OUTSOURCING
To that end, Studio ArtFX
and Terrence Walker have been offered $438.00
American dollars to animate a 90 minute feature film
for burgeoning Chinese technology firm Siu Kru Yu.
Although the firm, which has specialized in IT since
its inception, has never ventured into entertainment
before, the team of managers in charge of the project
seem confident that the script, penned by the bosses
wife, will break them into the business with a bang.
Company president Chien Lee Zhang, however, has
chosen not to be personally involved in the project.
"My wife has wanted to write since she was a child."
Spoke the aging CEO. "Even though she has never
written a story before, I am certain that her script
might find some viewers." Although turned down by
numerous studios in China, the prospect of animating
the film for a low cost in the U.S., with its
steadily weakening dollar, has made company president
Zhang's wife's dream a reality.
"This would not have been possibly if not for current
economic circumstances." laughed Zhang. "Films take a
long time to make. If the dollar continues to fall,
it'll be like getting all that work done for
free."
SO WHO REALLY CREATED IT?
(all images from Daz and Vue galleries)
There is much that can be said in praise of CG art where the creator did everything themselves, and I think we all know of certain CG sites where the type of art we do here is seriously looked down upon or even viciously attacked.
I used to be a
professional artist (and all that implies). Human
characters and rigs was my focus. I was very good at
it and achieved photorealism on more than one
occasion. I have modeled sub-D characters, NURB
characters, and polygon characters. I have worked in
video games, TV and film. For most of that time I
knew very little, if anything, about the whole Poser
world. What little I did hear, coming from
"professional artists" was not good. Sadly, I
believed it without ever having
looked at the program for myself.
These guys use Maya. They must be right, right?
The first time someone really tried to push me into
Poser was quite a few years ago when I was at the now
defunct EA Vegas, formerly known as Westwood Studios.
He was an avid Poser user and did a lot of matte
paintings for Threshold, on the Mortal
Kombat movies and TV series. When you see those
little people walking around in the matte paintings,
those are Poser people.
That was a long time ago, so it must have been Poser 2 or 3. Over the years I saw Poser get better, but never gave it much more thought. Then something changed.
Around 2006 I was working on a movie, a low budget creature flick directed by the guy who designed the dragons for Reign of Fire. Because he had a name and had worked on quite a few big movies, he had connections. This allowed him to "borrow" sets for his film that we could never afford. Being an art director, he threw up some tarps, some lanterns and some good lighting and BOOM! New set. He did the same with costumes. He knew people and it helped. So did we have totally original stuff of our creation in the film? No, but it made our movie of less than $2 million look like it must have cost $20 million or more. That's when I gave Poser more serious consideration.
If there's one thing I never liked to model, it's generic, real world things, like, say, a Baretta 9mm pistol. I modeled one once. Did a great job too, near photoreal, but it took a lot of time and effort and had I known about this site back then I would have paid $20 for a pack of guns and moved on.
As I mentioned before, human characters was my focus and I had been modeling them for ages before I found about this site. When I saw the latest versions of Poser and then later found this site I was truly happy! Why should I continue to model human characters? There comes a point past which human characters are not getting any better. And that goes double for generic clothing like T-Shirts, jeans, underwear, bikinis and the like. They are everywhere here! If there's one thing I don't believe in, it's reinventing the wheel.
I mentioned in another thread how I paid nearly $50 for a mask on Turbo Squid. I was working on a scene where I needed it and at that point I had two choices. Pull out a card, pay the $50. Drop the mask in the scene and move on, OR drop everything I am doing and spend the time to model up and texture a mask to go on the wall in the background of my scene. Personally, I would rather spend m time focusing on my story, characters, good lighting etc.
Buying content that does what you need simply makes sense, and the prices on this site can't be beat. You think Stone Mason's prices are high? A few buildings cost hundreds of dollars on a "pro" site like 3D02. Speaking of which, who do you think is buying content off these super expensive pro sites? I asked a buddy of mine at Zoic about buying content and he said, "Hell yeah! All the time." The big guys buy content too. When you have a tight deadline on your TV show or movie and you need to flip a 2007 BMW 525, do you think they pay some guy thousands and give him months to model it? So while the "pro" artists on certain sites may sit around and bash Poser, they do plenty of content buying too, even in shows like CSI, BSG, Angel, X-men and many more.
You know what? I say let
the pros talk while they spend $200 on a human model
that looks no better than Victoria. Or worse, spend
months to model something that doesn't come close.
(Have you seen the digital stunt doubles in some
recent movies?! PS3 games look better!) And if they
want to say what we do isn't art, let them say it if
it makes them feel better! Do you
enjoy what you do? Do you
love playing with the software and
the content we have here? Does your
art look the way you want it to
look? Then who cares what
anyone else has to say?
I'm going to make something cool in Poser now.
Ye Olde Blog Archive
Learning from his blog, I will begin making better use of categories in the future, including adding a FAQ category to keep a tally of questions I am often emailed. I can also organize posts based on the different projects I am doing using categories, so those who are interested in a particular item, like Anigen, will be able to jump directly to the posts dealing with that subject. I'm not yet sure how I will work it all out, but it will probably be slowly implemented over time.
So from here on out, to get to the old blog archive, click here.
LIFE IN THE WAY OF ART
Of course that didn't stop me from eventually getting in there and playing. I mean, it was nearly lunch time when I got around to it, but after lunch I was able to get deeper into exploring. I got so deep that I really couldn't wait to get up and get back to it this morning. Of course, then I realized I had to do laundry. The building I live in doesn't offer washers and dryers in the rooms. I am not even sure washing machines existed when this place was built. There is a room on the other side of the building with washers and dryers and they are few, so one has to get in early. It's also wise to go back and check on your stuff now and again.
These are little things, I know, but they can be huge when it comes to breaking the flow and the excitement of creation. I guess the next interruption will be going to get my passport renewed. That will be worth it though. Then I can go somewhere in Asia and stay in a five star hotel like I did in China. Everything is done for me there. Life can never get in the way of art again!
OVERTHINKING
PJ Foley of The Foley Folio sent me an email the other day about the Nine Inch Nails Ghosts project. In this project, Reznor says, "This music arrived unexpectedly as the result of an experiment. The rules were as follows: 10 weeks, no clear agenda, no overthinking, everything driven by impulse. Whatever happens during that time gets released as... something." When I read that, I remembered that that's how I used to do it! I used to enjoy it so much just creating in freedom, especially when I was a kid. I still did it, to a point, even up to creating Skeleton Man.
The funny thing is, I still do that sometimes. Unfortunately, I usually I create in freedom when I am testing out technology as opposed to testing out ideas. Oftentimes I go back and look at that stuff and see that it is better than what I create when I am seriously trying to make a show.
Trent Reznor goes on to say, "We began improvising and let the music decide the direction. Eyes were closed, hands played instruments and it began. Within a matter of days it became clear we were on to something, and a lot of material began appearing." That's what I really want. To let my art decide the direction. Don't get me wrong. I'm not saying this path or method is for everyone, and I'm really not even recommending it. It's just something I miss. This isn't the only answer to overthinking, not by a long shot.
Overthinking can be overcome by getting your boards done and sticking to them, no matter how many other ideas you come up with. If you've been working on your project for years and the boards aren't done, you're probably overthinking. If you're a scriptwriting type and your script isn't done, ask yourself if you're overthinking. If you're working on your art and find yourself messing with individual pixels, you just might be overthinking. According to my spell checker, overthinking isn't even a word, so there's no excuse for doing it!
There are many ways out of the overthinking trap, and they all usually involve doing something, sometimes anything. Do a little side project to clear the mind and regain focus. Do something unrelated the project for a while. The bottom line is that if you're overthinking, you are more than likely talking yourself out of making the project you really want to make.
ALMOST THERE...
Rebuilding from scratch I
saw a lot of flaws in where I had taken my system and
my production pipeline. We've all heard the term
"bloatware". There are some major software packages
many of use that are guilty of that. They keep piling
things on, adding new code and features when they
should be rewriting and the program just bogs down
over the years. Well, that's what I had done to my
system. I had all this power and didn't see that it
was stifling. When I first got the system, what was
one of the first things I did? It was ANIGEN.
Production was smooth and simple, using mostly tools
that came with the system. I could create in
freedom. If I had an idea, I could
just do it.
I am coming back simple now. Recreating my system has
allowed me to organize things in such a way that
nothing can stand in the way of an idea. I could
imagine something and see on screen results in a
matter of hours, with sound and music even! I am now
getting back into posting on my blog regularly and
have a lot of topics I want to discuss about the
state of the industry and where we as independent
creators can go from here. I also have some new
animation under way and there will be a few surprises
coming up pretty soon.
One of things I am
wondering about, for those who are working on their
own projects, if anyone is struggling to just see
results, what is the one thing you
think is keeping you from getting into a "just do it"
mode? I have learned from much experience that
oftentimes the main thing holding me back is
me. My own thinking about a project
or worry about what a project should
be instead of truly doing what I love. Looking around
at what everyone else is doing, what Hollywood is
doing, or what the Japanese are doing, concerning
myself with what's "popular" or "could sell". There's
no such thing as should in nature.
It should be fun! If it isn't, ask
yourself, are you truly doing your
project or are you doing someone else's?
TAKING NO PRISONERS
The list of names in the voice cast alone makes it clear that they are not playing games with this movie, nor are they casting it aside as a "cartoon" and spending no time and effort on it. With well known screen actors voicing the main characters, they sound better than I could have ever hoped to see animation in english sound in my lifetime.
While Beowulf, at the box office, may have done little to help advance the cause of more mature animation, Warner Brothers and D.C. seem to be showing that there is a market for it and that they are glad to make the content to serve that market. I hope this is yet another taste of greater things to come.
A Strange Visitor Brings Hope
The movie brings back memories of the theatrically released Batman: Mask of the Phantasm, which proved that more serious and dark animation for older audiences can find viewers that crave it. You will note in the credits some names associated with that film are also present on Superman Doomsday. This movie also shows that there are still areas where animation shines, able to present things that, even in our CG effects laden world, would be impossible or far too expensive to do in a live action film. This has more city destruction than Armageddon, bigger military battles than Transformers and more super action that Superman Returns. It would cost over half a billion to attempt such a feat in live action. This is a movie made for animation and it was made well.
Still, with all the amazing visuals and explosions, they find the time to give the characters real lives. It's nothing like those cartoons where the characters have no life or thought outside of their current mission. Characters drink, break down and cry, sever relationships, basically do real human things. The voice cast features Adam Baldwin, Ann Heche, James Marsters and Ray Wise among others, like anime notable John DiMaggio. The actors play the characters very real in some scenes and make them very believable.
I could go on about this, but needless to say I was very impressed. I can only hope this leads to more such productions, not just from Warner Animation, but other studios as well. I also hope it leads to such quality being put into animation of all genres in the future.
HAPPY NEW YEAR! I expect great things in 2008! How about you?
Moving Along
You see, I love to draw. I love to create images. There was a time where, because I was working on a show, I felt I always had to be working on that show. Sometimes, though, it can be late at night, and I have maybe an hour before I go to bed, and I want to draw. I often would find something else to do because it wouldn't advance the show. I now see this as a mistake.
Sometimes I jut had an urge to draw something that had nothing to do with the show. I used to put that out of my mind too. Lately though, I realize it is better to draw it, even if it serves no purpose. Well, there's no such thing as a drawing that serves no purpose. All drawing will at least improve my skill and be a matter of learning. So now, when I feel like drawing, even if it is completely unrelated to the episode at hand, I do it.
The point of all this, though, was to say that from now on, when I create such images or even music not for the show, I will post them here on this blog. This is a part of the life of a creator.
Anyway, I will try to write here more often from now on. I will come back soon to fill you in a couple of interesting things that happened while working on episode 2.







