Archive for the 'production' Category

Official Trailer

After a long run we’re finally looking at our first showing.  Above is the official trailer in preparation for the launch of the film.

Credits:

  • Director: Sunit Parekh-Gaihede
  • Producer: Søren Fleng
  • John: Peter Plaugborg
  • Liz: Marijana Jankovic

Screenshots and festivals

After a long departure, the team is finally back onto Machine and finishing up the film.  Above are some brand new images from production.  These haven’t gone through color-grade and are still in progress, but it’s been very exciting to see new shots rolling through the pipeline.  We’re on a tight production for the next month, but if all goes well, we’ll be looking at finishing in May, and starting our research and application process for festivals.

BT Sequence test

This is another grade test – which is now a couple of months old, but I thought would be interesting to put up. There are some cloth penetration issues here which we’ve now solved using a combination of a custom shader (which traces a distribution of rays, out along a normal from the clothes, and displaces the penetrating geo back inside of the clothes), and some manual fixes in the lighting scenes.

We’ve also been testing the recently open-sourced stretchMesh as a way to solve the penetration issues, which we’ve had some success with and are considering integrating into the main character rigs.

The eyes in this test are based on raytraced reflections, using specific reflection objects. Since this test, our methods have shifted to instead use our point cloud as the reflection environment (this makes things a bit more predictable).

Rough comp test and 123D Catch

Here is a rough comp test of one of our sequences. The animation (still in progress) is by sean ermey, one of our recent team additions (I hope to have a post on our crew in the near future).  The lighting comes mostly from the digitized version of our miniature sets and is entirely the work of our “psuedo” global illumination framework for 3delight, which we call hydraLight.  The framework makes easy a color managed workflow, and multi-bounce lighting, as well as seamlessly blending strategies (raytrace, point cloud) for reflection/refractive.  More about the framework in another post.

We also used this sequence as our test of the newly (re)branded Autodesk PhotoFly, now called 123D Catch.  14 photos from our miniature sets (as many angles as we could get, including our shot camera), and about 3min later a fantastic 3d mesh (which we use for character interaction and color bleed).  I’ve attached some of the photos below.

For those interested, we’re using a 300W Arri Fresnel (with a few layers of diffusion) for the hall light (which is perhaps a bit too sharp), a bounced 1000W Arri, with closed gates, for the moon light, and a dollhouse practical for both the interior lamp and the outdoor lamp (you can see the shadows on the curtains).  I might bring in a desk lamp instead for the hallway light if we reshoot this sequence.

 

Recruiting!!!

recruit_postcard

back_postcard

We’re now recruiting for the positions listed above.  These are on-site positions, although I’ll also consider remote work, if the experience is at a high level.

In addition to the above, we’re trying to gather interns for the layout and scene setup work.  Potentially, there is also some shot work, and on-set assisting, depending on your skill set, or how the work goes during production.

The work will happen at our studios, which are located within the Animation Workshop in Viborg, Denmark.  The school has a vibrant community of students and professionals, and attracts talented people from around the world.  It’s an inspiring creative environment.

The production runs from February to August, although we’ll be looking for interns to start as early as January.  The other positions run from two to three months.

Mail us at the address above (in the second postcard image).




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