I suppose I should be glad for the publicity on my post about how Pixar is overdoing it. Unfortunately, the nature of the discussion was mostly skeptical; I think that was my fault for explaining it the wrong way. So, how about this:
Pixar has $180 million to spare, and doesn’t mind having hundreds of people manipulating 400 yottabytes to create one film. Good for them. But that shouldn’t scare off the rest of us.
The barrier to creating great looking animation doesn’t seem to be time, money, or resources; it’s the misconception that those, in fact, are an obstacle. Video game developers constantly show us that there is the potential for great looking visuals without an excessive amount of polygons. The reason video game graphics don’t yet rival Hollywood CGI isn’t because there isn’t enough processing power for detail, but that there isn’t enough processing power for implying detail.
Simple depth of field can dramatically improve a low-detail image. By simulating the focus of a camera lens, not only is a more photographic look achieved, but strategic use of it can remove most of the ugly portions of an image. This is possible in Valve’s Source engine, and can look great, but it’s not practical for video games; about two frames of it per second can be rendered in real time. But movies don’t need to be rendered in real time – a three minute high-definition sequence from Final Cut can take up to half an hour to render on my laptop, but after that it plays back smoothly; Pixar, by contrast, produces films that would take a single supercomputer several million hours to render (that’s why they have a ton of supercomputers), and they too can be contained within a smoothly-playable video file. But by taking graphics which could, theoretically, be rendered in real time, then rendering it with realistic looking blur and smoothing effects at two frames per second, an independent animator wouldn’t need to have access to supercomputers with enormous hard drives to make a film.
Perhaps I was too quick to call Meet the Scout on par with The Incredibles or WALL-E. Jenni Chasteen‘s comment about the lighting design was spot-on – Pixar has people who know cinematography, and Valve isn’t nearly as experienced. I disagree that it’s not even close, though; while it’s not great for photorealism, “cartoony” CGI is very possible to do with just a video game engine and blur effects.
Valve’s promotional movies may not be Pixar-quality, now that I think about it, but the technique and technology has the potential to be. In the hands of talented filmmakers, it’s wonderful for compositing onto live action. Is extending it to a full animated film that much of a stretch? I doubt it, myself.






Matthew Ebel: You Want Him In Your Ears
Gratuitous picture of Matthew Ebel's FACE.
I’d heard of Mr. Ebel before, having encountered a song he did back in 2001 called “In the MUCK” (MP3). It’s about how the real world is annoying, so let’s all turn ourselves into furry animals because that’s more fun (specifically on FurryMUCK, but subtly enough so that people who have never heard of or joined it can relate to the song. I loved the song, but for some ridiculous reason I’d never bothered to do more research into him. Until now.
Despite being active in the furry community as an osprey (you see, even though ospreys have feathers, we still say they’re “furries” with “fursonas,” because “featheries” wouldn’t imply the same group, and “anthropomorphic animal enthusiasts” is too long, and oh whatever), most of Ebel’s music isn’t as overtly animalistic, but that’s probably a good thing because having to throw in an obligatory animal reference in every song would get old. All of it is just as catchy and awesome, with a style that’s like Jonathan Coulton meets Dangerous Kid and hints of Banooba; comparing him to a signed artist would be so corporate and anti-indie of me, as well as less accurate, but let’s say Jack’s Mannequin with some Ben Folds-y wit if you insist. And he’s awesome.
I got his latest album, Goodbye Planet Earth, which mixes in a good deal of electronic stuff and Hitchhiker’s Guide references. The second track, “I Just Want To Fall In Love” (MP3) is ridiculously catchy and will not get out of my head. Gahhhh. =D
He’s also taken a page from Jonathan Coulton and written a song based on one of Valve‘s games (although his effort wasn’t actually commissioned by Valve for use during their end credits), a Team Fortress 2-inspired song called “I Blame The Spy”. As of this writing, unfortunately, the full version of the song is only available to people who subscribe to his premium music. Kind of an odd decision given that he could get several zillion new fans if video game blogs pointed towards it, something they’d be more likely to do if the whole song were free. Matthew, I know you’ll read this eventually because you follow me on Twitter, so fix that.
But all in all, you want Matthew Ebel in your ears. He gives very good aural pleasure.