Twin-Pixels.com » 3d http://www.twin-pixels.com Design & Photography Tutorials and Resources Wed, 12 May 2010 19:11:56 +0000 en hourly 1 http://wordpress.org/?v=3.1-alpha The software used in the making of Avatarhttp://www.twin-pixels.com/software-used-making-of-avatar/ http://www.twin-pixels.com/software-used-making-of-avatar/#comments Mon, 11 Jan 2010 09:45:51 +0000 Armand Niculescu http://www.twin-pixels.com/?p=472 Avatar has captured the imagination of millions of people from around the globe. Creating a completely new world from scratch, one with hundreds of species of flora and fauna and breathtaking landscapes is a daunting task that Cameron completed with flying colors. Let’s see what companies and software were involved.

Updated on January 16 with more details. Also, in a new article I’m providing some details on the challenges and innovations involved in the making of Avatar.

Although usually only big names like Weta Digital or ILM are mentioned in the making of high-budget CGI, there are always tens of companies involved (possibly hundreds considering that work often gets outsourced), with thousands of digital artists, 3d modelers, animators and compositors working to bring the script to live.

It’s also too bad that many of the companies (the ones involved in the production and the ones making the software) do not promote their software more. Adobe was the quickest to show how their line of software was involved, even though it wasn’t really crucial to the project and this is why I decided to make a list and try to give proper credit to everyone involved.

Wireframe of a Na'vi

Wireframe of a Na'vi

For Avatar, these are the companies credited for the visual effects:

ZBrush study

ZBrush study

And here are the main software used:

  • Autodesk Maya
  • Pixar Renderman for Maya
  • Autodesk SoftImage XSI
  • Luxology Modo (model design, e.g. the Scorpion)
  • Lightwave (low-res realtime environments)
  • Houdini (unknown area)
  • ZBrush (creature design)
  • Auodesk 3ds max (space shots, control room screens and HUD renderings)
  • Autodesk MotionBuilder (for real-time 3d visualisations)
  • Eyeon Fusion (image compositing)
  • The Foundry Nuke Compositor (previz image compositing)
  • Autodesk Smoke (color correction)
  • Autodesk Combustion (compositing)
  • Massive (vegetation simulation)
  • Mudbox (floating mountains)
  • Avid(video editing)
  • Adobe After Effects (compositing, real-ime visualizations)
  • PF Track (motion tracking, background replacement)
  • Adobe Illustrator (HUD and screens layout)
  • Adobe Photoshop (concept art, textures)
  • Adobe Premiere (proofing, rough compositing with AE)
  • many tools developed in-house
  • countless plugins for each platform, some of them Ocula for Nuke, Ktakatoa for 3ds max, Sapphire for Combustion/AE.

The list of tools is not exhaustive and you can see there’s overlap in capabilities, depending on each company’s pipeline.

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