fxguide's

My friend (twitter: mattdleonard text: Matt Leonard) has been sorting through “The Art of” articles on fxguide and I thought I’d post his list of all the ones that have been written. He has printed them all out in the office, and so far they fill 3 ring binders. So in date order of publication: The Art of Digital Faces at ICT – Digital Emily to Digital Ira (November 2013) The State of Rendering (July 2013) The State of Rendering - Part 1 The State of Rendering - Part 2 The Art of Games Environments (June 2013) The Art of Games Environments - Part 1 - Rendering “Remember Me” The Art of Games Environments - Part 2 - Rain The Art of Games Environments - Part 3 - Making Wet Environments The Science of Spherical Harmonics at Weta Digital (April 2013) The Art of Stereo Conversion (May 2012) The Science of Fluid Sims - Real Flow (April 2012) The Art of Rendering (April 2012) The Art of Destruction (or Art of Blowing Crap Up) (December 2011) The Art of Roto (October 2011) The Science of Fluid Sims (September 2011) The Art of Digital Colour (August 2011) The Art of Digital 3D Stereo Films (March 2008) The Art of Wire Removal (October 2007) The Art of Optical Flow (February 2006) The Art of Matte Painting (December 2005) The Art of Matte Painting - Part 1 - Painting it BIG The Art of Matte Painting - Part 2 - The Tools The Art of Matte Painting - Part 3 - The Art The Art of Matte Painting - Part 4 - Future of Matte Painting The Art of Keying (November 2005) The Art of High Dynamic Range Images (August 2005) The Art of Tracking (August 2004) The Art of Tracking - Part 1 - History of Tracking The Art of Tracking - Part 2 - Tips and Apps Overview Subtitle: Collected Edition

Blogging Workflow…again

Yes, I finally am blogging again. Only 6 months of silence this time. Not too shabby. Anyway, a major hindrance was that my blogging workflow wasn’t working quite right yet, which in turn was like an invisible wall that I was just too tired to climb each time I want to post something. Luckily, I have had the last two days to tinker with it and to figure it out.

Assembling a VFX Camera Kit

I don’t have my own camera kit specifically for VFX yet. Usually when I am on set, I either rent or get equipment from the production that is hiring me. Now I am about to build my own camera kit and to stay halfway reasonable I want to stay around €6000, though I can go over that amount to get a better kit if need be. And it looks like I might have to.

Check Your iOS iCloud Settings!

Please go into your iOS device’s Settings.app and check your iCloud settings. Do it now. With a shock I just noticed that all my backups and syncing options were turned off on my iPad mini. And that without me purposefully disabling anything. So do yourself a favor and check those settings every now and then. Otherwise you might end up with no or too old of a backup when you need it.

Shadowrun Returns

I got access to my copy of Shadowrun Returns right on release, July 25th, and immediately ended up playing it of about five hours. Probably your first clue that I liked it. It has been described as Neverwinter Nights meets XCOM by its creators and that description is pretty accurate. I’d add that it at times also has a little point and click adventure feel to it. On A Budget Harebrained Software got $1.

Prisoners of the Sun Premiere

Today,29.05.2013, was the official premiere of Prisoners of the Sun, the movie I was VFX producer for and that crashed and burned in 2008 due to a licensing issue. Luxx Studios bought the rights a while back and finished it. It turned out to be a modestly solid B-movie with 3D effects that looked very game-y, which is very sad, because we all—the former production crew—knew what it could have been.

FMX 2013 - Iron Man 3

I planned to write about it, but the presentation was just blowing all our minds and I got sucked into simply watching to not miss anything. What can I say? I’m sorry. You should have been there. Subtitle: Talk by Guy Williams (Weta), Aaron Gilman (Weta)

FMX 2013 - Crowdfunding, Risks and Chances

Do not add tangible rewards below $60! Shipping and manufacturing is simply too expensive. You might not make any money for your actual goal otherwise. Make the first minute of the info video count! People turn off the video after that time on average. I’m going to also post a whole array of slides or rephrase them. At least that’s the plan. But first. Sleep and family time. Subtitle: Talk by Kai Bodensiek (Brehm & v.

FMX 2013 - Crowdfunding

Phil Tippett had a dream. “Mad God” a film that he wanted to make, but for a variety of reasons got put on hold around the time of Jurassic Park. The Problem Lack of money. Simple as that. To get it you used to ask friends, family and people foolish enough to invest In your little project. That lead to a lot of concession being made. Giving the rights to creative input away to investors, having investors kids in the movie, etc.

FMX 2013 - OpenSubdiv

We startend the session with a quick history of subdivision surfaces. Invented by Pixar and first used in the short Gerry’s Game they made away with the constraints of both polygonal modeling as well as Nurbs modeling. What’s wrong with Nurbs? Nurbs surfaces are based on control vertices or hull points through which a b-spline is calculated. This leads to smooth curvature and inherent UVs. Both are good. However, Nurbs modeling relies on adding a multitude of Nurbs patches together to form you final surface.