Here are the details of the content contained within this 2-part video…

== Summary ==

Total runtime: 50 minutes (2 parts)

The content is delivered in a 2-part video. The first part focuses on the entire work process that is used to produce Delura content up to and including even audio editing. The second part explores the latest developments in our animation workflow, then provides a detailed look at Delura’s source files as seen by the producer along with extensive commentary that reflects on the experiences and lessons gained from years worth of development. Specifics on what is covered is described below.

The projects before Delura

A brief look at the evolution of our works, and how they have influenced Delura’s content. A lot of our earlier projects were done in Flash.

Writing
This is a process that a lot of people tend to overthink; it really isn’t that hard and 99% of the work is coming up with the ideas, not the actual process.

Collaboration methods
I cover the communications systems i’ve used to organize the project; how, when, and where they are used. Also there are mention of systems that *didn’t* work, or became obsolete over time (IE: forums).

Concept work
Using rough sketchbook drawings for the conveyance and creation of ideas for usage in 3d model creation. Also, usage of 3d animation storyboards… the way I do it looks silly, but it works, it is lightning fast, and I provide comparison shots.

Asset building
I segway into how I integrate every single program I use with AutoHotkey, including Lightwave. It is kind of off topic, but I consider it a vital tool in my workflow and its one of the reasons I work so quickly. Brief simplified demonstration of a fur painting technique i’ve depended on, how texture resources like CGtextures are fine-tuned to Delura’s content and often in unexpected ways. Also, the art of “implied detail”: focusing on the whole picture rather than parts of it to greatly enhance the viewer’s experience without sacrificing quality of the core content.

Animation
Demonstration of how some of my animations look behind the camera, complete with all my unorthadox ways of going about things that save me tons of time. IKBooster demonstrations, with emphasis on saved time via avoiding “selecting” things (which is why I can animate characters at 60 seconds per day). Basic explanations and demonstrations of Straight ahead vs. linear animation (hint: good idea to master both). Various rigging/relativity demonstrations.

Visual FX
I don’t benefit from high level compositing software, so I gotta do everything with what I got. There are still a lot of techniques you can utilize to get around software limitations; among them are things like Lightwave’s built-in features, video crossfading, video filters, cel-painting/rendering. Also, I demonstrate a bit how I took advantage of the power of Blender’s robust (but sluggish) compositing workflow to circumvent the severe hardware limitations I faced with Delura EP 005.03’s high production demands.

Sound FX
I first show a minor resource I use for SFX, then I demonstrate the works of a foley artist (a person who creates sounds from objects for use in media). I can make a bag of tortilla chips create 7 or more completely different sounds suitable for the big screen… can you? Using everyday objects in your house can be many, many times faster than trying to search for a sound online and I show you how and why (the method I use to radically alter sounds can be applied to most commercial software packages).

The new animation workflow

At Tanadrine Studios, we’re pushing past the limits of what was thought to be possible using Lightwave’s standard tools in combination with our own. This includes motion capture adaptation without external software, relative motion loading and modular rigging methods. In this part of the video we demonstrate how we’re changing our animation methods to exponentially increase our production capabilities.

Scene Walkthroughs

Finally, I will fly you through most of Delura’s main scene files and highlight some of the interesting aspects about them (the good, and the bad!). I’m still kicking myself for using so many unbaked lighting elements in EP 004… it made render times a nightmare when they didn’t need to be!

That’s it! If you want to help out the series and get some awesome behind the scenes content at the same time, please contribute $15 to the project via paypal! After receiving the contribution I will send both a streaming and direct download link via e-mail (direct download is 1600×872 resolution, ~3.5 gb filesize).

NOTE: I am processing transactions manually! Hopefully for future Delura premium content I’ll have time to implement a “cart” or “purchase” system of sorts to make the process faster. Thanks for your patience and understanding!