Isn’t focus-puller the silliest job ever?

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Directing & writing, Production

Today meeting with Joris Kerbosch (Director of Photography) and Ian. We went extensively over the script (“Ian, what’s this film about, for real?”), and already discussed plenty of practical filming issues – Joris brings in so much experience! Joris also had his wishlist of important people to add to his crew. On the top of his list: the Focus Puller!

Me: “So… eh, focal pulling can’t be done by some local monkey?”

Ok… now I’ve learned that there’s much less good focus pullers than decent DP’s around. He’ll not only “keep things in focus” but will be operating the camera itself in general; with Joris also running around to work with gaffers (light) and grips (cranes, dollies). Assuming we can find all of these… luckily there’s Rob Tuytel – our Film Academy connection!

Joris and Ian will be meeting next week again to visit some locations in town. I can only give Joris final answers on crews in 2 weeks… when we know a bit more about final budgets.

Day 2: If you look at the windows, they are so dutch.

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Directing & writing, Production

So we decided that, unlike Sintel, we’re not going to wait to post blog updates until we have things like, “Good Reasons”- we’re gonna post whatever, just to keep you guys in the loop, and show you what’s really going on. We’re not going to be nearly as worried about secrecy (that said, we’re also probably not going to bend over backwards showing you everything :P).

This is good news for me, because otherwise the concept of frequent blog post ‘presentations’ to the blender community would be totally exhausting/intimidating!

Not that we’d be short on content for today! Holy cow. I had no idea when I woke up that we’d be storyboarding the entire film! Which means I get to work with David to plan out every single shot of this thing. That’s a lot of shots, and a lot of decisions! We’re currently at shot 53- but I suspect we’re only halfway there. David estimates we’ll be up till midnight. I estimate that means it’s time to grab burgers. Of course, a lot of the stuff we’re doing today will change once we solidify designs, talk with Joris (the D.P. (The Director of Photography (the guy who actually makes the shots))), and figure out how we’re actually going to pull off a lot of the more confusing compositions.

It’s also really great to be able to storyboard with the same guy who would otherwise be doing a lot of the concepts, as the processes can really go hand-in-hand. We’ll know exactly which designs we need to refine, and what we can keep rough.

Anyways, here is a video with absolutely no narrative curve! I’m gonna eat a burger!

Ian

First Day in the Institute: Script Updated!

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Artwork, Directing & writing

My first day working in the institute is finished! This morning I finished polishing up the next draft of the script. I’d been chewing on the first version for a while, and realized it suffered from being spread a bit too thin, and dramatically detached (non of the stakes directly affected the main characters). It seems like the best changes are always obvious in retrospect (‘does the protagonist have a ‘motivation’?') I consolidated the scenes to take place in only two locations, and brought the antagonist into the same scene as the protagonists, and the story is now a lot stronger!

That said, while the variety of visuals in the film have been pared down a bit, the improved quality/impact of the ones remaining should make up for it. Barring an awesome modelling sprint, our real superpower is development/quality- not modelling on a massive scale. I think it will demonstrate Blender’s abilities a lot better if we have a few great showcase locations, as opposed to trying to model everything under the sun. I can say now, we’ll definitely be doing a lot of digital set extensions and augmentation, requiring lots of motion tracking, keying, rotoing, and destruction simulation!

What’s exciting to me is that we’re not just going to be putting cool CG augmentations into Amsterdam, but that we’re going to be putting them into the coolest parts of Amsterdam. We’ve been scouting old churches and other places filled floor to ceiling with great textures and lighting, so that when we add in our details on top of it, every frame will be rich. When you’re shooting as high res as we’re going to be, you don’t want to spend a few million pixels of screen real estate on a bland T-shirt!

I just wrapped up a meeting with Ton, where we went in depth through the entire script, and I’m also getting some very good comments from the team, so with any luck we’ll have a locked script in a day or two!

Until then, here’s a cool frame from the storyboard David drew, showing an early concept for one of the opening shots. Working with David has been amazing. His hands have to work so fast to keep up with his imagination! He didn’t sleep at all last night because he was busy drawing 26 amazing panels like the one you see below- then he spent all day doing more concept art! He’s finally sleeping.  It’s so incredible to be able to work with such a talented artist.

Talk to you soon!

Ian

Storyboarding!

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Artwork, Production

David (arrived saturday!) surprised us this morning with a complete storyboard of the first three scenes. It’s A_M_A_Z_I_N_G! Here you see Ian and David going over the shots. It’s so much fun :)

The script in its core (premise) is still the same, but it has been condensed to be more centered on events in future Amsterdam; removing the scene in space with a battle fleet. More you won’t hear from me now :) This week David and Ian get full freedom – just make it awesome! Next week we’ll get real and will start planning.

-Ton-

Ian Hubert arrived in Amsterdam

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Directing & writing, Production

Just a quick post! today Ian arrived safely from Seattle. I have installed him in his (awesome!) apartment now , where he probably collapsed in bed to recover from jetlag. Tomorrow evening David Revoy arrives, and then we have two weeks to get story and storyboards final :-)

Shading tests – Dirtmaps

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Artwork

With the production start of project Mango getting close it’s a good idea to test your own workflow a bit … because when instead you’re swamped with tons of work you can’t spend time thinking how to make things smarter and faster. So I tried to put together some questions and topics that always bothered me when I do environment models and shaders. Nothing amazing or innovative, but hopefully good for speeding up work, here’s what I came up with:

You got to love a carefully painted custom texture map, with all those subtle (or strong) weathering effects placed in the right spots just for that object.

Only issue: painting textures takes a lot of time! :)

Speaking of environments, that’s a real issue: your environment is often made of tons of different pieces, all quite detailed as models but not that important by themselves to afford the time for accurate custom painting. In my experience, in arch.viz. you only can afford tileable textures and no custom painting, in games you have to custom paint, and in movies you ‘simply’ need the best quality and realism…

Still, in any case it could be handy to have some kind of automation to get some weathering effects (based on the shape of the object) without custom painting, and keeping the unwrap phase reasonably fast. ‘Automation’ for this stuff won’t help quality much, but speeds things up. So it’s good for minor objects or as a base for important ‘hero’ pieces.

 

That’s the idea behind the tests below, dealing with: batch-bake of AO/dirtmaps, unwrapping multiple objects together, node shaders (cycles in particular)

Continue

Camalot sponsors Red Epic for Mango!

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Production

Camalot AV Facilties is Netherland’s most renowned digital film camera rental and servicing business. One of the owners – Philippe Vié – today confirmed we’ll get their full support for equipment and services. Having worked with our Director of Photography Joris Kerbosch before, they’re confident we’ll make a good use of their Red Epic cameras :) (same camera as being used by Peter Jackson for the Hobbit, delivers 5k)!

http://www.camalot.nl/

Thanks guys, this helps us tremendously!

Fashion designer Pablo Londono Sarria for costume design

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Artwork, Production

I’m really proud to have triggered the enthusiast interest of the top fashion graduate of last year’s Rietveld Academy in Amsterdam. Pablo is currently doing his Masters in London and will be meeting with us second week of March to discuss clothing and costume design.

He’s been showing us artwork he did for post-apocalyptic comic book as well. His style is amazing, and will add a lot of credibility to our project. Maybe he can do some virtual robot fashion for us too! :)

Rietveld graduation website

http://pablolondonosarria.com

(Images: copyright Peter Stigter)