Time is flying like crazy, and we only have 3 more weeks to go until pre-premiere.
So we do a little bit of time-travel and go back 1 week in time when we have a whopping 4 weeks left until premiere and do some interviews and random stuff to give you some impressions from the studio.
Roughly 3 (Three!) weeks left! Unfortunately we weren’t able to stream the last weekly, but here is the usual random selection from the weekly folder. Also, this week Thomas Dinges and Campbell interviewed the entire team for the Blender Podcast, which will hopefully be online soon!
Tuesday evening 28 August at 20:30h we’ll do a first official screening of Tears of Steel in De Balie in Amsterdam. This pre-premiere is for invited guests and (DVD) sponsors only! After the screenings (we’ll show it a couple of times) there will be a wrap-up party with the entire crew in De Balie cafe, to enjoy the past 7 months of work here and to say goodbye to Roman, Jeremy, Kjartan, Sergey, Campbell and Nicolo. Four artists – Ian, Sebastian, Andy and Francesco – will be staying during September to prepare the film for the official premiere (online) and the master the DVDs. The online premiere data is not known yet.
If you want to join us this evening; just send me an email with your DVD order number, you then will be added to the guest list. A sponsor can bring 1 guest, but let me know please. :) We have 150 seats, so don’t wait too long.
Yesterday’s weekly meeting we had visitors from Chile, USA and Germany! Always great to get fresh feedback on your work… they all confirmed they were absorbed with what goes on at the screen – even with unfinished greenscreen shots and without (good) sound.
Below the usual random selection of past week’s work:
Everyone’s busy… we’re on target to be finished end of August. That’s a mere 5 weeks! Doing interesting blog posts in crunch time is a too demanding; so I’ll just be slamming some stuff online to feed your curiosity :)
Here’s images I copied the past day from our renderfarm UI. It’s all WIP and tests!
This will probably be the most boring video of the whole project, but maybe someone finds it interesting. It is a timelapse demonstration of how we convert the footage from the RAW Sony F65 footage into something more useful, which in our case is OpenEXR in ACES Color Workspace. For that first conversion we have to use the F65 Viewer from Sony, which only runs on Windows and OSX, and also is not the most pleasant software to work with. Anyway, once we have the ACES EXRs we convert them to rec709 linear with OpenColorIO, which is Blender’s native colorspace, and we stay there as long as we can.
The whole workflow is maybe not very elegant, but so far it works quite well.
We also have to deal with 3 different naming conventions, which is the camera’s naming of the clips, the shotnumbers used on set (seen on the clapperboard) and the shotnumbers that we use here in the studio. Therefore part of my job is to keep track of the framenumbers, shotnumbers, In-Points, Out-Points, foldersizes, and so on. I have to find out which shot is used in the edit, which part of the shot is used and how long it is, in order to export and convert only what’s necessary.
After the conversions are done, and linear HD proxies have been generated, we erase the ACES files. Because oftherwise we would run out of diskspace very soon. Each frame is 50MB.
This is the 2nd in a series of videos about my environment art work on project Mango (wait! – actually: Tears of Steel ! )
It’s an overview of: dome models library, tileable and specific textures and the greeble kits.
For the actual modelling and texturing there’s lot more to say, specific videos will follow, on individual areas and topics.
This mainly is about the assets organization: naming, grouping and linking: how i split things into scenes, named objects and materials to sort them, grouped objects so that they could be used as detailing greeble or as set pieces to link the sets into the final shots.
Of course: the whole assets management pipeline is much bigger than what you see here Plus, things are still evolving and being optimized during production and creation of actual shots, other team members like Francesco Siddi and Sebastian Koenig have a better technical/organization overview and know the pipeline way better than me.
Still this will be useful for modellers and texture artist looking for infos on how to sort and manage their assets.