Iron Sky – Day 17
I just sent Luke home after he had pulled about 18 hours straight. I am here doing some last minute tests before heading home myself. All we have left to do for our next batch of renders is do some object swap outs, tripple check everything for placement, light the scene for key, fill, bounce (no big deal – I can do that in my sleep and probably will have to) , set up the break out scenes and throw it on the farm. I hope the power holds for our renders. While many of you know that I typically use Smedge, the production here is using RenderPal, which is the same idea more or less and I have used it before, but somehow I am thinking I’m going to keep it on the boxes “just in case”.
I’m rather impressed with LightWave3D 10.1 and the latest builds and while I can’t say much there are some “glitches” but they are overcome easily and I know they are being fixed. I recently rediscovered an amazing little time saver (well actually its a massive big huge thing if you know about it and use the software like I do) with regards to volumetric lights. I’m going to keep that little secret to myself for the moment until I can record the next Practical Production Techniques installation. Hopefully I can get permission to make use of the assets from Iron Sky in some way, at least for the video side of things.
It’s really nice to be working on something “real” again that’s for sure, even if the hours are now pushing season II BSG insanity – I can see progress every step of the way and while we are slightly behind on our side we are going to make up for it about 10 fold on look, quality and render speed and throughput now that Luke and I have taken the extra steps in getting these assets production ready.
I am a bit disappointed however with “European Work Ethics” regarding hours. Most of these guys leave to the SECOND at 8 hours (which includes a 1 hour fucking around lunch time in most cases). If I have anything to say about it, and for the most part I won’t have to as it’s going to become very apparent soon once our renders are done for this batch of shots, that hard work pays off big time and when you do the heavy lifting up front your momentum carries through. Some of these guys have been working on this show for a year already while Luke and I have been here for just over 2 weeks. I don’t know if its a LightWave vs. Maya thing or British/American work ethics (ie get it fucking done and do it right) vs. European attitude with regards to 8 hours and that’s it, even if there is a deadline crashing down around you or what, but in the time that Luke and I have been here one thing is certain – LightWave artists are monsters when it comes to being able to tackle work. Luke on his own has taken on stuff that we could have left alone and it would have been “ok” but when we both looked at certain things and did some tests and showed them to the Art Director and the VFX Producer of the show it was pretty clear to all of us these things needed to be done. I myself have been pushing the envelop on several things to get the look of the show up another several levels and so far I think everyone (except for the maya crew) are excited about it.
I don’t want to come off like I am bashing the other guys or “maya” in general – but I have been in pressure cooker situations more often than not due to other outside of “my or anyone in vfxs'” control and we have to hit the pavement running. It’s just reality. As I was saying to Luke this evening, which was a thing someone impressed upon me while at BSG – This stuff is out there forever. Your name is attached to it and it means future work or not. Even awards. If you don’t push hard and do it while keeping the quality level up, there is someone who will replace you and probably for less money (hello? China) or you simply won’t work again or won’t for a long time. Film and TV is history in terms of memory – its always there for someone to look up and look at. The ultimate resume really.
Well, I should stop babbling and get back to what I am doing here. I’m sticking around working so the “texture and maya” artist get the hint that we (LightWave people) are in this to win when they walk in and still find me perky (pepsi max is great) and rocking it out with the shots.
More updates soon.
Kat (and Luke, who really did need to sleep and deserves it).