THE FOUNDRY WILL LAUNCH STORM

friend of mine just send me the message , he just came from IBC–and there’s a good news from the foundry that they will launch STORM–just check this video and find out yourself . I guess it’s a preety amazing.

http://www.postmagazine.com/Media/VideoLibrary/Simon Robinson The Foundry.swf

Working out ‘film back’ from sensor size ?

Once and for all, I’d really like to get the film back measurements of a couple of camera’s that I use, and to work out other ones when I get to use them.
I have a Canon HF11 and a Sanyo HD1010.

Canon:
Image Sensor 1/3.2-inch CMOS, approx. 3,310,000 pixels
Effective pixels:
Movies: approx. 2,070,000
Still images (LW): approx. 2,070,000
Still images (L, M, S): approx. 2,760,000

Sanyo:
Image sensor: CMOS sensor
Optical Sensor Size: 1/2.5" (? I think not 100% sure)
Camera effective: Still images: Approx. 4 million pixels
Number of pixels:
Movies (HD mode): Approx. 3.56 million pixels
Movies (SD mode): Approx. 2.18 million pixels

I’d really like to know how to work this out :thumbsup:

NOTE:
This is just so I know how to work it out, not vital to any matchmoves.

Useful:
http://blog.tylerginter.com/?p=290

VFX Artist (PC Console Title)

Visual Effects Artist

We are looking for an experienced, professional Visual Effects Artist contractor for our PC console title. This person will work with the art director and animation lead to define the visual benchmarking and production methodology for the creation of computer-generated FX content, as well as design and create digital effects using 3rd party and proprietary tools.

The ideal candidate has a strong understanding of the creation of stunning in-game visual effects. The candidate should exhibit creativity, technical and artistic skills, and understand the constraints and abilities of a PC console game environment.

Major Responsibilities and Duties:
Work closely with Production, Art, and Development to define creative vision and feasibility
Create real-time effects for PC, RTS games
Be able to effectively manage multiple tasks
Follow team’s workflow procedures

Qualifications:
Strong gaming knowledge a must.
Good communication skills including verbal and written skills are required
Must display a good balance of artistic and technical skills
Must have good organizational skills
Excellent time management and organizational skills

Preference to applicants with:
Previous game VFX, Shipped-title, or Film industry experience
Experience using an in game particle editor, such as the unreal particle editor

Contract work for cash or profit share to be completed offsite for Chicago office.

Forward resume and reel to artcontribs@hazardoussoftware.com.

African Digital Art

African Digital Art emerged from the need to make design from / by and about Africa (n’s) Visible. Running on close to two years, its now a daily design & creative magazine / blog that continues to purvey unique inspiration from artists from the continent and those living abroad. Its been a lovely discovery especially […]

MAYA 3D GENERALIST

We are looking for a talented and experienced Maya 3D generalist to help develop our new visual effects work within our busy TV and Infomercial Production team. You will be able to demonstrate a high level of proficiency with Maya/Mental Ray. Experience in other software such as Photoshop, Nuke, After FX is an advantage.

You will be responsible for modeling, animation, lighting, texturing and rendering material for TV commercials and in-store films produced by JML. The successful candidate will possess creative flair and vision as demonstrated by their impressive show reel link.

This is a brand new and fantastic role for a highly skilled and enthusiastic Graduate or an individual with previous experience in a similar role.

CVs and links to: Careers@jmlgroup.co.uk

Website: www.jmldirect.com

Malcolm Sutherland “Umbra”

Montreal-based Malcolm Sutherland is a busy guy, creating self-initiated short films ranging from meditations on the beach to Mayan-inspired space travel to contributing to Star Wars Uncut. His new short, Umbra, is a wonderful wormhole of a film. The precocious character will bring a smile to your face and the unraveling story is a welcome break to a busy day. Don’t scrub ahead or you’ll break the space-time continuum… or maybe do once it’s all said and done to reconstruct it.

Malcolm was kind enough to answer some questions about Umbra and the (beneficial) emptiness of existence. Interview and Credits after the jump.

Also- If you’re a fan of Malcolm’s work, there’s more goodies on his vimeo, including the more experimental/synesthetic Light Forms and Forming Game.

The Astronomer’s Dream had a very ornate cosmic-futuro-mesoamerican design. Umbra, on the other hand, uses very simple (but charismatic) shapes. Was that a decision informed by the story?

I think the design in Umbra had to be simple to convey a sense of emptiness that was key to the film. There is an idea in Buddhism which is that everything in existence is empty – this isn’t nihilistic, it just says that at the core everything is empty of a concrete, fixed, self; and the truth behind the form is that everything is transient and interconnected. For me contact with this “emptiness” can be both wonderfully liberating and a terrifying thing! So in my mind this is basically what the character in the film is confronting. A simple yet organic design seemed necessary to get that sense of pervasive “emptiness” into the film. I think it was important to have that contrast with to the dense inner voyage of the character.

Also regarding The Astronomer’s Dream, you described it as “my first ‘real’ attempt at a narrative film”. Was there anything you learned from that film that informed the making of Umbra?

I learned a lot about pacing and editing, for sure. I think the rhythm of Umbra is more subtle, and I would like to keep refining the rhythm of my films in this direction, more like a song; Umbra feels more balanced and less laboured to me. I think Astronomer’s Dream was more of an editorial challenge because of all the visual detail. Also a lot has evolved for me in regards to showing a more rich inner world for my characters, but in any case I still feel like I have a shit load to learn! Maybe when I am 90 I can make something truly awesome.

Do you have a lot of awesome dreams involving outer space travel?

Ha ha, no! I mostly dream about exploring nature and sex. Last night I dreamed I was a woman! Ha ha, my dreams are probably more like crazy inner space travel.

How do you balance time between work and creating personal films?

In a perfect world I would never do anything unless I loved it, so, as much as possible that’s what I try to follow…. I don’t want to be rich or famous – so basically if I can pay my rent and eat; whenever I am above the poverty line, so to speak, I usually won’t work again until things get hairy ….. it always feels like a bit of a leap of faith but I like to think I will get “paid” in other ways too. You know, like extra games of frisbee and long mornings with my lady.

What are you up to now?

Well I am gonna be a dad soon, thats pretty exciting, I’m stoked – although I have no idea what I am in for. Maybe the kid can help me make films, ha ha ha! I got his (her?) whole life planned already. Otherwise I am working on some animated segments for a documentary feature and working on a couple films. One is about wrestling and the other is about this shaman guy who loses his mind and is reborn. I don’t know where any of this is going though.

Credits
Directed by Malcolm Sutherland
Music by Alison Melville and Ben Grossman
Foley by Leon Lo
Sound Design/Mix by Malcolm Sutherland

Posted on Motionographer

Guilherme Marconi: updates

Guilherme Marconi, aka My Schizophrenic Brain — updated with new projects to see –> brain.marconi.nu.

R&D programmer

DOUBLE NEGATIVE VFX (LONDON) REQUIRE MATHS AND COMPUTER SCIENCE GRADS + EXPERIENCED PROGRAMMERS TO DEVELOP SOFTWARE FOR AWARD WINNING FEATURE FILM
Maya C++ API

Job Title: R&D Programmer
Department: Technology
Location: London
Reporting into: Head of Technology

THE CANDIDATE:

DO YOU LIKE FILM?

This is an ideal first or second role and Double Negative welcomes graduates with a passion for film. We need people from a degree discipline ideally with a 2:1 or above in Computer Science, Mathematics or Physics with an understanding of Maya’s C++ API
and a further understanding of other programming languages and techniques in general.
In addition to the technologies listed we have developed a huge amount of in house applications that will stretch and develop your skills further.

THE COMPANY:

WE LIKE PROGRAMMERS

Double Negative is a full-service Visual Effects facility capable of handling projects from initial design through on-set supervision and production to post-production. All key post-production technologies are available in-house to allow for maximum flexibility. Our R&D Department is constantly developing groundbreaking software to ensure we remain at the cutting edge of global VFX.
Over the last year the company has completed work on projects including: Angels and Demons, Quantum of Solace, Hellboy II: The Golden Army, The Dark Knight, Harry Potter and the Half-Blood Prince and many more (details on or website www.dneg.com)

THE ROLE:

LETS MAKE FILM

Your choice of course may have led you to believe a career in creative media was not available to you however Double Negative need your expertise more then you think. Our Technology and R&D department are constantly working to develop new technology solutions in an extremely tight schedule. It will be your job to write custom applications, fixes and patches to enable our artists to stretch the limits of our technology. You provide the tools for us to deliver.

FOR A CHALENGING IT CAREER WITHIN THE FILM VFX INDUSTRY PLEASE APPLY TO JOBS@DNEG.COM OR SEND YOUR CV WITH A COVER LETTER TO HANNAH ACOCK AT 77 SHAFTESBURY AVENUE, LONDON W1D 5DU

Modeling the Screwdriver

This is a step by step beginners tutorial which will explain how to model a detailed screwdriver using 3ds Maxdiv class=”feedflare”
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Autodesk Design Viz Reel 2010 Call

Autodesk, is seeking artists designers who would like to show off their best assets by submitting to the Design Show Reel 2010div class=”feedflare”
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