Elm Posted December 3, 2004 Share Posted December 3, 2004 Hey Users, hey hashers! We've been busy again, shortening our lifetime Watch our latest commercial on our homepage http://www.soulcage-department.de Go to "Our Work". Have fun and do not hesitate to comment. Quote Link to comment Share on other sites More sharing options...
mediaho Posted December 3, 2004 Share Posted December 3, 2004 Beautifully executed and laugh out loud funny! Excellent! Quote Link to comment Share on other sites More sharing options...
JTalbotski Posted December 3, 2004 Share Posted December 3, 2004 Oh my! That is GOOD! Very funny. I just wish you guys had a longer format to show your talents. These are too short! Jim Quote Link to comment Share on other sites More sharing options...
Elm Posted December 3, 2004 Author Share Posted December 3, 2004 go tell our clients! Quote Link to comment Share on other sites More sharing options...
ypoissant Posted December 3, 2004 Share Posted December 3, 2004 Very well done, effective timing and rythm, excellent lighting, masterfully executed. How long do you take to do such a commercial and how many people work on that? Can you tell us about your work pipeline? Quote Link to comment Share on other sites More sharing options...
Hutch Posted December 3, 2004 Share Posted December 3, 2004 Haha! I watched that at least ten times and laughed every time. Quote Link to comment Share on other sites More sharing options...
3DArtZ Posted December 3, 2004 Share Posted December 3, 2004 That was fun! Mike Fitz www.3dartz.com Quote Link to comment Share on other sites More sharing options...
jo b. Posted December 3, 2004 Share Posted December 3, 2004 How long do you take to do such a commercial and how many people work on that? Can you tell us about your work pipeline? first of all thanks, we're glad you like it. on this spot worked 5-7 people for about a month. im not sure how to describe our work pipeline... we start with storyboards, to fix the scenes for the planned spot and to get an overall impression of the effort. than we cut your drawings together with layout sound (if there is a need for sound - in fact this time we totally worked without sound) to get a timing for the spot and to figure out if all planned shots can take place in the desired timeframe. during this time we usually model the main characters and props. when we and the agency agree with an animatic, we can start animating. every drawn scene now can be replaced with an animated shaded preview to discuss about final changes in animation, timing and direction. we also provide final stills to our clients so they can get an impression of the final look. if a scene is approved we start rendering. we render in several passes: flat, light, spec, plush, particle, several masks.... to have more freedom in the compositing, wich is done in adobe after effects. rendering in passes greetz... Quote Link to comment Share on other sites More sharing options...
dimos Posted December 3, 2004 Share Posted December 3, 2004 I have never been as impressed with anybody's talents and use of A:M as I am with your group of talented folks. Your work is more than inspiring. God bless and keep it up! By the way I laughed my ass off! your fan Dimos Quote Link to comment Share on other sites More sharing options...
JohnArtbox Posted December 3, 2004 Share Posted December 3, 2004 Superb as always When do we see the Saturn movie? Is there anywhere we can download your shorts rather than streaming them? They're great reference. Quote Link to comment Share on other sites More sharing options...
KBaer Posted December 3, 2004 Share Posted December 3, 2004 Great job guys!! We'd love to see you post some of your amazing work up on A:M Films. I know that some of your clients won't let you, but we should put the rest up. We've been getting a LOT more activity on A:M Films lately, and every film you post will have a link back to your site. Last week we got 43,000 unique hits in a single day!! As more blogs link to us, we're going to see more days like that. It would give you guys a lot more exposure. You guys totally rock! -Ken Baer. Hash, Inc. Quote Link to comment Share on other sites More sharing options...
KenH Posted December 4, 2004 Share Posted December 4, 2004 I love the snow landscape and the cityscape. How were they done? Quote Link to comment Share on other sites More sharing options...
John Bigboote Posted December 4, 2004 Share Posted December 4, 2004 GREAT!!!! A 'gag' like that would be considered 'politically-incorrect' here in the conservative US...consider yourselvs lucky to be on an 'enlightened' continent. Well staged! KEN---43,000 uniques in a DAY!!!?!!!?!!! Wowzers! Quote Link to comment Share on other sites More sharing options...
KenH Posted December 4, 2004 Share Posted December 4, 2004 Also, you should advertise that on that other famous general 3D forum. It's great publicity for you and AM. Quote Link to comment Share on other sites More sharing options...
lazz Posted December 4, 2004 Share Posted December 4, 2004 Dude, you guys rock . That was awesome! Robert Lazzarini Quote Link to comment Share on other sites More sharing options...
Elm Posted December 4, 2004 Author Share Posted December 4, 2004 I love the snow landscape and the cityscape. How were they done? The landscape was done pretty simple - just some patch hills equipped with gradient snow, that's been adjusted in bump scale 'n so on. There were used three different material adjustments - one very fine snow for the foremost layer, then a snow material with less details for the middleground, and a third material for the background layer - where the bump simulates smaller hills of snow on the patches. Of course you only get nice results if you render out multiple passes for each light (there was a "sun" and a "moon" light, as well as a POISSANT DOME (Y E E E A A A H H H) - 25 lights zbuffered. The city at the end was more tricky - it was our first successful try with displacement maps - and it worked out very well. the greatest problem here was to get windows mapped on the displaced patches from a 90 degree angle. this was done by setting up a light that shines through a cookie cut mapped patch (mapped with the windows that led the light pass through). this light, of course casted shadows. The displaced city did NOT cast shadows, so the "window-light" could reach all displaced patches of the city. We even could have done the city with simple image planes, but in fact it is 3D, just for the challenge. I put the city layer on our server, so you can see, that we even put small "cars" into it. this is an animated colour map, done in after effects. Unfortunately, you can't even see these in the final spot... http://www.soulcage-department.de/Saturn-City.mov (6 MB) And here's a downloadable version of the spot: http://www.soulcage-department.de/Saturn-Weih-Soul-Sml.mov (10 MB) Greetings, elm. Quote Link to comment Share on other sites More sharing options...
kuep Posted December 4, 2004 Share Posted December 4, 2004 Wow, halarious!! Awesome job guys! Quote Link to comment Share on other sites More sharing options...
ypoissant Posted December 4, 2004 Share Posted December 4, 2004 The city at the end was more tricky - it was our first successful try with displacement maps - and it worked out very well. the greatest problem here was to get windows mapped on the displaced patches from a 90 degree angle. this was done by setting up a light that shines through a cookie cut mapped patch (mapped with the windows that led the light pass through). this light, of course casted shadows. The displaced city did NOT cast shadows, so the "window-light" could reach all displaced patches of the city. This is pure genius. No wonder you are so successfull. You have both superb artistic, acting and storytelling skills and brilliant ingenuity. Quote Link to comment Share on other sites More sharing options...
Elm Posted December 4, 2004 Author Share Posted December 4, 2004 Quote Link to comment Share on other sites More sharing options...
KenH Posted December 4, 2004 Share Posted December 4, 2004 The city at the end was more tricky - it was our first successful try with displacement maps - and it worked out very well. the greatest problem here was to get windows mapped on the displaced patches from a 90 degree angle. this was done by setting up a light that shines through a cookie cut mapped patch (mapped with the windows that led the light pass through). this light, of course casted shadows. The displaced city did NOT cast shadows, so the "window-light" could reach all displaced patches of the city. This is pure genius. No wonder you are so successfull. You have both superb artistic, acting and storytelling skills and brilliant ingenuity. I'm glad someone understands it! Quote Link to comment Share on other sites More sharing options...
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