Showing posts with label vfx. Show all posts
Showing posts with label vfx. Show all posts

Wednesday, September 1, 2010

Four*9


As I hunt through my test files, exporting for upload to here as I go and begin scanning countless number of concept art I thought I would do a post that gives final details on the style of this piece so that there will be no confusion later on.

Over the past 6 months my style and approach the project has changed and altered through varying thought processes, inspiration stumbled upon and finally - things learned.

As it stands today, I feel as though my processes are coming to a head (finally). Months of concept sketches and doodles whenever I had the time have allowed me to explore my varying and broad illustration styles. This has largely assisted in the development of those that will appear in the final piece as well as allowing me to explore my various inspirations for not only this body of work, but my inspiration(s) for pursuing animation and design as a career.

I thought I would run through these inspirations and reasons in detail (where necessary) so that hopefully by the time you finish reading you will see and know what 'Me Again, Again' is all about and what it will represent.

Firstly, as stated multiple times 'Me Again, Again' is a very personal project for me. It is an exploration of self and of the world and human nature. As a whole we are predisposed to think, act and appear a certain way. All of these are a determined by different factors; our environment, the people around us, the way we were raised, what other people think of us, what we think other people think of us, who we are and who we want to be. Isn't it interesting that the majority of people (myself included) will ask "Where do you come from?" and "What do you do?" upon first meeting someone new. For the most part it is an unconscious reaction to the unknown and awkward, but there is also the fact that there is the initial judgment of the person. The whole notion of 'first impressions are everything' is almost purely based off someone's initial reaction to how you appear, how you talk, where you're from and what you do.

I make these same assumptions (I will gladly admit that) but for the most part I will reserve judgment until I have spoken to the person. But yes, first impressions matter but they are not necessarily lasting impression. You can apply a similar method to judging films; you may be so extremely disappointed upon first viewing that you ignore what good qualities may be hiding in there.

This body of work represents this initial snap judgments, combined with what I imagine the person may or could be. These imaginations are represented by the INNER's in the film. There will be literal representations, appearing as caricature's - focusing on the obvious physical features of the individual in question. There will also be more metaphorical interpretations - the kind of creature I feel they are, or partial transformations based off observations. That is one side of what the will be experiencing upon viewing the film.

The second is my thoughts and my emotional state of being; overwhelmed by thoughts of the future, career expectations vs reality, reality vs dream, experience vs opportunity and an increasing sense of dying optimism and being total overwhelmed. As it stands I am at an interestingly awkward stage of life - fresh out of an undergraduate degree, hungry and actively hunting for experience and yet finding it difficult to find much of anything. This combined with the new experiences that come with living in a city, the frustrations of an inability to travel anywhere in what I deem to be a reasonable amount of time. When you look at the animatic and script I feel as though I have achieved a good sense of these issues. Ultimately the resolution comes down to acceptance of these as facts of life, something that I just have to deal with and struggle through.

Now for the visual side of things...

Looking at the project and how personal it was it makes sense the visual's provide this sense of self, as well as the story. It has taken me till now to make sense of what exactly it was I am wanting to achieve and that has admittedly changed a few times - as my thought processes and approach has.

It's hard to find a happy middle between my two main influences because they are at opposite ends of the scale. I am largely influenced by the modern trends, but also by the retro. I have always found it increasingly difficult to strike a happy middle, and will probably continue to have this difficulty. One side of me attempts something retro but the other screams that it isn't up to date enough and looks rubbish. It's a constant battle.

I'll focus on inspirational films first.

As an avid film nut I'm always downloading trailers to the newest, biggest, shiniest blockbusters. That's just what I do. I see as many of these as I can squeeze in and for the most part I enjoy them all. But I couldn't and wouldn't say that many film's from the past 6 or so years number in my top 10 films. I love them? Yes. But all-time favourites? No. The film's that I cherish the most and maintain that are of the highest quality are those that I grew up on. These are the films of the 70s, 80s and to an extent the 90s and they are timeless, unlike so many of the current films. I believe the quality of these films overshadows their modern counterparts. Even their vfx seem timeless, where as so many films from 2007/8 look dated now! Star Wars, Indiana Jones, Ghostbusters, Gremlins, Back to the Future, Flight of the Navigator, Blade Runner, The Mummy, Men in Black, Independance and to an extent the James Bond films. More recent favourites include Lord of the Rings, King Kong, Pirates of the Caribbean and the films of Christopher Nolan, Edgar Wright and Zack Snyder.



My initial interest in animation, vfx and design began when my mother bought a mysterious golden box containing 2 VHS in 1997 and sat my younger brother and I down and told us 'watch these, you'll like them'. That was my introduction to the rich universe of Star Wars. Watching the rich characters, creatures, vehicles and worlds of this universe come alive was something I had never experienced. As I grew up I found out more and more about how the films were made and the painstaking methods used to achieve something which in modern times can be done so simply.

To this date my work represents far more modern trends, mostly because this is what will get me work - it is what clients and studios are looking for. So it is my intention that this body of work represent both my influences equally. A mix of both modern and retro techniques and design. It is all about representing myself visually, as mentioned earlier.

 

Other than film's there are other influences that include old slide and polaroid photos of my parents - there is something about the grittiness of a slide or film that I have always appreciated. I have had several conversations with a mate about bluray discs. I am not a fan and neither is he. I think there needs to be imperfections (like a minor amount of film grain) or otherwise it feels like something is missing. Take the work of Neil Krug as an example, influence and inspiration here. His work is created using old cameras (video and still). There are many plugins that may achieve these looks and I have been looking into them as well as many tutes detailing the process. I have been contemplating filming with film, but that is still something that may be too time-consuming and make several approaches to the vfx awkward. There are films such as 500 Days of Summer that have achieved an older feeling film very simply through costuming etc, which is something I will think about but obviously am restricted in. Other influences include classic pixel-based video games such as Apogee Software classics such as Pharaohs Tomb, Monster Bash and the like. Pixel-based artwork has always been with me, so expect an appearance by something along those lines there.

So there you have it - inspirations, ideas and intent.

Friday, July 9, 2010

Four*3


Here is a style frame for you all. Click on the image for full-view.

The image is based off an older version of the story, but the scene is still much the same. You can get the gist of what I'm going for - the effects are not meant to look realistic, they are meant to look as though they have been laid into real life, but are not in fact real. This decision was covered in a previous post but I will expand on the point;

The style of the visual effects relates to the base of the story which revolves around the exploration of my perceptions, judgements and misconceptions through what I imagine as the possibilities that lie underneath the surface. This observation is generation through my imagination, which is thus reflected in the stylised vfx.

I'm currently working on the proper brain model, the one in the above image has been re-purposed from a project earlier this year. Concept art of some examples of 'INNER's' will be coming over the weekend.

Saturday, May 15, 2010

Three*2


WRITTEN COMPONENT ENTRY  Impact of 300 – Stylised VFX notes.

The filmmakers of 300 voided the convention of being very conservative with their camera work when they are unsure of their environments and compositions. They used every camera move that they could think of in order to recreate the graphic novel in a faithful way with the knowledge that they would compose their shots later on.
The style of the film became a hybrid; not photoreal, not cartoon and not completely CG. The style may be appropriate for some mediums and subject matter, but it will most definitely not work for all films.
Chris Watts (VFX Supervisor) believes that a successful stylised movie has to have flaws and variations in style or it can get novel but boring. For instance, he purposefully allowed each battle to have its own unique characteristics.
Other professionals agree that a film shot the same way seeking a more realistic look would be more expensive.
It’s not easy to create a stylised film, the challenge lies in creating the work in an attractive style, and depending on the style – it may ignore real world effects such as lighting.

Tuesday, May 11, 2010

Three*1

WRITTEN COMPONENT ENTRY Surrogates vfx notes.



Focus on the dead Surrogates sequence at the end of the film;
-       began with still photography.
-       added CG cars, smoke, CG satellites on rooftops and dead surrogates.
-       full 3D recreation of the 350% camera push in of the CG trees, matte paintings and CG buildings.
-       new matte painting for anything that wasn’t moving originally (and need to be moving).
-       trees were created through Paint FX in Maya.
  

Monday, May 10, 2010

Three*0

WRITTEN COMPONENT ENTRY Terminator Salvation vfx notes.


 The style of the film affected the visual effects; McG (Director) wanted a grittier and dirtier look for the film, which involved colour correction on elements such as matte paintings. To achieve the bleak, oppressive look of the film the matte’s were colour corrected to a desaturated mono-chromatic look.


For Sam Worthington’s character (Terminator, Marcus Wright) the vfx involved a complex mixture of live action, CG and prosthetics. The CG elements had to mesh with the live action seamlessly in a way that did not take did not take away from the performance of the actor. Worthington was applied with his makeup (prosthetic wound) and blue screen material where the 3D elements would be exposed. Precise data was taken when filming each scene, and the vfx crew would always film additional reference footage with 3 additional cameras, from 3 different angles.
The major challenge with the character was imitating the movements of the live action. This also involved 3D rotoscoping, followed by 2D tracking to refine and improve upon the 3D match-move animation. For each shot a matte of the wounds, keying and rotoscoping the digital blue portions of the live action makeup appliance. The matte is converted to a geometry outline, the outline was projected onto the 3D rotoscoped deforming mesh of the actor’s performance. The projected outline was used as the input for a procedural process in Houdini that modelled the wound edges ‘tearing open’ the deforming 3D mesh and revealing the CG endoskeleton.

Rising Sun Pictures approached the robot hand shots by using a provided physical hand model as reference. The live action hand was ‘painted’ out and replaced with the robot hand, which had been move matched.





http://www.fxguide.com/modules.php?name=News&file=article&sid=549

Two*8

WRITTEN COMPONENT ENTRY Avatar VFX notes.
According to James Cameron (& colleagues), Avatar is a game-changer for the way that VFX movies are made, watched, discussed and written about.
The virtual cinematography workflow which allowed Cameron to directly observe how an actor’s CG performance would interact with the CG Pandora environments in realtime on an LCD monitor (on-set), furthered the process infinitely. Rob Legato developed the workflow, and it is revolutionary due to its allowance for the firector to interact with CG elements as if he/she were shooting live action. The arts of digital and live action movie making, as well as the ideas of pre and post-production are becoming more and more merged. The paradigm of “5D” apparently a reality.
The ability to make key creative decisions within the digital environment is something that will alter the industry and its roles for the next few years. The access to ‘explore’ this digital realm, which he was responsible for, allowed Cameron to use his filmmaking practically in a virtual set, which is something, which has not been possible before Avatar. Cameron scouted these virtual sets, as he would have a physical environment.
Rob Powers was responsible for the development of the virtual environment; allowances for Cameron to alter foliage layouts, day/night shifts in the moment. Another technique allowed for the creation of an environment ‘sphere’ which contained a never-ending environment which was set to a certain radius so that the rendering demands on the software were not excessive – so the realtime render engine could keep up with matte paintings, and the organisation of all these elements was completely configurable.
Creating such a reality was only possible through the precise manipulations allowed by a computer. Such creatures and world were simply not possible any other way because they could not exist in reality, or be expressed as efficiently though the use of prosthetics or the like.
A new compositing system was devised for 3D; placing depth information on everything that was being rendered, which will become the standard for compositing because of the flexibility it allowed for, according to Joe Letteri “Even if you’re doing a non-stereo movie, it’s just easier to composite in 3D than in 2D”.
One breakthrough that is highlighted in the article (aside from those already mentioned) was the explosions. The need for the explosions to interact with CG objects required that the explosions themselves be CG. Chris Horvath (who was instrumental on the fire fx in Harry Potter and the Half-Blood Prince) was responsible for the shading. The explosions used the same fluid simulation engine used for ‘The Maelstrom’ in Pirates of the Caribbean: At Worlds End. There were modifications to the engine so that it behaved appropriately.
Letteri states that there will be a lot learned from the experience(s) of Avatar, “I think what everyone discovered as you went along is that if you’re going to put a virtual stage together like a live-action shoot, then this becomes the front end to a visual effects piece. Because you not only start thinking in terms of takes and selects, but as shot design. You have to be able to switch from one to the other. And it requires a level of infrastructure for the whole thing that I think is going to benefit everyone if we can come up with some system across the board to make that easier”.

http://www.awn.com/articles/visual_effects/avatar-game-changer/page/6%2C1

Saturday, May 8, 2010

Two*5


WRITTEN COMPONENT ENTRY G.I.Joe//MPC notes.

MPC worked on the underwater battle sequence at the end of the film. They found it difficult to discover the balance between believability and style.

VFX Supervisor Greg Butler commented, “From the beginning, we knew we were dealing with slightly contradicting goals. The underwater look had to be believable enough for the audience to be kept in the film, but the battle we would be showing could never really be filmed. Given the clearest water that exists in the world’s oceans, half-kilometre visibility is about the maximum that’s possible. But many of our bigger battle shots required on average of one to two kilometre visibility. Because of this, we were constantly manipulating the amount of underwater look effects that were applied to shots. When the action was staged close to camera on wide lenses, the visibility almost reached realistic levels. It’s a common thing in vfx these days. We’re asked to show something never seen before, but in a way that can be called photo-real. So you grab onto what real reference you can and then stretch it as far as you can hoping you don’t break it”.

Two*0


WRITTEN COMPONENT ENTRY  Visual Effects Milestones Summary.    
-       “The Horse in Motion” (1878)
Series of frame-by-frame photographs of a horse, showed how all 4 hooves actually leave the ground at the same time. Photos by Eadweard Muybridge.
-       “Primitive Motion Studies” (1884 - 87)
Test Footage of motion including “The Human Figure in Motion – Descending Stairs and Turning Around”.
-       “Monkeyshines No. 1” (1889 - 90)
First experimental kinetoscope film.
-       “The Execution of Mary Queen of Scots” (1895)
First in-camera special effect.
-       “La Voyage Dans la Lune” (1902)
(“A Trip to the Moon”) Developed special effects in film such as animation, matte painting, miniature, compositing live action footage.
-       “The Great Train Robbery” (1903)
First cross-cuts.
-       “Humorous Phases of Funny Faces” (1906)
Historically, technically the first animated short film – the first known attempt at animation. First cartoon to use stop-motion animation. Projected at 20 fps.
-       “Fantasmagorie” (1908)
First fully animated film.
-       “Gertie the Dinosaur” (1914)
First major animated character.
-       “Ben-Hur” (1925)
Notable use of a miniature to achieve part of its crowd sewuences.
-       “The Lost World” (1925)
Pioneered the first major use of stop-motion animation in a feature film.
-       “Metropolis” (1927)
Significantly advanced the art of miniatures, as well as matte paintings and compositing.
-       “Steamboat Willie” (1928)
First cartoon with a post-produced synchronised soundtrack.
-       “The Invisible Man” (1933)
Early attempts at visual/special effects; overlaying elements together (+ double-exposing).
-       “King Kong” (1933)
Synthesized matte paintings, miniatures, rear projection and stop-motion animation.
-       “The Rains Came” (1939)
First awardee of the Academy Award for ‘Best Achievement in Special Effects’.
-       “Citizen Kane” (1941)
Reinventing camera techniques.
-       “Blue Skies” (1946)
Duplicated live action performances.
-       “Mighty Joe Young” (1949)
Smoothly composited stop-motion animation and live action/rear projection. First film that Ray Harryhausen worked on assisting Will O’Brien. Academy Award awardee.
-       “Ray Harryhausen’s Films” (1953 - 81)
o   “The Beast From 20,000 Fathoms” (1953)
o   “It Came From Beneath The Sea” (1955)
o   “20 Million Miles to Earth” (1957)
o   “The 7th Voyage of Sinbad” (1958)
o   “The Golden Voyage of Sinbad” (1974)
o    “The Three Worlds of Gulliver” (1959)
o   “Mysterious Island” (1961)
o   “Jason and the Argonaughts” (1963)
o   “The First Men in the Mood” (1964)
o   “Sinbad and the Eye of the Tiger” (1977)
o   “Clash of the Titans” (1981)
-       “The Day the Earth Stood Still” (1951)
First film to feature ‘flying saucers’.
-       “Bwana Devil” (1952)
First 3D feature film.
-       “The War of the Worlds” (1953)
Vibrant colour sfx. Academy Award winner.
-       “Mary Poppins” (1964)
First winner of the Academy Award for ‘Best Achievement in Special Visual Effects’.
-       “2001: A Space Odyssey” (1968)
Academy Award Winner. Featured revolutionary use of miniatures. Primitive version of ‘Go-Motion’ used.
-       “The Andromeda Strain” (1971)
Possible first use of computer rendering, as well as advanced computerised photographical visual effects.
-       “Westworld” (1973)
First significant film that employed CGI.
-       “Futureworld” (1976)
First use of 3D CGI. Also used 2D digital compositing to composite characters over a background.
-       “Close Encounters of a Third Kind” (1977)
Notable use of a large scale model in a feature film.
-       “Star Wars Episode IV: A New Hope” (1977)
First extensive use of animated 3D CGI. First winner of renamed category “Best Achievement in Visual Effects”.
-       “Superman” (1978)
First use of the Zoptic camera as well as its innovative 3D-like effects in its title sequence. Academy Award Winner.
-       “Alien” (1979)
Similar achievements to Star Wars in visual effects. Alien chest burst sequence was notable for special effects. Academy Award Winner.
-       “Star Trek: The Motion Picture” (1979)
Wormhole Effect.
-       “An American Werewolf in London” (1981)
Wolf transformation sequence.
-       “Dragonslayer” (1981)
First real use of ‘Go-Motion’.
-       “Looker” (1981)
First CGI character. First shaded 3D CGI in a feature film.
-       “Indiana Jones and the Raiders of the Lost Ark” (1981)
Lengthy matte painting. Face melting technique. Academy Award winner.
-       “Blade Runner” (1982)
Cityscapes.
-       “The Dark Crystal” (1982)
Combined use of puppets, miniatures and matte paintings.
-       “E.T the Extra-Terrestrial” (1982)
Academy Award Winner.
-       “Star Trek II: The Wrath of Khan” (1982)
Featured first entirely computer-generated sequence.
-       “Tron” (1982)
First major application of CGI used in conjunction with live-action footage.
-       “Where the Wild Things Are [test]” (1982/3)
First test footage of Disney’s attempts at combining 3D environments with 2D animated characters.
-       “Star Wars Episode VI: Return of the Jedi” (1983)
Similar achievements to the original film, featuring more extensive CG effects. Academy Award Winner.
-       “Zelig” (1983)
Technical achievement of blending new footage with period film.
-       “The Adventures of Andre and Wally B” (1984)
First CGI animation (Pixar).
-       “The Last Starfighter” (1984)
First to extensively use CGI for spaceship models and planets in place of models.
-       “2010: The Year We Make Contact” (1984)
First film to combine fluid dynamics with CGI.
-       “Young Sherlock Holmes” (1985)
First fully CGI photorealistic character in a feature film. First composite CGI > live action.
-       “Aliens” (1986)
Combined numerous in-camera effects with post-production techniques.
-       “Flight of the Navigator” (1986)
First films to use ‘reflection mapping’. Later used in Star Wars Episode I: The Phantom Menace on the Naboo spacecraft.
-       “The Great Mouse Detective” (1986)
First incorporation of 3D backgrounds with 2D.
-       “Howard the Duck” (1986)
First film to use digital wire removal.
-       “Labyrinth” (1986)
First CGI animal.
-       “Luxo Jr” (1986)
First fully computer generated short film with CGI shadows (courtesy of Pixar’s Renderman).
-       “Star Trek IV: The Voyage Home” (1986)
First groundbreaking use of 3D scanning.
-       “Robocop” (1987)
‘Outdated’ stop-motion techniques used.
-       “Tin Toy” (1988)
First CGI character that had realistic human qualities (animation).
-       “Who Framed Roger Rabbit” (1988)
Matched 2D animation with live action footage. Academy Award winner.
-       “Willow” (1988)
Digital morphing (first).
-       “The Abyss” (1989)
First digital CGI water simulation.
-       “Back to the Future, Part II” (1989)
Computer controlled camera work.
-       “Indiana Jones and the Last Crusade” (1989)
First all-digital composite shot.
-       “Die Hard 2: Die Harder” (1990)
First instance of digitally manipulated mattes.
-       “Robocop 2” (1990)
CG Digital Puppetry to create a characters face.
-       “Total Recall” (1990)
Motion capture for use with CG characters.
-       “Backdraft” (1991)
First photorealistic fire (CG).
-       “Terminator 2: Judgement Day” (1991)
Major CG character with morphing Academy Award winner.
-       “Death Becomes Her” (1992)
Photorealistic CGI skin. Academy Award winner.
-       “Lawnmower Man” (1992)
Early use of a sensor covered suit to capture an actor’s movements (precursor to the techniques used to create the character of Gollum).
-       “The Muppet Christmas Carol” (1992)
First use of green instead of blue screen.
-       “Jurassic Park” (1993)
Seamlessly mixed CGI and animatronic techniques. Academy Award winner.
-       “The Flintstones” (1994)
First digital fur rendering.
-       “Forrest Gump” (1994)
Removal of legs, digitally composited new footage with archived, compositing (large scale), crowd scenes. Academy Award winner.
-       “The Mask” (1994)
Combined live action with cartoon effects.
-       “Babe” (1995)
Lip sync for animals. Academy Award winner.
-       “Batman Forever” (1995)
Digital stunt doubles.
-       “Casper” (1995)
First film CG character as lead.
-       “Jumanji” (1995)
Mass scale CGI animals.
-       “Toy Story” (1995)
First Feature length CG/3D film.
-       “Waterworld” (1995)
First photorealistc water.
-       “Dragonheart” (1996)
Very complex CG character.
-       “Independence Day” (1996)
Academy Award Winner.
-       “Twister” (1996)
Notable atmospheric fx effects.
-       “The Fifth Element” (1997)
CGI environments – motion controlled.
-       “Starship Troopers” (1997)
First large scale CGI battle sequence.
-       “Titanic” (1997)
Digital passengers, underwater shot, CG + miniatures. Academy Award Winner.
-       “Godzilla” (1998)
CG Monster.
-       “Mighty Joe Young” (1998)
Furthered ‘hair, fur & feathers’ technology.
-       “Fight Club” (1999)
CGI image-based modelling.
-       “The Matrix” (1999)
Bullet-time effect. Academy Award Winner.
-       “The Mummy” (1999)
Most realistic CGI character.
-       “Star Wars Episode I: The Phantom Menace” (1999)
Jar Jar Binks character.
-       “Hollow Man” (2000)
3D model of an anatomically correct, ‘functional’ model of a human body.
-       “O Brother, Where Art Thou?” (2000)
First all colour-graded feature film.
-       “Final Fantasy: The Spirits Within” (2001)
First hyperreal CGI feature film.
-       “Lord of the Rings Trilogy” (2001 - 2003)
Balrog, Moria, Gollum, Helm’s Deep, crowds, Minas Tirith, Black Gates. Academy Award Winner (all 3 films).
-       “Shrek” (2001)
Advanced liquid and fire.
-       “Waking Life” (2001)
A Scanner Darkly effect (pre-decessor).
-       “Matrix Revolutions” (2003)
First realistic detailed face deformations.
-       “Pirates of the Caribbean: The Curse of the Black Pearl” (2003)
Undead pirate effect.
-       “The Polar Express” (2004)
Further developed motion capture tech.
-       “Sky Captain and the World of Tomorrow” (2004)
Big budget CGI backgrounds.
-       “King Kong” (2005)
Expanded Gollum-tech.
-       “Pirates of the Caribbean: Dead Man’s Chest” (2006)
Davy Jones – motion capture to CG advancement.
-       “Beowulf” (2007)
Motion capture/CGI (furthered).
-       “Spiderman 3” (2007)
Sandman particles effect.
-       “Transformers” (2007)
Highly complex transformations.
-       “The Curious Case of Benjamin Button” (2008)
Aging, warping etc.
-       “Watchmen” (2009)
Dr Manhattan LED capture suit.
-       “Avatar” (2009)
CGI, motion-capture, 3D. Academy Award Winner.