|
Press
Releases
HERE COMES THE SUN
HERE COMES THE SUN: Jessy Veilleux
Wins October XSI Gallery Award
by Michael Abraham
There are definite signs of a Blade Runner-like
sensibility attached to Sun City, Jessy Veilleuxs award-winning
image in the October 2002 installment of the XSI Gallery. Whether
thats my impression or his intention is, of course, open to
debate, but the blending of pagoda-topped skyscrapers with a fiery
sky leaves a palpable impression of a vaguely-threatening future.
Ive been intrigued by Asian architecture
for sometime now, says Veilleux thoughtfully. When I
had the chance to use SOFTIMAGE|XSI for the first time, I decided
to create a futuristic Asian cityscape that would be simultaneously
realistic and cartoon-like. It proved to be quite a challenge.
As a digital matte artist at Hybride Technologies
(www.hybride.com) in Piedmont, Quebec, Veilleux is no stranger to
sweeping vistas and impressive landscapes. He not only creates them
digitally in his day job, but observes them daily in the landscape
that surrounds his home in neighboring Saint-Saveur-des-Monts, a
delightfully European-style village that serves as a charming focal
point for a variety of surrounding ski resorts. It is an atypically
rural setting for a digital effects company, especially one with
a pedigree like Hybrides, the company that handled effects
work for projects such as Spy Kids, Spy Kids 2, Napoleon and many
more. It is perhaps also why Veilleux elected to create such a strikingly
urban scene.
I chose a wide angle view in order
to give an impression of great scope and height, he explains.
All along, I wanted to keep my scene light in terms of geometry
and short in rendering time. At the same time, however, I wanted
it to look complex and painstakingly rendered. SOFTIMAGE|XSI allowed
me to do that. Sun City was my first attempt using XSI,
but I had used SOFTIMAGE|3D extensively and the change in system
came easily to me. The new texture projection method in XSI, including
the texture editor, was a tremendous help when it came to adding
the tremendous amount of detail in the scene, without the need for
overly complex geometry.
Asked if any specific tools or features stand
out, Veilleux clearly has more than one in mind:
I used Final Gathering at the beginning
in order to create some really nice shading, he says. By
creating a render map, final gathering no longer has any discernible
effect on rendering time, mainly because you only have to calculate
it once. When you are manipulating light to create shadows, it is
also very interesting to see your work virtually instantaneously,
without having to render. Render passes are also extremely useful.
Instead of having a different scene for each of my passes, I can
have all of them in the same one. When you make a change in your
scene, you dont have to update it for every pass, since it
is performed automatically.
Congratulations Jessy. Soon, in contrast
to the Artists Against Apartheid song of so many years ago, everyone
is going to want to play Sun City.
|