Setting up a ShotGrid site

By - - 3ds Max , Arnold , Flame , Maya , MotionBuilder , Mudbox , ShotGrid
3 mins
Last modification: 8 Jun, 2021

Hi there!

Glad you’re back for another update on Mkali’s Mission. This week’s blog is short and sweet – I’ll be walking you through the process of setting up a ShotGrid site for the project.  

Before I dive into that though, I have some exciting news! In addition to getting the team set up in ShotGrid, we realized early on just how important it would be to equip our FX artist working on some of the heavier simulations (like the avalanche), with slick, high-performance hardware to get his job done smoothly. To achieve that, I’m excited to announce that we’ve partnered with HP! We’ll share more on how we’re partnering with them for FX as well as later stages in production like final comp in Flame, in upcoming blog posts. For now, I just want to say: Welcome aboard for this crazy ride, HP!

I wear a lot of hats as production manager – from handling the finances and setting up contracts, to organizing calls and managing over 16 artists. Juggling all these tasks and the work of each artist can be challenging, especially since everyone is working remotely. That’s why I’m using ShotGrid, a production management tool, to help the team track, schedule, review, collaborate, and manage each step of the pipeline. Here’s a look at how it’s helped us so far:

I first created the project using a ready-to-use template inside ShotGrid. From there, I was able to name it and assign an image for the thumbnail and banner (this makes the page look more fun!). Once I invited the artists to join the project, they were able to upload iterations of their work and I was able to review and offer my feedback right there, in ShotGrid. I was also able to look at the project’s progression in different views – either filtering by shot or reviewing each asset individually. The media page allowed me to assess each artist’s work and add my comments and annotations. You can see an example of this process in the video above where I’m reviewing Steve’s crossbow model and revising Benoit’s work on the animation blocking.

You don’t want to miss the next update! I’ll finally get to take you through the beginnings of the creative process. You’ll get to see different iterations of the concept art, the storyboard, and more.

Want to see more of Mkali's Mission? Visit our virtual animation studio to discover the different stages of the process and to get a glimpse at some real 3D eye candy. 


Posted By
Published In
  • 3ds Max
  • Arnold
  • Flame
  • Maya
  • MotionBuilder
  • Mudbox
  • ShotGrid
  • Film & VFX
  • Games
1 Comment
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| 1 year ago
Thanks for the shoutout, Ken - we are excited to be onboard!