ANGEL CITY


Shot by Gavin Heffernan / www.SunchaserPictures.com. Music: HEAT by Elliot Goldenthal. For pics, news, and tips – LIKE our Facebook page: https://www.facebook.com/SunchaserPicturesPage Or check out the album of the best Sunchaser Timelapses right here: https://vimeo.com/album/189653. Looking to beef up my Los Angeles timelapses, I rented a Canon EF 70-200mm f/2.8L IS USM II Lens from www.BorrowLenses.com and spent September 4th-11th shooting in a series of epic vantage points with two Canon 6Ds. The light of the latest “Supermoon” provided incredible extra definition in the darks of the city panoramas, while also giving some great separation to the skyscrapers. Since we’re only 452 days away from the 20th anniversary of one my favorite movies HEAT, I set it to one of the soundtrack songs, an incredible piece of music by Elliot Goldenthal. The cityscapes of HEAT inspired me to make movies long ago, so it was a special treat looking down on LA from some similar angles to the classic Michael Mann film. I finished the edit with a few city captures from previous shoots and here’s the result! Motion control shots www.DynamicPerception.com Stage Zero and others using 5K QT Panning. Stills Available for Download at FLICKR: https://www.flickr.com/photos/50014474@N05/sets/72157647361173617/ Special Thanks: John C. Brookins, Briana Nadeau. For more visit www.SunchaserPictures.com. Selected Shots Available for Stock Footage Licensing/Purchase: http://www.grobys.de/Stock/blank.html

Milky Chance – Flashed Junk Mind (Music Video)


Official music video for Milky Chance – Flashed Junk Mind produced for www.startrampe.de Making Of: http://youtu.be/fFf1s0P8fXk Director & Production: MUSCLEBEAVER www.musclebeaver.com Camera: Bartek Latosinski www.bartek.de Projection: Yves Krier Light: Anton Felixberger Hair & Make-Up, Styling: Saskia Hammen, Jana Wagenknecht Production: www.startrampe.de Artist: Milky Chance Album: Sadnecessary Label: Lichtdicht-Records www.lichtdicht-records.de Year: 2013

Inside Me ( Nils Frahm – Me Rework)


This project is based on a 3D-scan technique, which allows me to reproduce an image of my own body as a 3D object in a software. It is possible to view this object not just from outside, but also from the inside as a negative as well, which creates abstract shapes. The colouration was generated with the help of colour data I took from a real picture. The film reflects the invisible inner world of an individual, which owns a small universe in itself, created by experiences and feelings – as well in the digital world as in real life. We try to express ourselves and approach our world another being, but still, nobody can see in our souls entirely. For me, the process of scanning is a very important part of this work itself. The idea of digitising a body and hence the creation and deformation of its computer generated self, reflects the digital world we live in today. We create an alternative world, in which everybody can be what they want to be. In some way, it resembles to an act of creation. We never stop building more worlds for ourselves, even though there are already various ones encircling us, that we don’t even understand yet. Each universe encloses another, which creates a new one, and the world next to us still seems far away. And so we look into infinity again, which inevitably surrounds us. Concept & Animation by Dmitry Zakharov www.dmitryzakharov.de https://www.facebook.com/dmitryzakharov.art sound by Nils Frahm – Me ( Karsten Lutz Rework ) https://soundcloud.com/intuitiv http://screws.nilsfrahm.com/ Special Thanks to: Karsten Lutz, Daniel Weiss, Juliane Sonntag & Bianca Eversheim

The Keeper


Written and Directed by James Chappell “First impressions never last…” A rich playboy invites a young lady to his opulent apartment for a romantic evening of mutual flirtation. After an apparent misunderstanding, a series of chaotic events lead to a sinister revelation. ‘The Keeper’ is a dark comedy thriller directed by James Chappell who has assisted Director Stephan Elliott (Priscilla: Queen of the Desert) on the hit 2011 comedy ‘A Few Best Men’. Featuring an original score by AACTA award-winning composer Michael Lira (The Hunter) and starring fresh talents Sarah Bishop (Bondi Hipsters) and Adam Cleland (Crownies), this ‘hairy’ tale of thrills and spills will satisfy those with an appetite for dark twists and turns. DOP. Nino Tamburri Prod. Shae-Lee Shackleford Co-Writer. Shiyan Zheng Edit. Joe Morris Music. Michael Lira Color. Yoomin Lee 1st AD. Peter James Dunlop 1st AC. Simon Noonan Steadicam. Jono Tyler Gaffer. Andrew Ward Prod Design. Laura Nagy Art Dir. Claire Harvey Make-up. Nuggett McCabe Make-up Asst. Adam Brady SFX. Alice Baueris Titles. Dan Berghofer Sound. Nathanial Watkins Data. Daniel Pardy

This Train Remains


Music Vid for the fantastic ‘The Last September’ who you can find here: www.TheLastSeptember.co.uk

Lost Senses


A short story about an encounter in an abstract world, stylized as the paintings of Giorgio De Chrico. A Man is going to meet A Woman in abstract flying city. Will the lovers meet each other? A Man is trying very hard, like a parkour practitioner, climbing up on the buildings. One unguarded moment is enough to make him lose his senses. And his chance. Awards: Siggraph 2013 Jury Award Avanca 2013 Best Animated Film Bronze on !Opla Festival Some other links: Trailer https://vimeo.com/m/61796011 Making of Landing Shot https://vimeo.com/m/54624568 For more about GS Animation join us on Facebook https://m.facebook.com/profile.php?id=201794066515063 Directed by: Marcin Wasilewski Script by: Robert Jaszczurowski, Łukasz Kacprowicz Based on the original idea by: Marcin Wasilewski Music by: Michał Jacaszek Character designs and 3D models: Marcin Wasilewski Jakub Szczęśniak Characters modelling and rigging: Jakub Szczęśniak Backgrounds: Marcin Wasilewski Michał Golec Storyboard i animatic: Robert Jaszczurowski Łukasz Kacprowicz Animation: Jakub Szczęśniak Tomasz Wyrąbkiewicz Grzegorz Zarębski Artur Huk Node Based Compositing: Jakub Szczęśniak Tomasz Halski Compositing: Tomasz Halski Sound design: Radosław Ochnio Texturing & Camera mapping: Artur Huk Asset modelling: Jakub Szczęśniak Artur Huk Tomasz Żarnowski Technical Directing: Jakub Szczęśniak Production manager: Małgorzata Klamann Producer: Robert Jaszczurowski ©Grupa Smacznego 2013 www.g-s.pl Polish Film Institute Co-financed Production, General Director – Agnieszka Odorowicz Powered by: Blender™

How to REALLY make it in America | I | The Process


Episode I of How to REALLY make it in America | Trial and MuthaFing Error 😉

how2reallymakeitinamerica@gmail.com
www.houseofsna.com

IG; @shabazzo @houseof_sna

Song : Dej Loaf – Try Me (Always going to introduce the NEXT BIG SHHHH 😉

HADE+DWFL – VINNIE (Official Video)


“Vinnie & Kelly EP. limited to 200 copies. Only available at MPM-Store: http://www.mpmmailorder.com/

Video for “Vinnie” taken from HADE+DWFL´s new ep “Vinnie & Kelly” on Melting Pot Music.

It’s limited to 200 copies and comes with a fancy silkscreened cover. Designed by Hade and printed by Pressure & Ink in Köln-Kalk. Only available at MPM Store sometime in September 2014.

Artist: HADE + DWFL
Track: Vinnie
EP: Vinnie & Kelly
Cat No: MPM 184

Contact: tom@mpmsite.com

Melting Pot Music
http://www.mpmsite.com
https://www.facebook.com/MeltingPotMusic

10 Things You Didn’t Know About Maya LT

, by Matthew Doyle | Productfocus

When Autodesk launched Maya LT a year ago, the goal was simple: create a version of Maya that would arm indie game makers with a powerful set of 3D creative tools at an affordable price. But we didn’t stop there. We made it our mission to get to know indies and understand their needs. Since launch, we’ve listened to feedback and rapidly updated Maya LT. A lot of people don’t even realize that in just about a year we’ve had five Maya LT releases with significant features and workflow enhancements.

Having just passed the one-year anniversary of Maya LT’s launch, I thought this would be a good time to share some of the great things about Maya LT you might not know.

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#1: We ♥ indies.

We knew when we launched Maya LT that indies were going to have specific demands that we couldn’t fully anticipate. We had to get to know them and listen to feedback. We have a publicly accessible site at Maya LTFeedback.autodesk.com that allows users to create submissions, and vote on which features they’d like to see promoted or demoted. Almost every feature that we’ve added to our extension releases has been driven by community feedback on the Maya LT site. We’re in the forums every day, paying close attention to what people are saying.

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#2: You can export directly to game engines.

We know how important the Unity and Unreal engines are to the workflow of many indie developers. The ability to export to these engines became one of our highest requested features—and we responded by adding “Send to Unity” and most recently “Send to Unreal” export options. We also added a more generic Game Exporter tool that lets users create export pre-sets that ensure consistency in exported assets and also has a better way of exporting animation data in the FBX format. These three export options represent some of the things that we’re doing at a high level to make Maya LT easier to use for people who might not have have the same experience or resources as people working in a big AAA studio.

#3: Polygon limits aren’t really a problem.

We heard loud and clear from our users that the polygon limit in the early versions of Maya LT was just a little too low. As a result, we adjusted the general export limit from 25,000 polygons up to 65,000 polygons. And when we say polygons, we’re talking about four sided polygons, not triangles—so, the cap of 65,000 polygons is really 130,000 triangles. Best of all? If you’re using “Send to Unreal” or “Send to Unity”, there is no limit on the number of polygons. One other important clarification to note is that the polygon limit is per asset export, not per scene file. You can have as many polygons as you want in your working scene file in Maya LT.

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#4: Maya LT includes MEL scripting.

Scripting is a big deal for a lot of our customers, and it became one of the most requested features. MEL can make a lot of tasks in an artist’s daily workflow easier, so we added basic MEL commands into Maya LT late last year. But, we realized that a lot of people wanted to use scripting to export data for their game engine. We thought that we could make it easier for indie developers, and that’s why we added the new export tools. So MEL is there to help handle a lot of things, but we’re also exploring ways to improve the product such that people have easier options.

#5: Maya LT is a real-time asset creation tool.

The intent behind Maya LT is to create a product better focused on the needs of indie game developers. Most of the functionality in Maya, such as simulation and dynamics, is utilized by people working in the high-end film industry or high-end cut-scene content for AAA titles, rather than indie game makers. Maya LT is not and was never intended for creating elaborately rendered video content: it’s for creating real-time game assets.

#6: Maya LT can import and export the formats game makers need.

Maya LT allows you to import in a wide variety of formats including MA, MB, and OBJ. Additionally, you can save your high-poly, work-in-progress in the MLT format, and then either use one of the built-in export tools, or just export into FBX or OBJ formats, both of which are supported by a wide number of development tools.

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#7: Maya LT gets new features all the time.

Maya LT is not a static product that’s frozen in time: we add features and tweak aspects of it on a very regular basis. Since launching, our goal has been to do a release every quarter, and we’ve managed to stick to that aggressive schedule so far. Put simply: the feature set is changing very regularly, and always based on user-feedback.

Notable new features added to Maya LT since its initial launch:

Send to Unreal
Send to Unity
Game Exporter tool
MEL scripting
Send to Mudbox
Unfold3D

#8: Maya LT is more affordable than you think.

You can get started with Maya LT for $30 a month, or even $20 if you pay for a year up front. When we first launched Maya LT, the monthly subscription price was $50 per month. We heard loud and clear that was too much, so we dropped it down to $30 per month. If you do an annual subscription the total is $240 USD, which breaks down to $20 per month.

#9: Maya LT has all the animation features you need.

There might be a few features in Maya that aren’t in Maya LT, but everything you really need to create character animations is there: the graph editor, the dope sheet, even HumanIK. We’re continuing to add animation features as our users request them, such as the recent inclusion of Set Driven Keys and Maya Utility Nodes, but Maya LT is already a very solid package for animation that offers the most important parts of the animation functionality of Maya.

#10: Maya LT is a great path to Maya.

For indie game makers, Maya LT is the tool to learn. If you ever want to make the jump into AAA games, knowing how to work in Maya is a must. Maya LT offers a very accessible entry-point into the world of professional 3D modeling and animation with Maya.

Conclusion

Maya LT can provide indie developers and small studios with a powerful workflow for designing remarkable 3D characters, environments and props – at a price that fits within even the most modest budget. By working with the community, we’re going to make sure Maya LT will continue to be great 3D tool for indies.

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About the Author

Matthew Doyle is a game artist and developer with over 14 years of experience. He has made worlds and creatures for both AAA and indie games.

THE MAZE RUNNER

, by Paul Hellard | Production

TM & © 2014 Twentieth Century Fox Film Corporation.  All Rights Reserved.  Not for sale or duplication.

Wes Ball is incredibly knowledgeable for a ‘first-time’ feature director. Being a CG artist and animator himself, he knows what can be done and strives for the results he wants using real-world industry knowledge. The Maze Runner is a story brimming with visual opportunities for Ball to stretch the pixels.

Sue Rowe was brought onboard as VFX Supervisor for The Maze Runner at the very beginning of production, after leaving Cinesite about two years ago.  Her history spans thorough some great work on The Golden Compass, John Carter, Troy and X-Men 3.  Part of her job was to pull in some of the other key leads for the work at that stage being considered for Method as the sole vendor for The Maze Runner.  There was another company that Method outsourced a number of cleanup shots but Method created the 530-odd shots that were in the movie.

“I was able to get onboard very early and meet Wes Ball the director, and to gain his confidence,” says Rowe from Vancouver. “FOX was keen for us to evolve the main protagonist creature called The Griever.” Remaining faithful to the descriptions from James Dashner’s novel, Method enhanced the character design to make it more dynamic and powerful so it would work on the movie screen as an immensely fearsome character. “In the book it was scary, but on the screen it has to move, first,” she adds. All up, there were 150 character shots of the Griever, and 380 environment shots, which included the ivy-covered maze walls.

Under Wes Ball’s direction, the creature developed into even more of a beast as its character became realized.  The Griever’s domain is the Maze and Method took the sets, which were built up to only 16 feet and extended them, covering them in vines, ivy and moss.

THE GRIEVER

Wes introduced the crew to an artist he’d collaborated with previously, so there were concepts of what the creature was going to look like. “The Griever is a sort of large slug with a soft body,” explains Rowe. “Then it has eight metal legs, which could extend and contract. The leg span is about 16 feet and is six feet tall. Its tail can reach up to 12 feet high and stretch out over its back. We definitely expanded on our brief but it was good fun.”

The Griever was modeled in ZBrush and Mudbox, imported to Maya and texture painted in MARI. The reference for the texture ranged from slugs, frogs and that mix of creature. “When I spoke to Wes about this creature, he mentioned the sub-dermal translucency in its skin, so you can see veins and under-skin features as it moves. The face is a little more reptile-like, rather like a crocodile in its top jaw, and it’s blind, with no eyes to speak of,” explains Rowe. “Despite that, it can search you out, wherever you are.”

VFX veteran Eric Brevig joined the team as on-set VFX Supervisor in Baton Rouge for the intense location shoot. Sue Rowe also sourced Erik de Boer as animation director. De Boer’s history includes work on Life of Pi at Rhythm & Hues made Rowe and Eric Brevig confident that they had a great team. “While Method hasn’t been known for doing a lot of character work, the team we gathered was definitely up for it.”

The Griever body simulations were one of the biggest challenges.  James Jacobs previously from Weta Digital, designed and executed the process Method Studios used to create this grotesque creature. Jacobs and his team built a creature pipeline which involved writing many custom commands and deformers, along with a solver and a bake pipeline to handle the large number of dependent processes pushed at the render farm.  They mostly used Maya but enhanced it with a number of custom plugins, most notably the Finite Element Method (FEM) which solved the movement of muscles and other soft tissue on the Griever. The harmonic motion from the solve, was a good indicator of the mass of the beast.

Erik De Boer describes the Griever as a massive threatening slug with pile-driving legs. He says its body is made of soft organic tissue with a strong muscular back. The heart was pumping hydraulic fluid into the legs and the lungs were dealing with the pneumatic actuators at the tip of the legs. It was a mix between a mechanical hexapod and a jelly sloth.

From a personal point of view, De Boer spoke of walking into a new pipeline in Method after 17 years working at Rhythm &Hues. There was a new team, new management but also a lot of new technology. “The animation team here at Method is incredibly strong and a great fun talented colleagues,” adds Erik.

Animation supervisor Dan Mizuguchi, and animation lead Andrew Chang were both instrumental in getting the show running. Animators like Dan Mizuguchi, Andrew Chang and others made the Griever graphic, strong and intimidating. Steve Clee did lots of R&D work on how these creatures move. Rigger Victor Barbosa built an awesome powerful and intuitive rig that drove the complex telescoping legs. “The rig was fully functional with easy Ik/Fk switching to different levels of detail,” says de Boer. “The creature guy Paul Jordan did an amazing job simulating the hoses and doing other complex sim work.”

DIGITAL GARDENERS

At the same time, there was the creation of the environment of the maze walls. In many situations they replaced the CG completely, requiring thousands of leaves and organic trailing vines. During the shoot, the maze walls were upwards of 16 feet high, and had to be something the actors could work with on set. But of course, these were to be extended digitally to around 120 feet high. All full of silk ivy and creeping vines.  Lighting and perfecting the small surface textures were key to flagging the scale of the walls as they stood out in the foreboding light. The ivy itself was generated using freeware, modified with a proprietary tool to ‘branch it out further’. The tools were written in VEX for multithreaded support.  They called the Ivy team Method’s digital gardeners! There was also a custom procedural growth system built in Houdini.  “In the end, I could literally draw a line on the Maze wall,” says Rowe, “and the vine could be grown organically along it, as though it had been procedurally generated in Houdini, which we used quite a bit in the production as well anyway.”  The team creates the vines procedurally and then set about making sure they looked organic. They added a way for the leaves to face the sun, so they would appear bright from one angle and darker in another, conforming to the cracks and shape of the walls.  Method also developed lighting and shaders with V-Ray that would resolve perfectly for a selection of distances.

Method Studio is also currently in production with Night at the Museum 3.

Related links:

The Maze Runner  

Method Studio      

Wes Ball’s ‘Project Ruin’ on CGSociety   

VEX CGWorkshop on CGSociety