Jump to content
Hash, Inc. Forums

Recommended Posts

hello hashers,

 

we've just finished the summer commercial for SATURN.

 

check it out...

 

 

a short description: Finally! The Smith family is longing for relaxation and out for holiday adventures in the "GEILLORCA" bargain oasis. One thing's for sure - their neighbours will be envious...

 

 

GEILORCA_00116.jpg

 

 

greetings,

mike and jo and the crew

Link to post
Share on other sites

You continue to make amazing work!!!

 

GREAT!!!

 

(should I put some more exclamation points ? ... just in case... !!!!!!!!!!!)

 

Great work, I am not reffering only to this movie. Soulcage department, you really really really do wonders...

 

Congrats!

 

Drvarceto

Link to post
Share on other sites

Wow! And the worst thing was that the family looked exactly likemy own: a goofy dad, a decisive mother, a "barbie" daughter and a "rock'd" son. Spooky... :P

Link to post
Share on other sites

Hey that was great.

 

What I would love to see (and probably many others) is a DVD of all your work with some production sequences/notes/footage/samples etc on actually putting a project together from initial pitch to final delivery. Most of us have no idea (well I have no idea) - I'd fork out $50US for one (in english or at least with english sub titles) :D

 

Cheers

Link to post
Share on other sites

well thanks again.

 

Excellent!

Can you show us some "behind the scenes" pictures?  Wireframes, characters, etc.

As always, you do some amazing work!

 

we don't have wires, but some character sheets and turns. the sheet isn't final, but i guess you'll find the differences - odd one out!

family-04_kl.jpg

the turns are a little rough in the compositing, cause we did them just to show the models, not the final look.

the turn of the mother is missing though, cause the scedule was too tight to finish it.

TURN - DAD

TURN - SON

TURN - DAUGHTER

TURN - BEAUTY

 

say hello to them...

Link to post
Share on other sites
how about some stuff on how you built the store.... if you can:)

sure.

is there something special you want to know?

cuz... there isn't something special about it.

we just bulid elements and put them together in a chor.

we lighted the floor and the celing seperately.

we animated loops with stride length for the customers.

that's it.

Link to post
Share on other sites

No boring 3D turnarounds for Soulcage! Those look great and really convey the characters personalities.

 

There is a reason you guys rock... you really have talent and know what you are doing. Great design, production and final execution.

 

Saturn is lucky to have you animating their commericials.

 

Keep the edge guys! Great stuff.

Link to post
Share on other sites
Well, I was thinking about all the shelves with the items on it... are they real 3d items or is it a map on a flat surface?

just the shelves on the outer walls of the market are mapped.

Link to post
Share on other sites

I'm still new to this so sorry if my response and question is a little vague but was wondering as far as rendering: the quality seems to have a greater look then what I've seen most do! (basically it looks really great) what did you guys do to achieve it.

 

and the background in the picture that mike summitted (with what looks like to be mountains and a plane and clouds) are they 3d elements or painted pictures our photographs.

Link to post
Share on other sites

I think, for the renderingquality: They know how to use lights, and they know what shaders are ;)

It lloks a bit, like they used yves shader for faking SSS...

 

*Fuchur*

Link to post
Share on other sites
I'm still new to this so sorry if my response and question is a little vague but was wondering as far as rendering: the quality seems to have a greater look then what I've seen most do! (basically it looks really great) what did you guys do to achieve it.

 

hi selahpoetic,

jo b. explained our preferred rendering method some while ago and you can read it here

 

also check out the a:m resource matrix: rob allen wrote an interesting tutorial about multipass compositing

 

 

best,

mike

Link to post
Share on other sites

Elm, from SoulCage, is currently touring the West coast of the U.S., and he stopped by the Hash office! We took him on a tour of the Columbia Gorge then out for local beer before he headed on.

 

What a cool guy.

 

What makes this so amazing is that we didn't know he was coming, and when he walked upstairs unannounced and said "Hi," we were all watching this commercial on the forum for the 1st time!

Link to post
Share on other sites
hi selahpoetic,

jo b. explained our preferred rendering method some while ago and you can read it here

 

 

The error returned was:

 

You do not have permission to view this topic

 

dangit ;) , any mod wanna maybe copy that thread into a non fellows only location?

 

 

pretty please?

 

Wonderful work soulcage guys, You got some really really nice hair in this.

Link to post
Share on other sites

ok. this explains how we work.

the images are from "I'm walking" but it's the same way of setting up the characters and props.

 

First the Flat Pass / Ambience 100.

This is quite easy to setup and renders fast.

Start_flat.jpg

 

Second a Dome Pass for simulating environment light. we mostly use the poissant domes with kliegs and z-buffered shadows.

We don't need any color maps, but we need bump maps and we need transperency maps. Every group needs to be white. No Specularity turned on.

Start_dome.jpg

 

Third a Sun/Key light Pass, with the same setup as the dome pass.

Start_sun.jpg

 

Fourth a spec pass. No color maps, but bump- and transperency- as well as specularity maps. (Specularity turned on). Quite easy to setup with spec on diffuse off at the light/s. But ambience of every group needs to be at 0%.

Start_glanz.jpg

 

Fifth an effects pass for the Dust.

Now everything has to be black and camera ambience needs to be at 100%, like the flat pass. We also need and transperency maps here. No lights needed.

Start_dust.jpg

 

You can't expect any software package (EVEN not A:M) to render out the images with your desired look. It's always the postproduction and compositing where you combine your elements to give your project the final glance.

 

Greetz, Jo and the rest of the Department.

Link to post
Share on other sites

Thank you guys!!!

 

This is more of an explanation that I ever hoped for!!!

 

I think that this will be noticed in my next (first) short (darn: I have to rerender a bunch of files)

 

Thanks again Drvarceto

Link to post
Share on other sites
  • 3 weeks later...

Hi!

Here's a picture of my visit at Hash Inc. It was a fantastic day, just like my whole west coast journey. Thanks again for showing us around, for the icecream, the beers we had, the tee shirts, the tattoos, .. . everything!

 

See ya!

Elm.

Elm_Bei_Hash_Sml.jpg:ph34r:

Link to post
Share on other sites

Jo B. GREAT STUFF!!!

Can you elaborate on the compositing method for 'how you do it'... do you just overlay everything and mix levels and use various compositing modes? Are there any alphas involved?

 

I've been trying to get my stuff in 1 pass 'out of the box' and need to learn your approach.

 

LOVE the 'Beauty' girl!

 

That picture of you and the Hash gang looked like the poster for 'The Usual Suspects' movie. Thanks for sharing!

Link to post
Share on other sites
do you just overlay everything and mix levels and use various compositing modes? Are there any alphas involved?

 

 

 

Yes - that's how we do it. Of course we use the alpha channel. The layer modes during composing always vary, so it's kind of experimenting and exploring each time.

 

greetings, Elm.

Link to post
Share on other sites

A few more questions about your approach to compositing (the discussion on rendering in the main forum got me thinking about this). How do you guys handle motion blur with all these different passes? Is each pass rendered with motion blur? Or are only certain passes rendered with motion blur (or do you somehow do your motion blur outside of AM)? Also, do you guys render with the alpha-buffer or do you use multi-pass? Thanks ... Again, fantastic work.

 

Kevin

Link to post
Share on other sites

We don't render out any pass with motion blur. For at least two reasons:

 

1. The only acceptable moblur result in A:M can be achieved with multipass adjustments ( minimum 16 passes ). This would take too long, considering the many passes we render out.

 

2. We like to have control of the moblur amount during post production. There's lots of tweaking needed to get the right results.

 

That's why we use Reelsmart motionblur in After Effects during Composing.

 

Thanks, Elm.

 

:ph34r:

Link to post
Share on other sites

OK JoBub...Elmer...

I'm stuck!

 

I'm trying to do what you are showing above...I have a character in my chor with a default light setup and I am trying to get the flat shaded 100% ambient-look you get in your first image... I try adjusting the ambiance for the character in the chor to 100 %...try setting it on the model itself under 'objects' I do not get the flat-shaded result, I do not get anything different at all...

 

Do I need to go thru each group in the model (there's a lot) and make the setting change?

Do I have to use the skylight/poissant lighting method?

Link to post
Share on other sites

What? I didn't know A:M HAD Global Illumination? Where?

 

The last i heard you could do a GI 'fake' by setting-up a fast spinning light rig and rendering in multipass(is that the poissant rig?)...please fill me in.

Link to post
Share on other sites

Global illumination is radiosity? I don't think you want that, the way to fake GI is with John Hendersons Skycast ( http://www.artboxanimation.com/ ) But here the soulcage guys use yves skyrigs which do a similar thing. Your trying to get a flat shaded pass yes? i tried just now - click the model in pws - in properties go to options and choose flat shaded. youd have to do this for every model in a scene unless you can change a choriographys properties?

 

Is that right?

Link to post
Share on other sites

I just had a crack But the soulcage guys have some sort of shading in their ambience pass? i dont get any; how do they acieve the 'edge lighting' ?

 

Nixie

Link to post
Share on other sites

If you leave the lights on, even when your model's at 100% ambience, you'll still get highlights.

 

If you turn all the lights off and set your model's ambience to 100%, you'll get flat shaded.

Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...