OTB #9 with Patrick Thomas


Recording of our first livestream of Out The Box with graphic artist Patrick Thomas.

— Chapters

Skip to English Intro: https://youtu.be/Hdb5qStTD6o?t=8m30s
Part 2 after break: https://youtu.be/Hdb5qStTD6o?t=1h32m

— What’s out the box?

Out The Box is a quarterly event where talented graphic designers are asked to improvise inspired by objects taken out of a box. The speakers don’t have a clue about what’s inside. This exposes the speakers and presents them in an unpredictable, unscripted and unrehearsed manner. So far Eike König, Deutsche Japaner, Mario Lombardo, Andreas Uebele, Peter Zizka, Willem Stratmann, On No Oh Yes and Trapped in Suburbia visited us at Out The Box.

— More at http://www.outtheboxevent.de

Découvrez Prey dans notre vidéo de présentation maison par le Journal Du Geek


découvrez notre prise en main de Prey la nouvelle pépite de Bethesda , présentation maison par le Journal Du Geek www.journaldugeek.com

HoloLens Demo at Microsoft Build 2017


Video courtesy Microsoft.

Read the article: http://www.roadtovr.com/microsoft-mixed-reality-demo-shows-seamless-cross-arvr-collaboration/

At today’s Microsoft Build 2017 presentation, creators at Cirque du Soleil demonstrated a custom creative toolset on stage using HoloLens technology. The world-class theater production company says the tools can be used to greatly enhance and accelerate the set design process for future shows thanks to real-time local digital collaborative design. But, speaking to Microsoft’s self-described Mixed Reality “spectrum,” it was also demonstrated how a remote VR user could seamless collaborate as if they were standing on stage with the others.

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Microsoft Fluent Design System


Introducing a new design system for the next wave of creativity across Windows devices. Fluent Design will deliver intuitive, harmonious, responsive and inclusive cross-device experiences and interactions

3D Printing Zelda: Breath of the Wild – Guardian Sword with NeoPixel LEDs


Read the full guide on: https://learn.adafruit.com/breath-of-the-wild-guardian-sword-led-3d-printed/

This is the Guardian Sword from Zelda, Breath of the Wild. It’s fully 3D Printed and has a ton of NeoPixel LEDs. This thing is super bright and looks so awesome!

The blade is designed in Fusion 360 using reference images from the game. Its designed to be 3D printed in several pieces and connected together using screws.

The sword is pretty massive, it’s about 34in in length and has over 90 NeoPixels.
Once I got it in the game, the first thing I thought was, wow this is so cool, I have to make it!

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Music by Bartlebeats http://soundcloud.com/bartlebeats

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It’s ugly for a reason

ugly_tech_main-1280x600

This incredible animation by Nikita Diakur called Ugly was done by deliberately making mistakes inside C4D. I talked to the animator about how he accomplished it, for Cartoon Brew.

Here’s the complete list of Talks and Presentations for GAFX 2017

As the second day of GAFX 2017 dawns upon us, here’s a list of Talks and Presentation sessions that are scheduled to take place:

Making it Small: The Physics of Scale for DreamWorks Animation ‘Trolls’ by Alejandro Garcia

From the Iron Giant to The Borrower Arrietty, creating scale in animation is a challenge faced by artists in all studio departments. This talk will present a wide variety of techniques, based on physics principles, for making characters seem very large or very small. Specifically, these principles will be discussed as they were used in DreamWorks’ Trolls.

Designing and Executing ‘Doctor Strange’ by Faraz Hameed

Faraz gives a unique insight into the design process of coming up with the stunning and mind bending visuals of Doctor Strange as a Previs & Postvis supervisor. From the very first day of brainstorming and creating visuals at Marvel’s offices in Burbank (previs), executing complex shots being filmed in London (extensive techvis), and reassembling the shots with editorial (postvis) back at Marvel HQ, Faraz demonstrates how crucial it was to collaborate with different departments and explore creative technically challenging shoots under tight time restrictions. He also shows how the film industry has change to incorporate previs as it’s ‘visual backbone’ for film development and story.

The Visual Design of ‘The Good Dinosaur’ by Sharon Calahan

A behind the scenes look at the visual design goals and challenges of “The Good Dinosaur”

The Art of Fluidity by Joseph Gilland

Joseph will be presenting a talk about the fluid nature of all the elements, and discuss how he learned about fluidity, and how understanding fluidity is a key to understanding all physics and elemental effects animation.

He would also be speaking about his career, and the profound transformation from 2D animation to 3D CGI animation, and how He has eventually designed his classes to address the important classical principles of animation that must not ever be forgotten.

Polygon Pictures: 34 years of Digital Animation Shuzo John Shiota

Polygon Pictures was established in 1983, making it one of the oldest, if not the oldest existing digital animation studio in the world. Many major studios have unfortunately closed doors during this time, which underlines the difficulty of surviving in this industry, let alone thrive. Polygon Pictures have managed to do just that, having won multiple accolades along the way, including multiple Emmy Awards, and now boasts a robust crew of about 300 in Tokyo, as well as a sister studio in Malaysia.

Always transforming itself, Polygon is now the producer of popular “anime” shows such as “The Knights of Sidona”, “Ajin Demi-Humans”, and the upcoming feature film “BLAME!”, as well as taking a major role in the production of the first feature animation adaptation of Japan’s iconic character Godzilla.

Shuzo will talk about the perils and challenges the company faced ove the 34 years, as well as giving insight to the peculiar characteristics of the Japanese industry as well as with regards to the genre of anime.

Evolution of an Animation Film Maker by Vaibhav Kumaresh

Vaibhav in this talk will share his journey by showcasing a selection of his work and speaking about the process, behind the scenes and adapting to the changing nature of the industry. His talk will feature ‘Lamput’ –  Vaibhav Studios’ first global product and Return of the Jungle – their maiden desi feature in production. He will weave in advice and insights to the artist and student community.

Finding Hank by John Halstead

Hank, the grumpy but lovable octopus, presented one of the biggest challenges facing the artists behind the film, Finding Dory. How do you design an octopus that can deliver an appealing performance? How do you rig a character that can squish into a hole the size of a quarter? What do you do with all of those suckers? Find out the answers to these questions and more in this talk about how the artists at Pixar brought the world of Finding Dory to the big screen.

In his talk, John will briefly cover his road to Pixar, his role on Dory and various technical departments on the film.
He would also highlight on how they found the right balance between creative ambition and technical resources, and how the technical effort on Dory compares to other films.

He would discuss how the content of the film drove the decision to adopt a new renderer. John will also explain how they needed to start thinking about shading and lighting in a more physical way and how were they able to take advantage of physical effects like refraction to enhance the storytelling visually.

He will present the recipe they used to convey the illusion of being underwater, including particulate and vegetation simulation and also discuss how they handled the water surface as a combination of procedural and simulation-based techniques and explain how light behaves in splashes, and how path tracing enables us to capture the beautiful complexity of that behaviour.

Fight with Tigers – ‘Pulimurugan’ by Murali Manohar

Pulimurugan, a Malayalam blockbuster movie released in 2016, tells the story of a man who becomes the protector of his village from the attacks of Man eating tigers, after he loses his own father in one such attack. Firefly had been roped in to create the action sequences involving the tigers. Murali will be walking the gathering through the process of shooting live tigers; then creating and animating the CG Tigers for the action sequences.

Walt Disney Animation Studios: Moana
1> Creating Oceans, Shorelines and Reefs | 2> Design and collaboration of Effects
By Dale Mayeda

“Moana” was an epic adventure spanning the vast oceans and islands of the South Pacific. With this challenge, a diverse team of collaborators across multiple disciplines set up a robust ocean pipeline that could handle hundreds of boat interaction shots which touched each department. When our characters were not out in the open ocean, dynamic shorelines were needed for every beach and crashing waves across the island reefs became an integral part of the story.  Mayeda will discuss the creative and technical challenges to bringing the beauty of water to the screen.

Significance of Technology (VFX) in Storytelling by Prasad Sutar

He will be speaking about his career so far, how technology has changed the way stories are told and the possible changes in the future. He will present the behind the scenes and vfx making of blockbusters ‘Dangal’ & National Award winner ‘Shivaay’.

1> Baahubali VR | 2> Baahubali: The Conclusion by Pete Draper

Contributing to the success of the Baahubali franchise, the Baahubali VR experience utilised assets designed for the feature film along with custom material along with shooting full 360 degree video to be incorporated into a unique experience. Pete showcases the breakdowns on how these assets were utilised along with providing the ability for attendees to witness the immersive experience themselves.

Mathematics for TDs & Animators by Mark Elendt

From an understanding of elementary functions, to vector math, to transformations and beyond, this talk will be a comprehensive presentation of mathematics for TDs and Animators.  Topics covered are essential math for TDs and animators and will be presented with real-world production examples.

State of the Art: How to hit a moving Target by Hugh Riley

To mark Ubisoft’s 30th anniversary, Hugh will be looking at three decades of video game art development.  He will show how artists have adapted to technological advances and continually pushed the envelope of graphical excellence.  He will be sharing personal observations from 30 years working with world class teams, to show the individual artist how to achieve and maintain top quality.

Walt Disney Animation Studios: Moana – Demystifying Characters by Avneet Kaur

“Moana,” is an epic adventure about an adventurous teenager who sails out on a daring mission to save her people. Inspired by the people of Pacific Islands from a long time ago, the creation of the characters of “Moana” was driven by research and team collaboration across the character asset and technology departments.  Natural clothing, accessories and hair created challenging simulation needs where new tools and workflows were developed to achieve the art direction goals.  Avneet will share the creative and technical challenges that were met, to bring some these amazing characters to life.

The Fate of the Furious: VFX behind the scenes by Michael Grobe

Michael gives an insight into the creation of the visual effects of the Hollywood blockbuster ‘Fast & Furious 8’. Double Negative was chosen to deliver the iconic car chases through New York, combining state of the art effects with breathtaking stunts. The talk will highlight the growing role and contribution of Indian artistry to the global world of Hollywood movies.

Unity for Film by Mathieu Muller

The talk will feature work that has already been done in Films using Unity i.e. previs, VFX etc. It cover the case study of the making of the real time rendered short film ‘Adam’. The talk will then dwell in to real time revolution on how stories can be created and told in this new paradigm and provide a glimpse in to what’s in store in the near future.

Oscar Quality VFX: Technology behind ‘The Jungle Book’ by Markus Ristich

Many custom technologies were required to handle the sheer amount of artistic work and data required for managing the 800+ artist team used on The Jungle Book. The talk will cover the need for developing these technologies internally and lessons that were learned in the process. The speakers will present how these technologies are being built into our latest tools.

Oscar Quality VFX: Technology behind ‘The Jungle Book’ by Phani Madhav

Many custom technologies were required to handle the sheer amount of artistic work and data required for managing the 800+ artist team used on The Jungle Book. The talk will cover the need for developing these technologies internally and lessons that were learned in the process. The speakerswill present how these technologies are being built into our latest tools

1> A look at 5 films with Production Designer
2> A wildly unscientific and incomplete introduction to visual design
By David James

Making of ‘Asterix: The Mansion of the Gods’ by Nicolas Trout

The presentation will cover in depth the making of on Asterix The Mansion Of Gods, unveiling the artistic challenges and technical pitfalls to be tackled when producing a first animated feature. He will also cover studio level challenges involved with growth management and multiple site production.

Method to Madness: How Shotgun powers 88 Pictures success story by Rakesh Patil and Saswat Kumar Sahoo

88 Pictures, the newest studio on the block, is creating all the right buzz with its continuing success with the DreamWorks ground breaking TV series Troll Hunters. The speakers will talk about their journey of setting up the studio Digital Production Pipeline. They will elaborate on how Autodesk Shotgun helps them meet the challenges of producing a show of scale and complexity of a full length feature film.

Bringing characters to life: Centroid Motion Capture by Parth Shah

The talk will provide an introduction to Centroid, it will cover on how motion capture can be used to enhance film making, the challenges faced by film makers when it comes to using motion capture in the film making process and how Centroid can provide solutions and equip the film makers with a tool to enhance their story telling abilities.

Developing Apps for Samsung GearVR by Nachiketa Das and Amit Yadav

The talk will lay the foundation by covering the realities of the digital world. The talk provide insights on how VR works and Samsung’s plans and initiatives for VR and then it will get in developing Apps for Gear VR followed by Q& A.

Rendering for success: How Arnold powers Assemblage Entertainment by Arjun Madhavan

 

The post Here’s the complete list of Talks and Presentations for GAFX 2017 appeared first on AnimationXpress.

GAFX 2017 Masterclass kicks-off with Steve Walker’s videogame character designing session

The 2017 edition of the GAFX festival kicked-off today at Bengaluru and as mentioned earlier, the first day was replete with Masterclasses and sessions. One of the sessions that we attended was that of Dhruva Interactive, art director, character art, Steve Walker. The Grand Ball Room of The Lalit Ashok soon was overflowing with an enthusiastic crowd for the inaugural session of the fest.

The speaker had a rich experience in his field and it showed pretty well in his presentations. Drawing examples from old games to the latest ones, he demonstrated on how the gaming industry’s creativity and proficiency has changed in terms of technology over the years.

As character designing has become much less tedious in the recent years with the advent of various software, the speaker notified the audience on how one can just click a photo from a phone (which supports 4K, like the new iPhone) and put it on the system and craft a model from it. Further highlighting software like AMD Tress FX, deeming it as an amateur software and how it still needs to grow, it still assists in making the job easy. Apart from that he mentioned the name of Nvidia Gameworks.

He then mentioned the physics on how clothing simulation is done in videogames and how character designers have to be excellent cloth designers as well, to bring in the natural look and feel into the character. Further adding that how simulations has made it easier and saves time rather than old methods where the whole piece of clothing had to be made by calling in a professional tailor to achieve desired results.

Walker then gave a brief on what substance designer is and how it helps in generating a huge scene very quickly and how substance painter allows a designer to paint directly into the model.

Citing an example of the famous animated feature ‘Scooby-Doo’ and how its characters are coloured in a witty manner to make them shine as individuals and create a distinct identity, he stressed on the importance of colour theory and the ‘Hue Wheel’ in game design.


He further showed in his presentation, the current motion capture capabilities in real time with an example of Naughty Dog’s famous IP, The Last of Us. He did not get much into the rigging and animation section as he reminded everyone that the next session was with someone from DreamWorks Animation and they would be covering that in a broader way.

Finally, he concluded his session by saying that the advent of technology is not taking away the jobs of people; it is merely taking away the laborious portions of the job and not the creative ones. The creative part, he stressed, still lies with the individuals. The future, as he envisions, will no more see game art designers sitting on their computers for long periods of time and designing something, but rather going out there to places which will inspire the game’s environment and draw the aesthetics from there.

After a few questions from the audiences which came through the GAFX app, he concluded by saying that now the opportunities galore for students and enthusiasts who want to enter this field as there is a huge number of resources available online and one must be proactive in following their passion.

The post GAFX 2017 Masterclass kicks-off with Steve Walker’s videogame character designing session appeared first on AnimationXpress.

Indie comic publisher, TBS Planet’s Rajeev Tamhankar, shares his journey and vision for the studio

Passion for stories and storytelling is a strong and persuasive one. It has driven people out of the fancy corporate jobs with rewarding salaries. No one has been spared, not even TBS Planet’s Rajeev Tamhankar.

A 2012 Silver Medalist from IIT Roorkee, Tamhankar joined Flipkart where he worked on private label brands for three years. During the same time, he authored the book Get Corporated before you get fired! – a corporate satire. In July 2016, he joined Xiaomi where he currently manages Mi accessories and ecosystem launches for India. Tamhankar, who has previously written cartoon strips for studios like Aquariuss Animation and Ayam Animation, is currently building TBS Planet – the studio behind comics like Ved, The Puppet Master, Shivaay, Varun and many more. The graphic novels are on a range of topics – Indian superheroes, corporate humour, political satires and household comedies.

Rajeev Tamhankar

AnimationXpress got in touch with this young and dynamic entrepreneur to track his journey in the comics field from the beginning.

Being a new comic studio, what kind of market research did you do before entering the market?

Being a comic fan, I knew the quality of comic books, artworks and pricing at which different publishers were operating. I was also connected with comic fans over social media and constantly got ideas about what kind of artwork is being loved by fans. Thus, being a product evangelist myself helped me with the necessary market data that I needed to start the venture.

What’s your business model? Who are the investors?

We currently retail comic books through Flipkart, Amazon, Snapdeal, Paytm etc. and are building our offline distribution as well. We have also just launched our own canopy shop and intend to expand these across many cities in coming months. Direct sales are currently the source of our revenue. E-commerce and Comic Con events are more effective than offline distribution for the beginning phase as they are easier to venture into.

For the last nine months, we have bootstrapped. I used up my personal savings towards building the startup and hiring the necessary workforce. Last month, we ran our first crowdfunding campaign with a realistic target of Rs 80,000 and a stretch target of Rs 200,000. We manged to raise Rs 100,000 and the funders were from senior profiles in Flipkart, Ebay, Paytm and Xiaomi.

You mentioned most of the funding was from corporate sector. Do you feel there is less awareness about your brand or Indian readers are yet to be more open minded about comic books?

A lot of comic book readers are young kids and early day employees who do not have as much funds to support crowdfunding projects. They helped us in generating awareness. Over 200 fans shared the movement on Facebook alone during the launch and we are extremely grateful towards the same.

Tell us about your team and the software you work on.

We are currently a team of eight folks – Pallavi (operations), Pawan (business partnerships), Shashank, Satyajit and Alok (illustrators) Nagamani (logistics), Rohan (events and stalls) and I (running the business and writing scripts). Apart from this core team, we have freelancer artist and writer who work on different projects.

As for the technology, illustrations are mostly hand-drawn with colouring done in Photoshop. However, we keep experimenting with different styles across genres.

Being a fairly young studio, how did TBS Planet’s association take place with the Bollywood filmmakers?

Being young. Being young makes us extremely agile. When required, all of us have worked day and night to get projects done. We work on pretty much a flat structure, with everyone aware of their jobs. When we connected to Bollywood houses and proposed a comic book on their movie, they wanted to see samples immediately. We worked continuously for hours and presented them with everything they wanted. Our speed of execution has been our key strength.

 

Why are you planning to venture into producing comics for corporate houses?

We had recently launched comic strips (with two to three frames) around current issues out of which one of them went viral on social media. Having come across those, few corporate houses approached us asking if we could develop content for them as well.

What are your thoughts on the Indian comics industry?

Indian comics industry has been at its peak during 90s and then declined. But it is growing back. Events like Comic Con India show a promising future for the industry.

Distribution of comics is the biggest challenge of the industry. A lot of publishers get the comic book ready but are not able to distribute it to their audiences. This is because a lot of distributors currently support chick-lits and romantic fiction over comic books. That needs to improve.

‘Shivaay’ comics launch

TBS Planet has so far had Balaji Motion Pictures and Ajay Devgn Films as their clients. They had launched a mobile based comic reading app last year and have recently launched their channel on Reliance’s Jio Chat Mobile App. They also have plans for book launches in different cities.

New-age stories, AR enabled comics and agility set them apart from other comic studios in India. With so much going on under one roof and at such a fast pace, we are sure to see Tamhankar’s TBS Planet and its young team make a name for itself at the global level. Way to go guys!

(The article has been jointly written by Prerna Kothari and Anshita Bhatt)

The post Indie comic publisher, TBS Planet’s Rajeev Tamhankar, shares his journey and vision for the studio appeared first on AnimationXpress.

Masterclass with Sharon Calahan: Understanding ‘storytelling with light’ with the help of live-action movie stills

Day one of Bengaluru GAFX kick started today and it was a day full of workshops. Bengaluru’s  The Lalit Ashok’s Kalinga, Grand Ballroom and Lalit 1 and 2 halls were packed with students and professionals eager to soak-in all the knowledge being shared by the industry professionals.

Many were waiting for Sharon Calahan’s ‘Storytelling with Light’ session and as the doors opened, the entire Kalinga hall got filled within minutes. Calahan has been a part of Pixar Animation studio since more than two decades now and has  served as director of photography on films like A Bug’s Life, Toy Story 2 and Finding Nemo. Her most recent work is on the movie The Good Dinosaur.

In today’s session she shed light on how to create beautiful and memorable images to enhance storytelling. Though she has never worked on a live-action movie, Calahan having studied in art school, likes taking live-action movie references while working on her projects. On blurring of the lines between animation and live action photography, she said that they always try to approach animated filmmaking by learning from earlier animated works and from the live action world.

Her session made us realise the importance of light while shooting a movie. The various perspectives and messages conveyed by just the position of light. So now the question arises how to go about creating such memorable images with light? There are four main criterias. Calahan says, “The light should be directing the eye, it should support story emotion, should maintain continuity and finally should add beauty to the overall composition of the frame.”

With the help of live-action feature film stills from movies like Hannibal, Tequila Sunrise, Se7en, Barfi, Road to Perdition, The Assassination of Jesse James, Charlie Wilson’s War, she explained the various roles light can play. She suggested that one should use light to isolate character from the others. Can use indirect light which helps in making the character feel strong. Round shapes have strong emotional attachment. Reflections help in showcasing two characters in one shot.

Usually animators are suggested to not use tangents, however as a cinematographer, she would love to use it in her movies. “Animators are taught one focal vision. I find multiple focal points more interesting. As long as the lights are positioned in the correct manner and leads the audience’s eye from the main subject to the next main objects, it shouldn’t be a problem.”

If the lighting artists feel that the overall design of the shot is not good, then Calahan suggests them to shrink the shot down to the size of a postcard and then asks them to tell what they can see. This helps them in knowing how the frame would look like on the big screen.

Black and white movies like Morituri help understand the various layers the light can help achieve. How light areas over dark areas and vice-versa look like and help establish characters or sequences.

Addressing the students, she said, “Most of the new joinees make everything dark in the movie. It is important to remember that each genre has a different style. One cannot have dark lighting in a family friendly movie. So, one should understand that same genre movies have same style of lighting which can be seen throughout the film.”

Though most of the elements which we see in live-action movies cannot be used in animated films, Calahan hopes to use them someday. As much as we would have loved to learn more about the role of light in movies, the clock ticked by and her session got over.

On 14 May, Sharon Calahan will be having another session on the work done on ‘The Good Dinosaur.’

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