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  • Merik Pelletier

Authoring tools

Updated: Jul 29, 2021

Anything involving the evolution of telling a story on a large or small screen belongs to The Entertainment Industry, and that's is no game.

My first work was doing what we call #Playback. It is fake content used to fill screens on the set, that they are computer in an office, a tv in the living room, or the controls of a spaceship. Bullshit that has to look realistic even if it makes no sense! So I often needed to add avatars in my work. Then #virtualproduction was only a dream. And I never really put much effort into it.

In a way, I was doing virtual production before it was.

One of the tools I was using regularly was Iclone from Reallusion.com. It was and still is easy to use for great results. Some years ago, they released Character Creator. At first, it was limited; then, I was not making virtual costumes and assets.


With the new releases, the software got better and better. CC3 is now my primary tool of development. You need to combine it with several other software such as #MarvelousDesigner, Z-Brush, #Blender, and a few more.


However, the pipeline is not too hard at mastering. Like everything else, it takes time and practice. Sorry #MAC user, it is like Iclone7 #PC only! With the rapid evolution of the Metha-Humans, I fear that CC may lose the battle.


Based upon my personal experience publishing on the Reallusion Marketplace, I don't think they give a damn about the industry. That is something I can't ignore any longer. So I am now facing the dilemma of re-thinking my production pipeline.


I didn't try the #MetaHuman creator yet, so I can't comment on it. But it is my next step.


There is a kind of rivalry between Tech and the industry. You would think not as both are working so closely, but take my word, it does exist. As part of the industry, and with my experience testing new technologies on set, I know that there is no way to change people's minds on the MAC factor.


I had a six thousand dollars Alienware laptop, and on the soundstage, they were looking at it as a toy. This machine was by far the most performant computer on those sets!


Time will tell. It wouldn't be surprising to see Adobe making a move in this market. They have already done so, in particular with the Substance product line. Adobe is well implanted in the productions system. But can they perform within the 3D modeling arena? I wish they could because it would streamline everything. So if you know someone at Adobe, tell them to move their asses!


The creative process is also a combination of different technics. I'm not too fond of preset textures. They look too perfect, and in the real world, nothing is that perfect. I like to create mine with photos I take and some images I get and modify; they seem more natural! Now, this is all a question of personal preference; what matters is the result.


Attention to details on the model and texture make the difference. I can't wait to be working in collaboration with one of my friends in costumes!


Virtual production is still in its early stage. At this point, it is a patchwork of multiple services and techniques.


I don't talk for the gaming industry; my voice is for my industry and my friends working for it. I get those technologies are the core of virtual production, but artisans and technicians are the Entertainment Productions body and soul. Not just the elite, but all of those that work in the shadows have a say.


Anything involving the evolution of telling a story on a large or small screen belongs to The Entertainment Industry, and that's is no game.


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About Me

Who I'm I? That is a question we all ask ourselves at one point or another in life. I've been working in the Entertainment Industry for about thirty years. I had the privilege to work with amazing people, be part of fascinating productions and projects. Virtual Production is a passion, and I want to share my ideas, opinions, and view; it is that simple.

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