Path To War
March 18, 2008
After 8 weeks of hard work, this is the result:
http://www.youtube.com/watch?v=kx6PJdjO5_g
hi res: http://www.plaete.com/ptw/ptw_web.mov
I was responsible for:
- All crowd simulation using Massive Prime
- The crowd rendering using pixar Renderman
- The creation, lighting and rendering of the natural environments
- The general pipeline setup for getting assets flowing inbetween software
- The overal direction on the project
Software used:
Softimage XSI, Massive Prime, Autodesk Maya,
Pixar Renderman, Pixologic ZBrush, Apple Shake,
Adobe After Effects, e-on Vue, Adobe Photoshop.
People on the project and their roles:
Jo Plaete
- general direction, pipeline, crowds, environments, prman rendering
Nic Groot Bluemink
- modeling, rigging, animation
Lee Baskerville
- modeling, texturing, concept design
Pedram Eatebarzadeh
- modeling, texturing, animation, concept design
Alkis Karaolis
- modeling, xsi rendering, cloth, animation
Inci Vatansever
- animation
Lars van der Bijl
- visual effects, compositing
Christopher Hoare
- visual effects, compositing
Brian Gair(music composer), Jon Mann(sound designer), Angel Perez Grandi(foley artist)
I’ll be writing a more in depth post on this later but I have some other projects to tackle first.
Jo
June 25, 2008 at 12:10 am
[...] June 25, 2008 AS promised, In this post I will talk about how to use Massive Crowd Simulation software in a project pipeline based upon the experience I built up doing the Path To War group project where I had to solve several crowd shots. I will not go in depth into how massive works, agent brain building or explain every step I took in detail. Rather I will pick out some specific issues and techniques I came along using the tool. This document assumes you know what Massive is, what it does and its internal workflow. Watch the Film. [...]