{"id":25803,"date":"2018-11-08T21:22:35","date_gmt":"2018-11-09T05:22:35","guid":{"rendered":"https:\/\/www.ourstarblazers.com\/vault\/?p=25803"},"modified":"2018-12-14T22:27:34","modified_gmt":"2018-12-15T06:27:34","slug":"348a","status":"publish","type":"post","link":"https:\/\/www.ourstarblazers.com\/vault\/348a\/","title":{"rendered":"CG Studio interview, October 2018 Part 1"},"content":{"rendered":"<p><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-880 alt=\"1811icon\" src=\"https:\/\/www.ourstarblazers.com\/vault\/wp-content\/uploads\/1811icon.JPG\" width=\"216\" height=\"90\" \/><\/p>\n<p class=\"cosmo-teaser\">Gigazine is an online source for some of the most in-depth <em>Yamato 2202<\/em> interviews anywhere. In the days just before the premiere of Chapter 6, they topped themselves with a huge 2-part interview with the wizards at CG studio Sublimation. Here is part 1.<\/p>\n<div style=\"clear: both;\"><\/div>\n<p><!--more--><!--noteaser--><\/p>\n<h2>We heard about how Sublimation, the CG producer of Space Battleship <em>Yamato 2202<\/em>, creates big battleships<\/h2>\n<p><em>Published by Gigazine, October 31, 2018. See the original article <a href='https:\/\/gigazine.net\/news\/20181031-yamato2202-sublimation-interview\/'>here<\/a>.<\/em><\/p>\n<p><em>Yamato 2202<\/em> Chapter 6, <em>Regeneration Chapter<\/em>, opens in theaters Friday, November 2, 2018. So far we\u2019ve heard stories from Writer <a href='https:\/\/www.ourstarblazers.com\/vault\/194a'>Harutoshi Fukui<\/a>, Director <a href='https:\/\/www.ourstarblazers.com\/vault\/244a'>Nobuyoshi Habara<\/a>, Scriptwriter <a href='https:\/\/www.ourstarblazers.com\/vault\/286a'>Hideki Oka<\/a>, Composer <a href='https:\/\/www.ourstarblazers.com\/vault\/277a'>Akira Miyagawa<\/a>, Producer <a href='https:\/\/www.ourstarblazers.com\/vault\/334a'>Hiroki Komatsu<\/a>, and Sound Director <a href='https:\/\/www.ourstarblazers.com\/vault\/306a'>Tomohiro Yoshida<\/a>, all staff members involved with the production. [Click on each name to read their interview in English.] This time we had the opportunity to talk to Sublimation, the company in charge of CG production, about how they created <em>Yamato<\/em>, <em>Ginga<\/em>, the large battleship, and various other things while also including materials Sublimation was given to work with at the time of an order.<\/p>\n<p><span class=\"textRed\">Click on each production image below to view an enlargement.<\/span><\/p>\n<p><span class=\"image-right\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/348a01.JPG\" border=\"0\" \/><\/span><\/p>\n<p>For this interview, we met with Sublimation\u2019s Project Manager\/CG Animator Yuuto Uwabo, CGI Director Taichi Kimura, and CG Designer Yasunori Honma.<\/p>\n<p><em>Visit the Sublimation website <a href='http:\/\/www.sublimation.co.jp\/'>here<\/a>.<\/em><\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> First, since we\u2019re talking during the time when Chapter 6 is getting closer, your work on it is in its final stage. I\u2019d like to ask you for your candid impressions about the production up to Chapter 6.<\/p>\n<p><span class=\"textBlue\"><em>Kimura:<\/em><\/span> It\u2019s gone so quickly. About three years have passed since the preparation period started, and we\u2019ve arrived at Chapter 6 in an instant, really. We were exploring 3D as we made the first one, but new we\u2019re quite used to it, and I think the feeling is that the combat scenes are pretty spectacular.<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Mr. Uwabo, Mr. Honma, do you have a similar impression?<\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> Well, it sure doesn\u2019t feel like two and a half years have passed, and I realize that when you see the finished work the content is \u201cdense,\u201d but it feels like the time has passed quickly. When I look back, it\u2019s like, \u201cOh, we\u2019ve come so far.\u201d As we wrestle with the feeling of \u201cWe have to do more,\u201d I hope you\u2019re looking forward to Chapter 6.<\/p>\n<p><span class=\"textBlue\"><em>Honma:<\/em><\/span> Same here. The density of the visuals has increased, and the action scenes have quickly increased\u2026especially since the battle has intensified from Chapter 5. Even though we\u2019re making it, I feel that the upsurge is amazing. I\u2019m thinking we have to raise the CG quality to be able to get there.<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> How are your three roles divided up?<\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> Rather than working on actual shots, I manage the schedule and progress of each worker and handle the data communication work with the client, which is Xebec Studio, and there\u2019s a lot of desk work. I\u2019m also a CG animator, so when we\u2019re in a rush and need support, I might handle a shot or two in an emergency.<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Like the term \u201cproduction progress\u201d in general anime. [Translator\u2019s note: the English equivalent for this is \u201cproduction management.\u201d]<br clear=\"none\" \/><\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> That\u2019s right. It may be close to production progress.<\/p>\n<p><span class=\"textBlue\"><em>Kimura:<\/em><\/span> We also ask for data confirmation. Indeed, at the time of the first episode, I wasn\u2019t in my current position, I was an animator. And then I turned around\u2026<\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> The workload is more than expected, and making 26 episodes for all seven chapters is pretty tough, so in our division of roles I\u2019m involved in management.<\/p>\n<p><span class=\"textBlue\"><em>Kimura:<\/em><\/span> I look at the work and the quality aspects of CG in general. It\u2019s not a lot of actual work, but it\u2019s about checking the workload through completion. The overall quality will fall apart if one person doesn\u2019t oversee it, so to some extent I check it until it gets released. I listen to the opinions of Director Habara and Assistant Director Kobayashi, then make something that fits their opinion. It\u2019s my job to get the OK from the director.<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> I see. How about you, Mr. Honma?<\/p>\n<p><span class=\"textBlue\"><em>Honma:<\/em><\/span> I\u2019m in charge of the actual work. Part of that is making base data for beams and other effects. If everyone were to make that separately, you\u2019d get a different colored beam depending on the person, or a completely different effect, so I prepare the base data that dictates that in a form that makes it easier for anyone to handle. On top of that, I pick up some difficult shots or a certain number of shots in an episode.<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> I see, thank you. It\u2019s been about three years since the preparation period started. What part was prepared before you entered actual production? Did you inherit CG data from <em>Yamato 2199<\/em>, or did you start from square one?<\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> Regarding the CG data, Sunrise D.I.D. Studio was responsible for the CG and software for <em>2199<\/em>. Since the software we mainly use is different, we couldn\u2019t use it as is. If it\u2019s anime there is an outline, but that line doesn\u2019t just appear as is and the color data will also scramble, so I did all the work to convert it so it could be used with our company\u2019s software. We converted about 30 to 40 models in three or four months.<\/p>\n<p><span class=\"textBlue\"><em>Kimura:<\/em><\/span> There were a lot of them, so it took a long time.<\/p>\n<p><a href=\"#\" onClick=\"window.open('https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/Y1.JPG','image', 'width=1480, height=1014' ); return false; \"><\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/Y1small.JPG\" border=\"0\" \/><\/p>\n<p><\/a><\/p>\n<div style=\"text-align: center;\"><em>We were given a new explanatory diagram of the changes made on <\/em>Yamato<em>.<br \/>\nAs shown in the figure, the red outlines describe the <\/em>2199<em> version, and the black outlines depict the <\/em>2202<em> version.<br \/>\n When viewed from the front, the bulge of the ship\u2019s belly is slightly more pear-shaped.<\/em><\/div>\n<p><\/br><\/p>\n<p><a href=\"#\" onClick=\"window.open('https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/Y2.JPG','image', 'width=1480, height=1123' ); return false; \"><\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/Y2small.JPG\" border=\"0\" \/><\/p>\n<p><\/a><\/p>\n<div style=\"text-align: center;\"><em>Here the expanded side and stern nozzle are well understood.<\/em><\/div>\n<p><\/br><\/p>\n<p><a href=\"#\" onClick=\"window.open('https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/Y3.JPG','image', 'width=1480, height=1007' ); return false; \"><\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/Y3small.JPG\" border=\"0\" \/><\/p>\n<p><\/a><\/p>\n<div style=\"text-align: center;\"><em>Material for the command tower, rear bridge, and rocket anchor.<\/em><\/div>\n<p><\/br><\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> Nevertheless, since we inherited the assets of <em>2199<\/em>, it took less time than making everything from square one. In addition, we modified the model for <em>Yamato<\/em> since the shape of the hull has changed, and we started modeling work on <em>Andromeda<\/em> and the large battleship (Calaklum) that appeared in Episode 1. I started preparing things in this area three years ago, around the beginning of 2016, and we put together a foundation as storyboards came up and we were preparing for shots. <\/p>\n<p><a href=\"#\" onClick=\"window.open('https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/C3.JPG','image', 'width=1480, height=1037' ); return false; \"><\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/C3small.JPG\" border=\"0\" \/><\/p>\n<p><\/a><\/p>\n<p>We started the actual animation and shot work in the summer of 2016. Meanwhile, we also prepared data for beam effects and the Wave-Motion Gun. In fact, effects are actually harder than a ship\u2026since there are places where you use \u201cspecific software features,\u201d it can\u2019t be easily transplanted. We examined the finished visuals from <em>2199<\/em> and the reference data that was used, and copied it by eye. (Laughs)<\/p>\n<p><span class=\"textBlue\"><em>Kimura:<\/em><\/span> Mr. Honma did that.<\/p>\n<p><span class=\"textBlue\"><em>Honma:<\/em><\/span> There were places where it couldn\u2019t be used as is, like converting models, so once I completely routed all the data I rearranged it and reproduced the shape as close to the original as I could in Lightwave. In that process, I naturally added some things.<\/p>\n<div style='width:390px; margin-right: 0px; float: left'>\n<p><a href=\"#\" onClick=\"window.open('https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/C4.JPG','image', 'width=1037, height=1480' ); return false; \"><span class=\"image-left\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/C4small.JPG\" border=\"0\" \/><\/span><\/a><\/p>\n<\/div>\n<div style='width:390px; margin-right: 0px; float: right'>\n<p><a href=\"#\" onClick=\"window.open('https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/C5.JPG','image', 'width=1037, height=1480' ); return false; \"><span class=\"image-right\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/C5small.JPG\" border=\"0\" \/><\/span><\/a><\/p>\n<\/div>\n<div style='clear:both' \/>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> After the <em>2199<\/em> series was finished, it was said that Sublimation got some experience by helping with <em>Ark of the Stars<\/em>. Is it common to inherit work from completely different software, or is it a rare offer?<\/p>\n<p><span class=\"textBlue\"><em>Kimura:<\/em><\/span> I\u2019ve talked about this before, but at the time of <em>Ghost in the Shell Stand Alone Complex<\/em>, Eiji Inomoto, the present representative of Orange, said that the Tachikomas would only work in 3D Max, but it\u2019s unusual to take over the whole thing.<\/p>\n<p><a href=\"#\" onClick=\"window.open('https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/C6.JPG','image', 'width=1037, height=1480' ); return false; \"><span class=\"image-left\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/C6small.JPG\" border=\"0\" \/><\/span><\/a><\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> I will supplement or take over an entire data project, but it\u2019s very rare to take over while a series is in progress. Mr. Kimara has said, \u201cIt only comes up in some scenes, so it\u2019s OK to use different software,\u201d so there are other cases like that.<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> I would also think that some parts can\u2019t be changed because \u201cspecific software features\u201d were used, as you mentioned earlier about converting. Naturally, the finished visuals we see for <em>2202<\/em> are pristine, so we don\u2019t understand which parts don\u2019t work. Is that because you make small fixes as you modify it? It\u2019s not an automatic conversion, is it?<\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> It\u2019s not an automatic conversion, everyone puts a hand in. One place that\u2019s easy to understand is the fine detail information on the large battleship. It\u2019s all new data, so it\u2019s no problem, but on the other Gatlantis ships there is some very fine detail included in the same way. I set the parameters in the data to control where lines appear, one by one.<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Are there battleships that you built up from square one after you took over?<\/p>\n<p><span class=\"textBlue\"><em>Kimura:<\/em><\/span> Yes.<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Was it a feeling of modeling it from the mechanical design?<\/p>\n<p><span class=\"textBlue\"><em>Kimura:<\/em><\/span> That\u2019s right.<\/p>\n<p><a href=\"#\" onClick=\"window.open('https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/C7.JPG','image', 'width=1480, height=1037' ); return false; \"><\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/C7small.JPG\" border=\"0\" \/><\/p>\n<p><\/a><\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> For example, with regard to <em>Yamato<\/em> and <em>Ginga<\/em>, the body is a little wider compared with the <em>Yamato<\/em> of <em>2199<\/em>, and the shape of the engine nozzle has changed. I think it\u2019s also clear how the bow fairing has changed. That was remodeled from the base. On the Earth side, <em>Andromeda<\/em>, the main battleship, the patrol ship, and the escort ship are all new. On the Gatlantis side, there\u2019s the large battleship and the Baruze.<\/p>\n<p><span class=\"textBlue\"><em>Kimura:<\/em><\/span> Also the Dessler ship.<\/p>\n<p><a href=\"#\" onClick=\"window.open('https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/C8.JPG','image', 'width=1480, height=1037' ); return false; \"><\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/C8small.JPG\" border=\"0\" \/><\/p>\n<p><\/a><\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> Right, Goland and <em>Neu Deusuler<\/em> are completely new. I think it\u2019s easy to understand when you see the actual materials, how we get instructions from the designer and make corrections.<\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> There\u2019s also a concept for how to open <em>Yamato<\/em>\u2019s rocket anchor. This is pretty hardcore, isn\u2019t it\u2026?<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Ah\u2026this is amazing\u2026<\/p>\n<p><a href=\"#\" onClick=\"window.open('https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/C9.JPG','image', 'width=1480, height=1037' ); return false; \"><\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/C9small.JPG\" border=\"0\" \/><\/p>\n<p><\/a><\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> I get these documents, then send the data created based on this order to Xebec, and I go through checks with the director and designer. At that time we get written corrections like, \u201cI\u2019d like you to thicken this line more like this\u201d or \u201cThe angle here is more like this.\u201d We get instructions like that and make further modifications. It can take a while\u2026<\/p>\n<p><span class=\"textBlue\"><em>Kimura:<\/em><\/span> About four or five months.<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Four or five months!<\/p>\n<p><span class=\"textBlue\"><em>Honma:<\/em><\/span> After taking four months for modeling work, the texture comes in. First, I\u2019ll bring it into Lightwave for adjustments. There are various tasks, for a total of about five months.<\/p>\n<p><a href=\"#\" onClick=\"window.open('https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/C10.JPG','image', 'width=1480, height=1037' ); return false; \"><\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/C10small.JPG\" border=\"0\" \/><\/p>\n<p><\/a><\/p>\n<p><span class=\"textBlue\"><em>Kimura:<\/em><\/span> The large battleship was especially filled up with extra lines\u2026 (Laughs)<\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> The ships were made during the early preparation period and everyone had time, and I had an \u201cI want to do more!\u201d feeling to pursue the quality. From the fine detail in the setting, I got the feeling from the director and designer that, \u201cI want to do it this way.\u201d<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> More lines than in the order diagram?<\/p>\n<p><span class=\"textBlue\"><em>Kimura:<\/em><\/span> More than that. (Laughs)<\/p>\n<p><a href=\"#\" onClick=\"window.open('https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/C11.JPG','image', 'width=1480, height=1037' ); return false; \"><\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/C11small.JPG\" border=\"0\" \/><\/p>\n<p><\/a><\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> The Mecha Collection model kit of the large battleship has all the lines of 3D, and when you compare it with the real thing you can see that the detail around the engines is even finer.<\/p>\n<p><span class=\"textBlue\"><em>Kimura:<\/em><\/span> When it went through checks, we got instructions saying, \u201cPlease add detail.\u201d<\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> You see multiple angles in a 3D pass. There are also things you can\u2019t see in a three-sided view, so I would get shape instructions like, \u201cI want you to add a line here\u201d and \u201cThis is a dent instead of a line.\u201d<\/p>\n<p><a href=\"#\" onClick=\"window.open('https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/C1.JPG','image', 'width=1480, height=1056' ); return false; \"><\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/C1small.JPG\" border=\"0\" \/><\/p>\n<p><\/a><\/p>\n<p><a href=\"#\" onClick=\"window.open('https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/C2.JPG','image', 'width=1480, height=1037' ); return false; \"><\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/C2small.JPG\" border=\"0\" \/><\/p>\n<p><\/a><\/p>\n<p><span class=\"textBlue\"><em>Kimura:<\/em><\/span> As it escalated, I gradually found out that it was, \u201cDo what I say.\u201d (Laughs)<\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> The design of the gun turret was also packed with such feeling. Basically, there\u2019s a base for the rotary turret of Gatlantis origin. And the linework on a bridge has such a feeling.<\/p>\n<p><a href=\"#\" onClick=\"window.open('https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/C12.JPG','image', 'width=1480, height=1037' ); return false; \"><\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/C12small.JPG\" border=\"0\" \/><\/p>\n<p><\/a><\/p>\n<p><a href=\"#\" onClick=\"window.open('https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/C13.JPG','image', 'width=1480, height=1019' ); return false; \"><\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/C13small.JPG\" border=\"0\" \/><\/p>\n<p><\/a><\/p>\n<p><span class=\"textBlue\"><em>Kimura:<\/em><\/span> Maybe I didn&#8217;t understand the influence, but it shows in the detail on the ship&#8217;s stern. Something else that couldn\u2019t be depicted in a three-view drawing. I know when it comes up. There were a lot of hands on it, and I said, \u201cThis is never going to end, is it?\u201d<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Was it just one model? Or were there separate models for distant views and closeups?<\/p>\n<p><span class=\"image-left\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/348a02.JPG\" border=\"0\" \/><\/span><\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> When the large battleship appears in Chapter 3, there are a lot of them crowded together for the Legionnaire Cannon, so we did a slightly lighter version that reduced the amount of data. There were three types, high, middle, and low, and they were basically moving all the time, so that was a really severe scene. (Laughs)<\/p>\n<p><span class=\"textBlue\"><em>Kimura:<\/em><\/span> That\u2019s the point of different software. When there are a lot of models in 3ds Max, high models are hard to deal with, but in Lightwave it\u2019s possible to keep the models unexpectedly high.<\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> Lightwave has convenience functions and not as many complex functions, and all the basics are there, so it\u2019s light and easy to work with. Simply put, it is software that can handle the quantity.<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> In <em>2199<\/em> it was <em>Yamato<\/em> vs. Garmillas, and in <em>2202<\/em> it\u2019s Earth &#038; Garmillas vs. Gatlantis, so a mixed force is made. When hundreds of ships appear in one shot, it\u2019s extremely important to be light so they don\u2019t look bad.<\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> Yes, thanks to the lightness of software, everything is finished with high models. As both a worker and a director, I\u2019m saved if I can finish it all with high models. It just takes a minute to say, \u201cIf it\u2019s this far away, high may be better than middle,\u201d and it becomes unnecessary to do fine checks.<\/p>\n<p><span class=\"image-right\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/348a03.JPG\" border=\"0\" \/><\/span><\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> And a LOT of ships appear in Chapter 6\u2026 (Laughs)<\/p>\n<p><span class=\"textBlue\"><em>Kimura:<\/em><\/span> It already happened with Chapter 5. (Laughs)<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> The software lived up to it.<\/p>\n<p><span class=\"textBlue\"><em>Kimura:<\/em><\/span> That\u2019s right.<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Thank you very much. Was the range of CG models you worked on all mecha, like ships and aircraft?<\/p>\n<p><span class=\"textBlue\"><em>Kimura:<\/em><\/span> Almost all of it.<\/p>\n<p><span class=\"image-left\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/348a04.JPG\" border=\"0\" \/><\/span><\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Was any of the mecha hand-drawn?<\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> 3D is often used for cars in other works, but with this production they\u2019re all hand-drawn.<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> The one for Kodai and Yuki\u2026<\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> Yes, the pink convertible was hand-drawn.<\/p>\n<p><span class=\"textBlue\"><em>Honma:<\/em><\/span> Later, for example, some battleships that are variations of <em>Andromeda<\/em> only appear in one shot.<\/p>\n<p><span class=\"textBlue\"><em>Kimura:<\/em><\/span> The ones that appear in Chapter 6.<\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> There are some guest ships that don\u2019t appear enough to prepare 3D data, and some originals are mixed into scenes where the Earth fleet is moving out. I think you\u2019ll definitely see them.<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Are they <em>Andromeda<\/em> types?<\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/348a05.JPG\" border=\"0\" \/><\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> You\u2019ll like what you see. The hand-drawn data isn\u2019t sent to us, so there are actually places where we don\u2019t control the entire picture. (Laughs)<\/p>\n<p><span class=\"textBlue\"><em>Kimura:<\/em><\/span> It\u2019s easy to see them in Episode 21 when they come out of the time fault. (Laughs) You\u2019ll find out soon.<\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> \u201cThere\u2019s one I\u2019ve never seen!\u201d (Laughs)<\/p>\n<p><span class=\"textBlue\"><em>Honma:<\/em><\/span> In the end we just go, \u201cWhoah.\u201d It\u2019s so casually added in there.<\/p>\n<p><a href=\"#\" onClick=\"window.open('https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/G1.JPG','image', 'width=1480, height=766' ); return false; \"><\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/G1small.JPG\" border=\"0\" \/><\/p>\n<p><\/a><\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Mr. Uwabo and Mr. Kimura, you both mentioned that you went into management because the workload was more than expected for a 2-arc series [26 episodes]. Is there something unique about this work that makes it heavier than usual? <\/p>\n<p><span class=\"textBlue\"><em>Kimura:<\/em><\/span> We first assumed that, like in <em>2199<\/em>, shortcuts would be made by drawing some things by hand, including explosions. This time almost everything is done in 3D, so the scale was greater than we thought.<\/p>\n<p><a href=\"#\" onClick=\"window.open('https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/G2.JPG','image', 'width=1480, height=920' ); return false; \"><\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/G2small.JPG\" border=\"0\" \/><\/p>\n<p><\/a><\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> I thought there would be hand-drawn shortcuts, and when I worked on the first episode, when it came to the director check, he said, \u201cAlso use 3D here, please.\u201d<\/p>\n<p><span class=\"textBlue\"><em>Kimura:<\/em><\/span> Before the first storyboard meeting, we had assumed that we\u2019d be doing \u201cAtari.\u201d<\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> \u201cAtari\u201d is a 3D output of a line drawing, used as a drawing reference. The intention is to draw over it.<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Your schedule was set up with arrangements to produce \u201cAtari\u201d drawings?<\/p>\n<div style='width:390px; margin-right: 0px; float: left'>\n<p><a href=\"#\" onClick=\"window.open('https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/G3.JPG','image', 'width=1162, height=1480' ); return false; \"><span class=\"image-left\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/G3small.JPG\" border=\"0\" \/><\/span><\/a><\/p>\n<\/div>\n<div style='width:390px; margin-right: 0px; float: right'>\n<p><a href=\"#\" onClick=\"window.open('https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/G4.JPG','image', 'width=1073, height=1480' ); return false; \"><span class=\"image-right\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/G4small.JPG\" border=\"0\" \/><\/span><\/a><\/p>\n<\/div>\n<div style='clear:both' \/>\n<p><span class=\"textBlue\"><em>Kimura:<\/em><\/span> That was my assumption when it was arranged in a meeting beforehand. \u201cI\u2019m asking all of you here,\u201d and they said \u201cYes.\u201d (Laughs) Mr. Honma said, \u201cWe can only take it this far\u201d and \u201cWe\u2019ll do this if it\u2019s OK\u201d and the flow at that point was that it would be OK.<\/p>\n<p><span class=\"textBlue\"><em>Honma:<\/em><\/span> The first thing I presented was a single shot with an explosion and I said \u201cIt can be done with CG up to here.\u201d But while I said, &#8220;I&#8217;m being pretty strict on that limit, so please do it with key animation,&#8221; since I kind of liked it, maybe I was brought around to just follow suit.<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Maybe it came out better than Director Habara thought, so the feeling was, \u201cLet\u2019s do everything in 3D!\u201d (Laughs)<\/p>\n<p><span class=\"textBlue\"><em>Kimura:<\/em><\/span> Could be. (Laughs)<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> There was a story in an earlier interview about how hard it was in the early stage, and now Chapter 6 has been very hard. Is there a place where the quality of hardship has changed?<\/p>\n<p><span class=\"textBlue\"><em>Kimura:<\/em><\/span> When we took over from the previous work, the primary goal was, \u201cLet\u2019s not be inferior to that.\u201d When we got used to it the demands increased (Laughs), but then we got used to that. Now it\u2019s like, \u201cLet\u2019s do it this way this time\u201d and \u201cLet\u2019s make the explosions even better\u201d and \u201cLet\u2019s make this battle intense\u201d so we\u2019re struggling in another way. (Laughs)<\/p>\n<p><a href=\"#\" onClick=\"window.open('https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/G5.JPG','image', 'width=1480, height=1015' ); return false; \"><\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/G5small.JPG\" border=\"0\" \/><\/p>\n<p><\/a><\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> Now we get orders from the director like, \u201cSince you were able to take it that far last time, can we request this?\u201d and sometimes we give suggestions like, \u201cWe tried to do it this way\u201d or \u201cWe made this effect flashier.\u201d At a very early stage, in the scene where <em>Yamato<\/em> and <em>Andromeda<\/em> pass each other, I proposed stretching the scale. The first episode suffered from a sense of \u201cmatching <em>2199<\/em>,\u201d but from then on we said, \u201cWe can do it like this and make it cooler and more flashy.\u201d The data has increased and it takes more time to render the 3D images, so that\u2019s where we suffer.<\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/348a06.JPG\" border=\"0\" \/><\/p>\n<p><span class=\"textBlue\"><em>Kimura:<\/em><\/span> The explosions in the early days were really different from the explosions now.<\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> The quality is different. It\u2019s being broadcast on TV now, so someone who has seen it up to Chapter 5 might look at it and think, \u201cIs that what the first episode looked like?\u201d That\u2019s because we worked hard on a lot of things. (Laughs)<\/p>\n<p><span class=\"textBlue\"><em>Kimura:<\/em><\/span> In the latter half, the director\u2019s and assistant director\u2019s preferences for the explosions is coming out. At first a normal explosion was usually OK. Now we understand the preferences of, \u201cSlightly more luminescent, or strengthen the flare,\u201d so we can get closer to that. When I look back at Episode 1, I think it\u2019s improved steadily since then.<\/p>\n<p><a href=\"#\" onClick=\"window.open('https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/G6.JPG','image', 'width=1480, height=1031' ); return false; \"><\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/G6small.JPG\" border=\"0\" \/><\/p>\n<p><\/a><\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Is that the main part of your work, Mr. Honma?<\/p>\n<p><span class=\"textBlue\"><em>Honma:<\/em><\/span> For explosions and other things, I create the standard for the data and pass that on to the staff with a form like, \u201cFeel free to make it cooler on your own.\u201d<\/p>\n<p><span class=\"textBlue\"><em>Kimura:<\/em><\/span> From that point forward, it\u2019s really about everyone\u2019s individuality.<\/p>\n<p><a href=\"#\" onClick=\"window.open('https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/G7.JPG','image', 'width=1480, height=1028' ); return false; \"><\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/G7small.JPG\" border=\"0\" \/><\/p>\n<p><\/a><\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> The direction of flame and smoke are different depending on the shape of the ship\u2019s hull and the way it gets hit. Each person in charge arranges it according to the shot.<\/p>\n<p><span class=\"textBlue\"><em>Kimura:<\/em><\/span> Actually, I have to arrange it. (Laughs)<\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> Then all the explosions would feel the same. (Laughs)<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Even here, the explosions have a personality.<\/p>\n<p><a href=\"#\" onClick=\"window.open('https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/G8.JPG','image', 'width=1480, height=833' ); return false; \"><\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/G8small.JPG\" border=\"0\" \/><\/p>\n<p><\/a><\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> That\u2019s right. Mr. Kimura does a quality check on the shots as they come up. For example, an explosion feels stronger when light comes out of it, and I want to feel something like heat. With an inexperienced staff, they may not pick up when \u201cThere isn\u2019t enough lighting!\u201d so we brush it up with instructions like that. If the director sees it and gives us an OK in the check stage, it becomes the image that goes out to everyone.<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Model kits and Chogokins are coming out now. Was Sublimation\u2019s 3D data for the ships used as a base?<\/p>\n<p><a href=\"#\" onClick=\"window.open('https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/G9.JPG','image', 'width=1480, height=833' ); return false; \"><\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/G9small.JPG\" border=\"0\" \/><\/p>\n<p><\/a><\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> We send the 3D data to Bandai, but we have no way to know whether or not 100% of the data is used. (Laughs) Also, if a ship like <em>Andromeda<\/em> has a nameplate or the Earth Defense Forces mark on it, we send the texture data that we use in the story, and I think they make decals based on that. That was recently the case with the pattern on Keyman\u2019s personal plane, the Czvarke. However, there are places where the proportions are different from the 3D data. <em>Yamato<\/em>\u2019s hull has a lot of curves, and the bulges and curves are more beautiful than the 3D data, so I think it\u2019s more packed in that area. As more 3D data is eventually stuffed into anime, it will become, \u201cThis is enough like this,\u201d and parts will be deformed and omitted.<\/p>\n<p><a href=\"#\" onClick=\"window.open('https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/G10.JPG','image', 'width=1480, height=833' ); return false; \"><\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/G10small.JPG\" border=\"0\" \/><\/p>\n<p><\/a><\/p>\n<p><span class=\"textBlue\"><em>Kimura:<\/em><\/span> <em>Ginga<\/em> will probably be a lot cooler than the 3D data.<\/p>\n<p><span class=\"textBlue\"><em>Uwabo:<\/em><\/span> Looking at solid three-dimensional objects is always cooler than working in 3D. (Laughs)<\/p>\n<p><span class=\"textBlue\"><em>Interviewer:<\/em><\/span> Well, that\u2019s the way it is. (Laughs) Thank you very much.<\/p>\n<p>After this, they showed me the studio where <em>Yamato<\/em> is actually produced. I heard various stories during the studio tour, especially about the Cosmo Tiger \u201cVersion K\u201d which is very characteristic of <em>Yamato 2202<\/em>.<\/p>\n<p><a href=\"#\" onClick=\"window.open('https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/G11.JPG','image', 'width=1480, height=833' ); return false; \"><\/p>\n<p align=\"center\"><img decoding=\"async\" src=\"https:\/\/www.ourstarblazers.com\/vault-images\/nov18\/G11small.JPG\" border=\"0\" \/><\/p>\n<p><\/a><\/p>\n<p><a href='https:\/\/www.ourstarblazers.com\/vault\/356a'>Click here<\/a> to continue to Part 2<\/p>\n","protected":false},"excerpt":{"rendered":"","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[123,135],"tags":[],"class_list":["post-25803","post","type-post","status-publish","format-standard","hentry","category-yamato-2202","category-yamato-2202-interviews"],"_links":{"self":[{"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/posts\/25803","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/comments?post=25803"}],"version-history":[{"count":9,"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/posts\/25803\/revisions"}],"predecessor-version":[{"id":25998,"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/posts\/25803\/revisions\/25998"}],"wp:attachment":[{"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/media?parent=25803"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/categories?post=25803"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.ourstarblazers.com\/vault\/wp-json\/wp\/v2\/tags?post=25803"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}