
Hey there folks ,
Back with another update and Waking Hour is still alive !
Quite a bit has happened since the last update , listed below is a brief description of the updates that I'll be going
through.This post may be a little text heavy but hang in there because there are some pretty pictures to see.
- Major Project Sponsor
- Cross Application workflow
- Plan to get Green Lit
- Waking Hour Storyboards
- New character concept art
- Waking Hour Live Stream Channel & Facebook page
With a client base that ranges from huge Vfx Houses like Digital Domain , Double Negative and The Motion Picture Company to triple A Game Developers , like Rockstar Electronic Arts and Square Enix to name a few.The quality of the products and services that they provide speaks for themselves.
If you're wondering who I am talking about its FacewareTech(of ImageMetrics) , they have sponsored a whopping $4k worth of faceware processing time to allow us to bring the characters of Waking Hour to life. This isn't enough facial animation to power a feature length film , it is however enough to power a short of about 5-10 minutes for green lighting.
This sponsorship is fantastic news to us , it also brings bring back the sticky matter of Cross Application Workflows ,
something that no production doesn't have. As it stands the production tools being used to craft the world of Waking Hour , are Blender 2.64 RC2 , Zbrush 4R4,The Gimp,Vue 8 Complete and iPiSoft's Desktop Motion Capture V1 Standard Edition.
Adding 3D Studio Max the equation will add some interesting production challenges , not for lack of knowledge of the inner workings of the application of course. I wear many hats as one has to when working on an indie project , I am a novice C# programmer and when it comes to IT and getting things to run on the machine I would say that I am competent.
It is more than likely however that at this stage we would need to get a developer or team of programmers involved , this
could open up some exciting avenues in terms of being able to bring rigs across from Max to Blender or the other way around , being able to do something like that while maintaining key-frame data would be amazing (though somewhat pricey).
As I mentioned previously our new goal is to get Waking Hour Green Lit , to do this we need to make a 5-10 minute short that can both stand alone as a story in itself as well as fit into the whole story.A selection was made from the begging of the script and storyboards for that selection have been packaged.
Just over a month and a half ago I got in touch with an artist by the name of Jonathan Gonzalez , we started working on the storyboards for Waking Hour and after all this time we have 99 panels that cover pretty much most of what happens in the film this far , with plenty of space for additional panels in between to flesh scenes out (when more funding becomes available).You can find the storyboards for the short version along with accompanying script content here :
https://dl.dropbox.com/u/5944013/Waking ... terial.zipJonathan also drew up some character concept art , below you can find renderings of the PRF Officer and Abbigail Brink , I'm very happy with how these turned out , once there is more funding available (which is coming out of my pocket at the moment >.< ) we shall continue to churn out both character and related concept art.
The facebook page for Waking Hour has been updated with livestream integration and a gallery of WIP set renders , if you want to support us or just get more regular updates please feel free to swing by and give us a like.
http://www.facebook.com/WakingHourMovie
