lot of hard work and patience with hotel wifi paid off. We uploaded a day before :slight_smile:

SHOW AND TELL:

//youtu.be/72SunXFBLZE


#32

It needed a little something extra… but otherwise RAY & CLOVIS didn’t look too bad.

About at par with CG stuff on Disney Channel.


#33

Yeah? Any ideas what could make it better?


#34

Well, the posing could be more expressive, particularly for Clovis the cat. For example, when he’s doing the Electric Guitar Gag, he could act a little more flexible like a Jimi Hendrix:

//youtu.be/5CzHzcQODGI

The Piano gag could also be zanier with more head movement:

//youtu.be/UJK4S2xvGkk

the drumming, you can look at THAT THING YOU DO, or Lars Ulrich who does a lot of movement when playing drums.

But what’s in there already isn’t bad. It just really needs more iterations to take it over the hill.

Funny you should ask about this, as that’s what I’m doing right now… re-posing animation. lol.:stuck_out_tongue:

So I’m not like a super expert. But I know what you (and I) need to do. :stuck_out_tongue:


#35

All great feedback, thank you:)


#36

Good to see all my fellow you guys still plugging away on your projects. It warms my heart to see it, it really does.


#37

Guys the talk at SIGGRAPh went VERY well.


#38

Details, man. We want details! :smiley:


#39

First sorry for the delay in the post.
My boss pounced on me when I got off the plane to work on a 911 project.

First i would like to thank our own David Andrade for organizing the session.
It was a ton of fun.

I should write under my Avatar… “I dont look like that anymore” :slight_smile:

Ok some details I was part of a panel with
Mark Olson, Bernhard Haux, Shande Davis, Chris Folea and Juerg Grieder about Online project collaboration.

I talked about what we have been doing here at the CGSociety with the DSF, FXWars and more recently the IPDEV forum.
I explained the mission of the forum and showcased some of the projects.

It went very well, but I do need some polish with my presentation skills.

:slight_smile:

-R


#40

That’s good news Roberto, glad it all worked out!

Sorry again if I haven’t been much involved lately on the club. I’ve been really busy with the team dealing with all the festivals and finishing up the Kickstarter rewards. It’s cool to see some new faces around!

Here’s a new update:

CONCEPT NAME: Le Gouffre

OFFICIAL WEBSITE: http://legouffre.com/

CATEGORY: Animation

PROJECT DESCRIPTION:

(from the website)

Le Gouffre (The Gulf) is the first animated short film directed and produced by Lightning Boy Studio, a young creative team based in Montreal. The film tells the story of two spirited travelers who encounter an impossibly large gulf on their journey and decide to build a gigantic bridge to cross to the other side. Even though the film has not yet been released online, the film has already made the news with the incredible success of its Kickstarter campaign , which goal was to help finance the post-production. Many were impressed by the passion and determination of the small team of three animators, who spent more than two years of full-time work to bring the film to completion.

The premiere was held at Cabaret La Tulipe on March 14 2014 in Montreal. Since then, the film is stacking up the laurels and has been selected in more than 20 festivals around the world. You can find an exhaustive list of awards, official selections and upcoming screenings on the PRESS page.

PROJECT GOALS:

Win festivals, then make a big hit on the internet and gain the visibility and credibility that will allow us to eventually be able to live on telling our own stories.

STATUS NUMBER: 20

TEAM MEMBERS: 3

Carl Beauchemin - Animation and Rigging
Thomas Chrétien - FX and Compositing
David Forest - Art Direction

START DATE: July 2011

FILM COMPLETION DATE: February 2014

ONLINE RELEASE DATE: February 2015

WIP THREAD: http://forums.cgsociety.org/showthread.php?f=153&t=1085457

UPDATE:

So much stuff going on, I don’t remember when was the last update so I’ll just resume everything that happened in the last few months.

Well, first, the film has been selected in a lot of festivals so far, I think we’re looking at 20 selections and we’re still sending it around. People are even starting to contact us directly to screen it in their festival, sometimes offering a fee waiver, because they saw it at an another festival and really enjoyed it.

A lot of work lately went into finishing the Making Of and Art of for the Kickstarter rewards, which we promised for September. It was fun to do! We probably would never have done anything like that if it wasn’t for Kickstarter, but now we got all kinds of extra material to promote the film (and even sell maybe!) once the film hits the internet.

We haven’t won as many festival prizes as we had hoped, so far we got an Audience Favorite - 2nd Place at Palm Spring, and possibly the Best Short Film Animago Award for which we’ve just been nominated, but I think it’s still been a good success considering the amount of selections and awesome feedback we received.

The only downside of not winning any first place in a major festival is that now we must look at screening our film in a Los Angeles theatre for three consecutive days by September 30th if we want to have a shot for the Oscars.

We also just did a complete overhaul of our website, which started to look dated and wasn’t as useful anymore since it was originally meant as a production blog and the film is now finished. You now have the teaser and all the information about the film readily accessible, and you can easily see which festivals are coming up and all the official selections and awards we won on the PRESS page.

Come and have a look!

http://legouffre.com/


#41

Did any one of them… like say Bernard Haux (of Pixar) mentioning say… That they heard John Lasseter maybe talking out loud about the possibility of large houses like Pixar opening the market for things like… developing other artists’ IP or allowing for story ideas to come from the 3rd party market (rather than within Pixar)?

Essentially things like the IP incubator are a 3rd party market.

What was their feedback overall? :slight_smile:


#42

@Frotze: I wouldn’t be too worried about not winning everything. On the bright side, being in 20 festivals is a win by itself. :slight_smile:


#43

Just wanted to say well done on Le Gouffre. Excellent work, very enjoyable.


#44

Yes, we’re quite proud of that! :slight_smile:

Thanks Richard! Where did you get to watch it?


#45

@Frotze

I haven’t seen Le Gouffre but man it looks beautiful! Seriously, great job. When will it be online?

Our team will be running a Kickstarter in a few months ourselves. Could I pick your brain about it? What was your out-reach? Who did you contact? Did you try coldcalling/emailing bloggers and websites? What are some things you did to prepare? What did you learn from the whole ordeal :)?

Ok enough questions! It looks great man.

@RobertoOrtiz: You did great buddy. A good session overall. We’ll do it again in a year!

@CGIPadawan: PIXAR and the greater whole of Disney has no reason to open up to third-party developed scripts. Legalities aside, it’s easier for them just to use internally developed ideas from their incredibly honed staff. The legal stuff is messy because it would open them to numerous lawsuits. However internally, all the work is already owned by Disney.


#46

@daraand:

Thanks! We’re planning the online release for February 2015.

If you want to more about out Kickstarter, you can start by reading an interview we did for a Japanese website a while ago, it’s quite in depth. Here’s the link on our website:

http://legouffre.com/belle-reception-a-palm-springs/

Let me know if you have more specific questions!


#47

My response was based on the teaser trailer. So if that’s anything to go by, the full short will be fantastic. I look forward to its full release and will check out the kickstarter project page too.