Feb 17, 2010

Welcome!

Three days ago we finished Round 6. We've been working on it, on again-off again, substantially out of our spare time, for the past 18 months or so. I will wait for the website to be finished and this blog to have a few substantial entries before it's all published.

Round 6 is an internal project done at Snowball studios which emerged from the initiative of some of the workers. We had a few goals in mind (not by priority): Learning (both personally - and as a streamlined studio), working on our own project and doing the things we love doing with no artistic restraints, and showing some different work than what we usually produce at the studio in order to get our foot in the game trailers'/cinematics' door. (You can find more information, and watch Round 6, at the official website.)
The learning part is very important to us and to me personally. At initial stages I decided I'd like to share as much of what I've learned as I can with whoever might find it useful. So instead of having a "making of" clip, showing a few render passes, grey animations and wireframes - which really do little in telling how things were actually done - I've opened this blog and hope to fill it with actually useful information.

So here's the plan, and it is completely subject to changes:
I will start by writing, with the help of my coworkers, a basic workflow post, followed by general posts explaining the different stages in the production in further detail. Then I will start posting more specific post, almost tutorial like.
I urge whoever is interested to comment and ask for specifics, so I will know what areas to cover.

8 comments:

  1. Hey guys,
    I'm amazed no one has posted here; they're probably leaving their posts mainly to the forums you've posted this on like CGTalk (I just assume you posted to more). I just have a few areas I'd love to hear some more about:
    1. I'd love to know how you got the SSS+ shader by Master Zap to work with a "displacement material" as you've called it.
    2. Also I'd love to know what the compositing section of this was like, what were the layers like, were there any hand panted mattes (thought I saw a few in there) and did you comp lighting layers or what?
    3. Lastly the shader you guys used for the helmet and scratched paint was absolutely stunning, do you mind going further into the setup for the shader for that material? Also maybe some tips on how to hand paint a beautiful texture like the one you have setup? Did you use alpha maps for a layered shader (metal shader under paint shader) and bump the entire thing?

    Sorry if my concept words are more Maya based but that's my program of choice. I would love to hear back on the CGTalk post, on your blog or any means you can! Thanks for the tons of material you've posted, it's really fun to see other people's workflows.

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  2. Well:
    1. If you download the shaders from the shading post you get an SSS+ and SSS+ w. displacement. Nothing to it.
    2. I will definitely make a post on that.
    3. I hope to finish a post about that and release it today.

    :)

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  3. nice dave, very nice. you helped me choose a render engine to my next project. :)

    shoonit

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  4. Awesome work
    Thank you so much for sharing! As a student that's exactly what I'm looking for: real production workflows!
    The part that interests me most is lighting / rendering / post-prod, more precisely the pass system and "why was this effect done in post-prod instead of 3D?"
    Bonus question: Do you take interns at Snowball this summer? :)

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  5. Hey Ben, glad to help. I just posted yesterday a render overview and will post a compositing video soon as well.

    And why would you want to be an internet in Israel? :P

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  6. Thanks a lot for these explanations!

    Actually, I'm looking for a summer internship and I want to move.

    Thanks again for the last two videos! They're just perfect! I can't wait for lighting / rendering.

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  7. Well, I'll have to ask then. Send me a mail to slightshift--(at)--g m a i l {dot} com with information about you (skill set etc.) and when/how long you're interested in, and I'll find out.

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