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Iron Sky – Day 200!

Yeah, 200 days! So what have we learned from all of this madness? Well the lesson or today which can carry on else where is the importance fo previs and how its not “just an animatic that you can screw with until the very last minute”. That’s one. Second, Have enough drive space. Third, when you get drive space, build it into a proper system that deals with heavy network load and highspeed requests better than your average bs linux home server product that gives you no control, that usually costs as much if not more than  a windows box with a bunch of drives in it, which you can log into and perform various tasks such as unlock locked files and kill off dead connections easily. Just a thought. The last of the last bits are in progress at the moment. Tuomas is finished actually and is just going through a bunch of requests for small fixes our compositing team has asked for along with additional elements. Luke has a large shot on his desktop at the moment but its just about as kick ass as it can be. Lee has some crazy stuff going on with a shot that he’s doing that’s pretty epic and I have one last to go. Last lesson for the day(and for the film)  – We know what we are talking about, and if we can do it we will, but just because we can do it doesn’t mean we should when we have a stack of other stuff that needs our attention. It’s all find and dandy to ask if “x” can be done, but when you do that it takes away from “Y” there is only so much currency to go around, time is money. That’s what it all comes down to. Here at Iron Sky VFX, we know this well.

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7 Comments to Iron Sky – Day 200!

  1. Tony says:

    SOunds like some very valuable lessons have been learned, and I am really much looking forward to the release!

  2. kat says:

    Yeah, however there is still some “debate” going on, and the triangle of VFX has to come out.
    Here is how it works.

    There are 3 points on the triangle.

    1. Quality
    2. Quantity
    3. Cheap (as in low cost, but cheap doesn’t mean free – there is going to be a cost to any of 1 and 2)

    From here on in, you can pick any of the points you want, but you can pick only 2.

  3. jeric says:

    Kat, did you run into any situations where a shot that cost a lot of time/effort got jettisoned in the final edit?

    (THAT’S the thing that would grind me.)

  4. kat says:

    yup, several, and in one serious case we had to “stick” with what was done because it cost a lot of time and money but we should have thrown it out and start over again totally in LW and ditch the sim from maya because the sim from maya was a complete pig to work with and cost us probably even double what it cost to do in maya original (but could never have been finished there) because we had to “use it because it cost a lot from maya” and they didn’t want to waste it. Right. It happens.

  5. I’d love to read a post mortem on Iron Sky, it would make valuable reading.

  6. Phil says:

    Based on the posts up to now, I get the feeling that any postmortem would concentrate fire on Maya and RenderPal. 🙂

    It would be interesting to hear more about the other aspects (i.e. a truly informative ‘making of’, showing what didn’t work as well as what did, rather than the typical fluff piece on most DVDs).

    I hope NT are also getting a good insight into the issues with LW, perhaps by back-channels.

  7. Tony says:

    I agree with Phil. I would happily buy a detailed post mortem on the Iron Sky production. So yes indeed, please make us a DVD 😀

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