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May - 2009
In May's edition:

Battle for Terra

NewTek spoke to Aristomenis Tsirbas, creator of the full-length CG animation feature Battle for Terra about the process behind making it:

 

How long was Battle for Terra in the making, with how many artists working on it?

Starting in 2005, it took three years to make Battle For Terra and the stereoscopic aspect was added for cinema release in May 2009. After designing the characters, sets and props, I started  the first year by creating and editing an advanced 3D animatic that included creating most of the final 3D modeling, lighting and camera. After full financing came in, a couple of interns and digital artists were brought in to help wrap up animatics and quickly head into production. The completed animatic was more than just a template, but the first pass of the entire film with a large amount of the digital art complete. This was vital if we were to complete such an ambitious project with a very low budget.

The second year was spent in full animation production with a team averaging 20 artists. This typically broke down into six LightWave artists, six Maya character animators, a rigger and a compositor.  The team was rounded out by an infrastructure supervisor, a tech support person and a couple of interns. My role during production included CG supervisor, character animation supervisor and LightWave digital artist. I had the opportunity to direct during dailies in the morning and artist walkthroughs in the afternoon. The rest of my time was spent as one of the digital artists churning out hundreds of final shots.

Towards the end of the second year we had an opportunity to screen a rough cut at the 2007 Toronto Film Festival, so we pushed through the remaining shots and created a temp sound mix for the presentation. After strong reviews and interest in distribution we spent the first few months of 2008 wrapping up production and doing a proper sound mix. It was at this time that I brought up the fact that the production was designed with the possibility of going stereoscopic 3D at any time. The idea was immediately embraced by the producers and distributors, so another three months was added to the schedule to re-render the entire film from a second camera perspective. Final 3D animation was completed by April for a May 2009 release.

 

How was the interplay between Maya and LightWave managed?

Beaver Project was used to communicate between Maya and LightWave. The process was surprisingly drama-free. Beyond the program's stability a major reason for its success was having Beaver Project developer Christian Aubert in-house for several weeks to make sure things ran properly.

 

Can you describe the pipeline?

Our pipeline was quite simple. After LightWave animatics were edited and voice recording was complete, our locked edit was scheduled out to the artists. We had essentially two teams: Maya (character animation) and LightWave (everything else). When character animation was approved, the character deformations were sent to LightWave for final render. Both Maya and LightWave artists had to complete a very high volume of work, several times more than the industry standard.

LightWave shots were rendered without GI (to save time) but with several 'spinning light' tricks to simulate the expensive technology. 200 CPUs rendered 24/7. We had only one compositor so more than half the shots were accomplished entirely in-camera without multiple elements. It was imperative to keep the pipeline as simple as possible if we were to finish the project on time and budget. The final edited film was exported directly out of Final Cut Pro directly to the lab, again to save time and money.

 

Which version of LightWave was predominantly used?

Since the project started three years ago, LightWave 8.3 was used. We never do version upgrades during a production since it could break the pipeline.

Read the making of on the menithings site:

Part one
Part two

 
EmbassyVFX wins Elan Award
  The Elan Awards were started three years ago to honor the best in video gaming and have expanded to cover animation, and this year also CG in films. The winner of the Best Visual Effects in a Visual Effect Driven Feature Film award, given for the first time this year, went to EmbassyVFX for their work on Iron Man using LightWave 3D for the sequence with the Mk I suit escaping from the cave.

The Elans


Picture of the Month Metal Gear Solid: Cyborg ninja by Alexander Von Sass

NewTek spoke to Alexander about his outstanding new take on one of gaming's favourites that wins this month's picture of the month for outstanding beauty:
    
       
My first major introduction to 3D was in the Northern Alberta Institute of Technology's “Digital & Interactive Media Design” program. Back then we were running LightWave 7.5.  Modeler's powerful polygon modeling tools pulled me in with a passion.  I graduated with honors as a 3D major with a video minor, and went on to work for a design company as lead 3D artist.  There I modeled, textured, animated and rendered all sorts of 3D objects, environments and logos. This really helped to fill out my skill set and understanding of LightWave's work flow. I don't mind hard body objects, but I always found that I was most drawn to more organic, humanoid objects.
I decided on the Ninja as a tribute to MGS.  I wanted to put my own spin on it by making it feminine.  I also enjoyed the challenge of having to redesign the suit on a different body type.  With characters I like to begin in Modeler, using the box method to create a basic shape, Band Saw to divide into sections, and Extrude to pull out limbs. I love working in Sub Patch, and while I work I'm constantly turning it on and off to check shape and proportion.  With character faces I begin with the eye lids, extruding outward to the other features. I find this helps to quickly get a sense of proportion and character in the face. Next I create the back of head and neck, and finally weld it to the torso. When the Ninjas body was ready I further detailed, textured and posed using ZBrush. I find LightWave is very ZBrush-friendly. You can export anything there and back, and even bring textures and normal maps back into LightWave, applying them to low poly objects for rendering.  I rendered in multiple passes, combined the layers in Photoshop, and added some finishing touches.


VES Award winners

The 7th annual VES (Visual Effects Society) Awards took place in Los Angeles. We send our congratulations to the LightWave project winners:

Outstanding Visual Effects in a Broadcast Series:
Battlestar Galactica Season Four – BSG Space Battle

Gary Hutzel, Michael Gibson, Doug Drexler, Kyle Toucher

Outstanding Supporting Visual Effects in a Broadcast Program:
Fringe – Episode 101 - Pilot
Kevin Blank, Jay Worth, Andrew Orloff, Barbara Genicoff

The full list of winners can be read
here.
 
Fringe copyright ©2008 Warner Bros Television

Plugin news: vRoom

 
 NewTek spoke to Luke Whitehorn (AntiDistinctly on the NewTek forum) about his very exciting plugin coming soon for LightWave v9 - vRoom.

vRoom is a nodal shader to speedily populate models with interior detail without needing to laboriously create actual geometry. Here's what Luke had to say about it:


I used to listen to the fxguide podcasts regularly and in one, they talked briefly about a method used in background shots to make buildings a) look better and b) get created faster and it intrigued me. So, I looked at various archviz places to see how most people dealt with the situtation and I noticed that many of them did one of the following when it came to creating buildings:
1. Just had completely reflective windows that you couldn't see in
2. Just had nothing inside their building
3. Spent an age handcrafting each room and using regular mapping techniques

Any which way you cut it, it could cost a studio or freelancer money, either in the time invested in doing this manually, or in lost customers, so I wanted to solve that.

Basically, you assign surfaces to objects that will be used by vRoom to create pseudo-geometry to give the impression of depth to the windows on your building. It's actually easier to see how it works than to explain it though, so I made some videos I put on our page on YouTube.

Luke is going to make vRoom available for Windows 32/64 and Macintosh UB (with the help of the plugin programmer's best friend Mike Wolf) and you will be able to keep track of progress and watch and explanatory videos on Luke's site here: Eurisko Studios


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