VFXTalk Interview Double Negative on Iron Man 2!

[NEWS=”http://www.cgnews.com/wp-content/uploads/im2_iromnan_th.jpg”]28356[/NEWS]Premiering in April earlier this year, Iron Man 2 was the highly anticipated and enthusiastically received sequel to the 2008 superhero film Iron Man. Directed by Jon Favreau, the comic book adventure featured some incredible visual effects, including those constructed for the commended ‘Monaco Sequence,’ created by world leading production facility Double Negative.

VFXTalk recently took up the opportunity to pose some questions to 2D Supervisor Victor Wade on how Double Negative processed their work on the film. The Double Negative team were guided under the renowned direction of overall VFX Supervisor Janek Sirrs on Iron Man 2.

Double Negative
Since its formation in 1998, Double Negative has firmly established itself as a leading player in visual effects production worldwide, and boasts more than 70 feature films to its credit. With offices in London and Singapore, the company is led by Managing Director Alex Hope and CEO Matt Holben.
Over the past 12 months, Double Negative has completed work on projects including; Scott Pilgrim vs. the World, The Sorcerer’s Apprentice, Inception, Iron Man 2, Kick-Ass, Prince of Persia: The Sands of Time, Sherlock Holmes, The Wolfman, 2012, Green Zone, Angels &Demons and Harry Potter and the Half Blood Prince.

Iron Man 2
Director Jon Favreau and Oscar nominee Robert Downey Jr. were reunited for the highly anticipated sequel to the blockbuster film based on the legendary Marvel Super Hero ‘Iron Man’. In ‘Iron Man 2’ the world is aware that billionaire inventor Tony Stark is the armoured Super Hero Iron Man. Under intense pressure from the government, press and public to share his technology with the military, Tony is unwilling to divulge the secrets behind the Iron Man armour, fearing the information will slip into the wrong hands.

Led by Double Negative VFX Supervisor Ged Wright, 2D Supervisor Victor Wade and co-CG Supervisors Katherine Roberts and Jordan Kirk, the Dneg team completed around 250 shots in the Monaco sequence for Iron Man 2.
Double Negative’s work on the Monaco Grand Prix sequence involved recreating race day in Monaco, including building augmentation, crowds and the historic Grand Prix cars. The team also produced Whiplash’s electric whips, along with the associated damage and destruction.

The biggest challenge the Dneg team faced was in the realisation of the ‘suitcase’ armour that Stark implements to quickly suit up for the fight with Whiplash and the ensuing Iron Man vs. Whiplash Battle sequence.

Re-recreation of Race-Day Monaco, Crowds & Historic Grand-Prix Cars
DNeg created two highly detailed digital versions of each of the eleven cars which feature in the Historic Grand Prix race through the Monaco streets. Five art-department cars were built specifically for the Monaco sequence and six genuine vintage grand prix cars were brought in to make up the rest of the grid. The non-digital cars are only seen static on the starting line before the race begins.

Throughout the entire Monaco sequence sprite crowds and practical crowd elements were used to populate the Monaco stands and buildings, with CG agents used to break up the sprite crowd and perform any specific actions.

Whiplash’s Electric Whips and Associated Damage & Destruction!
Producing a look for Whiplash’s whips and the damage they cause to the cars, racing track and Iron Man himself, was a considerable challenge for the DNeg team. Drawing a parallel with the creation of the Mk I Iron Man suit in the previous Iron Man movie, the Whiplash rig is homemade and somewhat rough around the edges.

One of the most complex VFX tasks undertaken for the movie was creating the interaction of the whips with Iron Man. This ‘Thermite’ effect required a combination of all other ‘whip VFX’ to generate the smoking, molten metal that streams from Iron Man when the whips are wrapped around him.

Mk V Iron Man Armour and Suit-up
Some of the greatest technical and creative challenges on Iron Man 2 came from the 50 shots at the end of the sequence featuring the Mk V Iron Man ‘suitcase’ armour. This portion of work posed a couple of unique challenges, firstly the conceptual challenge of making the deployment and assembly of the armour plausible, and secondly the choreography of the close-quarters fight with Whiplash and Iron Man’s interaction with a live-action performer to whom he’s directly connected for much of the fight. The notion that Stark would have designed the Mk V to be as easy as possible to use led to the idea that the case can be deployed whilst still on the floor, so when Stark lifts it to his chest the armour is already partially formed.

Quote:

In this interview Double Negative 2D Supervisor Victor Wade answers some general questions on the work process behind the Iron Man 2 project. VFXTalk would like to say a big thank you to Victor Wade for his time.


Can you tell us how the team at Double Negative felt before starting work on Iron Man 2, and the particular work the facility had been awarded?

Everyone was very excited about the work in the Monaco sequence and there was huge interest in getting onto the show.

How many shots were required for completion of your work on the film, and how long did the entire project take?

Around 250 shots. We worked on a proof of concept test for a couple of months before starting on the show which ran for a year.

How large is your visual effects team and how is it divided? Do the vfx artists do the compositing work as well?

The team size varies throughout the show up to 150 people in total but with a core team of around 80 crew. The work is allocated by discipline with Animators, Lighters, FX artists and compositors all working as a team.

How often do your clients visit your studio to see the shots in progress and are there any tools or procedures you use to make remote collaboration a smoother process?

Client reviews were regularly carried out via Cinesync. The clients came over to London every few months to review the progress in person.

What was the ‘pre production to final stage’ planning process you used to come up with the vfx shots for the film? What sort of freedom are you given in creating the looks for the sequences you are in charge of?

There was a route planned to final however things often changed quickly and dramatically during the course of the show and DNeg was frequently called upon to come up with creative solutions in collaboration with Janek Sirrs, the VFX supervisor on the studio side.

When your team is faced with the challenge of creating their effects what are the typical work patterns you follow? Is the final result always as you originally envisioned it, or does the process often change and adapt as new ideas or challenges arise?

The final result is broadly as expected but the creative and collaborative style of show meant continually having to come up with new and improved solutions to the work.

How do you work with the guys on-set? Do you have onset high-speed compositing artists or is all your post work done in house?

We have lots of reference material available on set to be able to better judge framing and composition of VFX shots. Compositing of CG and environments was carried out in post back in London.

What were the biggest challenges in term of visual effects in Iron Man 2 and how did you overcome them? Were there a different treatments or techniques required to achieve them? Which sequence was the hardest to work on, and why?

The work on IM2 covered a wide range of work including an extensive environment build, an entirely CG grand prix race, hero creature work for Iron Man, complex FX work for the whips and extensive prep work and clean up of stunt rigs and partial sets. Conceptually the most difficult shots were the suitcase suit transformation which required us to think creatively and devise a solution which appeared plausible within the Iron Man universe.


VFXTalk would like to thank Victor Wade for his time on this interview.

RELATED LINKS:
www.dneg.com
www.ironmanmovie.marvel.com

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Trapcode Particular for nuke!

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Millions and Millions of Particles
The maximum particle limit allows quick bursts of up to one million particles per second!

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Particular OFX offers complete integration with Nukes’ 3D camera and 3D preview.

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Custom particles allow the use of image node or movies as 2D Textured Polygons.

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Shade the particles with eight built-in lights or tie in Nuke’s lights for greater control. Shading on the particles emulates light falloff to make the particles look more natural.

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Freeze time while moving the camera around in a scene, Matrix-style.

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My Bathroom

A render of My Bathroom. Modeled in Blender. Rendered in 3DS Max using Vray. Textures and Postwork done in Photoshop.

C&C welcome

Thanks

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Wire Removal Footage in HD

Hey friends can anyone tell me from when i can get the " Wire Removal Footage"…… i just want to do practice on it……… plz if u know any links than suggest me…….. as soon as possible…….:)

Critical System for Nuke and AE5

Hi
I need help on building a workstation for a very specific need.

I need to composite 2K DPX 10-bit log files that have been datacined (scanned from 35mm) with CGI (delivered to me as EXR 2K). Other than plug-ins, I don’t plan to use anything else on this station.

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b. RAID 0 500GBx2 for Cache 7,200rpm
c. Media Drive 2TB 7,200rpm (for source files)
d. Output Drive 4x1TB RAID 5 for rendered files
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The aim is to save money where high-performance is not needed so I can spend it elsewhere. We have just enough money to set up a workstation that will perform fast enough to get the job done in real-time (I mean working in real-time, rendering not included).

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AixSponza – RedBullRacing “Korea” and more

Produced for RedBull by Peter Clausen Film and AixSponza this HD feature takes you round the brand new south korean formula 1 circuit. Join Mark Webber and Sebastian Vettel as they do a lap and comment on the characteristics of this new racetrack.

On AixSponzas webpage you’ll also find more updates as well as our latest showreel.

If you’re interested Aixsponza also found its home on Facebook and Vimeo.
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Roto Prep Artist – Senior – MPC London

Description MPC is looking to recruit talented artists to join their facility in London.

Overview
Paint/Prep Artists prepare 2D digital plates for compositing. Typical tasks range from wire and rig removal, cleaning greenscreens, through to plate recreation. Artists employ various techniques including compositing, painting, and projecting.
Artists at this level should have flawless and quick rotoscope capabilities. You should understand and evaluate what needs to be rotoscoped, and quality-check your own work. Basic painting and prep skills will start to be refined in this role, and artists will use software packages including Silhouette, Shake, Nuke, Mocha, Photoshop, amongst others. Artists should have a basic understanding of how to properly implement matchmove cameras to help with projecting.

Skills, Knowledge and Experience:

  • Knowledge of Nuke and basic knowledge of Unix.
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  • Working knowledge of projecting for paint/prep tasks
  • A strong eye for detail and precision.
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Salary: Competitive remuneration package
Location: London

To Apply please send your CV to millie-c@moving-picture.com

Animator – MPC London

Description MPC currently require Animator’s to join our Feature Film department.
Primary Responsibilities:

  • To create animation for a variety of film projects. Styles range from naturalistic animals or creatures, to more stylized/cartoony, and also talking characters.
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Direct Reports:

  • Project Supervisor and/or Animation Director

Experience and Skills:

  • Knowledge of 3D animation tools (preferably Maya)
  • Some professional experience (Broadcast or film)
  • An understanding of animation principles and work methods
  • Animation and drawing/sculpting training a plus

Salary: Competitive remuneration package
Location: London

To Apply please send your CV to millie-c@moving-picture.com

Roto Anim Artist – MPC London

Roto Animation Artist – Mid
A Roto Animation Artist is responsible for delivering high quality character and object roto-animation for feature films. They would be working closely alongside Matchmove Artists and Animators to create animation that matches the movement of the selected character / object on the film backplates and that also moves realistically in 3D space. Successful applicants should have the ability to work well as part of a team and be capable of delivering work to meet deadlines.

Primary Responsibilities

  • To roto-animate a variety of characters and / or objects that match the film backplates for various film projects and maintain consistent shot quality
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  • To be able to follow direction and take ownership of your tasks.
  • To be able to confidently flag when there are issues and lack of clarity of your tasks informing relevant supervisors and production managers.
  • Do their best to stay positive and accept direction changes in an intense production environment.
  • To be conscious of continuity between scenes when working with other Roto Animation Artists on the same character / rig.
  • To organize their time, collaborate, and effectively communicate with their supervisors and team mates.

Experience and Skills required

  • Relevant experience in a similar role, preferably within feature films.
  • The candidate must thrive in a team environment and enjoy working with other artists.
  • Candidates should demonstrate a good eye for detail and precision with strong problem-solving skills
  • Able to deliver results to a high standard with the aid and direction of the Roto Animation Leads / Supervisors.
  • Ability to be adaptable and accepting of changes in a production schedule.
  • An understanding of the computer graphics production process and other departments/disciplines needs and requirements.
  • Aware of project schedules and capable of delivering work to deadlines.
  • Knowledge of 3D animation toolsets (preferably Maya).
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  • Good communication skills both technically and creatively.
  • Animation/drawing/sculpting skills a plus.

To Apply please send your CV to millie-c@moving-picture.com

Character Finishing Artist – MPC London

Description MPC is a world leading visual effects and animation facility based in Soho, central London. Our features division is seeking Character Finishing TDs from either visual-effects or feature-animation backgrounds. A Character Finishing TD works on a variety of creatures adding subtle touches to bring realism and life.

Responsible for:
• Building FX rigs for both cloth and fur Dynamic simulations for a variety of creatures
• Shot specific Character Finishing, custom grooms, custom animation fixes, and fur dynamics, and cloth adjustments.
• To organize their time, collaborate, and effectively communicate with their supervisors and team members.
• Creating realistic/ naturalistic results
• Problem solving any character related issues after animation

Experience and skills required:

• Recognised experience in feature film production.(for senior position, graduates level is also available)
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• Knowledge of 3D animation tools (preferably Maya).
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• Experience working directly with supervisors and clients is a plus.
• Python and MEL scripting experience an advantage
• Previous experience as a character TD or cloth TD an advantage
Salary: Competitive remuneration package
Location: London

To Apply please send your CV to millie-c@moving-picture.com