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    Archive for the ‘Production’ Category

    Render gallery update

    Wednesday, March 17th, 2010

    Updating the blog has become somewhat a burden… doing a good post can take many hours, and “just dump stuff on the blog” is a bit scary! Nevertheless, here I do an attempt to just dump stuff from our “weekly” folders. Just WIP. No further comments… but I like it! ๐Ÿ˜‰

    -Ton-

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    Sintel’s Cabin, featuring Indirect Lighting!

    Sunday, March 14th, 2010

    Yo! Pablo (venomgfx) here, on my debut as Durian Blogposter (sounds cool uh?ย ๐Ÿ˜€ )

    The past week was awesome!, not only because it was my first one here :P, but also because David came all the way from Toulouse, to help out, and he was a huge help.

    Sintel Cabin's Progress

    Sintel Cabin’s Progress, more detail needed!

    Even though its not finished, blogposting wont hurt (hope so!).

    On this scene, my work was supposed to be design-model, then light/compo this shot, but since this was my first week, I’ve been told “No need to be completely productive the first few weeks”, great! relief.. so I took some time to learn the workflow and pipeline here, luckily is really similar to how I use to work before and on my personal projects nowadays.

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    Modeling Sprint – A Stellar Success!

    Sunday, February 21st, 2010

    Will you just look at the number of models posted the past couple days on BlendSwap! ย Check it out!

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    Sintel docu-making of

    Sunday, February 21st, 2010

    Hi,

    It took me some time to catch up on the Durian team, but I am getting there!

    Here is a first rough editย and an indication of how the documentary/making of Sintel will look like. Of course much more aspects will be covered (concept art, modelling, animation, production up and downs etc…)ย  there are still some weeks to go before the end of the project and many more things to film…

    Ali

    Scene 01 Layout

    Sunday, January 31st, 2010

    Over the past few weeks I’ve started doing “Layout” work for Sintel. Layout is the stage where we figure out the basic character blocking (in this case choreography), camera angles and movement, as well as the timing and rhythm of the edit. At this point the sets and environments are also roughed out in low-poly form. The design of the environments greatly influence blocking, as well as composition/shot design.

    Much of these decisions have already been sketched out in storyboards, but layout makes the parameters of sequences much more concrete.

    Here is what the opening scene currently looks like:

    Much is subject to change. (Especially the first shot.) Predub sound by Jan Morgenstern. I welcome your feedback!

    –Colin

    New team member!

    Monday, January 25th, 2010

    Freshly arrived from across the Atlantic: Jean-Sebastien Guillemette from Montreal!
    He’s going to help us putting the film together: modeling and design, scene layouts, lighting, render, composites. Exciting ๐Ÿ™‚

    Oh, and I’m back from a 2-week’s holidays in La Palma, Canarian Islands. I’ve spent a week on slowing down and relaxing, and a week on Blender 2.5 code (drag’n’drop). ๐Ÿ™‚ One one of my walks there (breathtakingly beautiful green island) I came by Dragon Trees. These are very ancient long living trees that are an important symbol in our film too…

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    Library Linking & Asset Management

    Friday, January 22nd, 2010

    At the studio we have to be able to maintain and work collaboratively with a large number of files. For those who are interested, I made a little tour of the system we have set up as well as the process within Blender to link in groups from other .blend files.

    Word of caution: when working with files that reference other files, be *very* careful with filenames and filepaths! Moving files around or renaming things can result in quite a headache.

    –Colin

    Edit: Here’s a link to Blender-aid, the content management tool for Blender I mentioned in the video.