Hoping this StyLit research, which I wrote about at Cartoon Brew, will do exactly that.
VFX_on_DVD: Warcraft
Posted in: AnimationThere’s a couple of big films released recently that I think are going to have great Bluray and DVD releases. One of them is Warcraft, partly because of the opportunity to see some of the extensive art direction, production and visual effects that went on behind the film. Already you can check out a taste of the DVD featurettes, including this one on ILM’s giant wolves. Also includes some brief remarks from vfx supe Bill Westenhofer and animation supe Hal Hickel. Bluray and DVD is out 27 September.
That’s how Laika vfx supervisor Steve Emerson described the making and stop motion animation of the 16-ft Giant Skeleton for Kubo and the Two Strings. Check out my Cartoon Brew breakdown of how they did it.
From 20 years ago, Dr. Moreau
Posted in: AnimationThis week will be the 20th anniversary of the release of The Island of Dr. Moreau (1996), a film plagued with problems. The original director Richard Stanley was replaced by John Frankenheimer, who then faced dealing with the eccentric stars Marlon Brando and Val Kilmer, and even Stanley himself who snuck back on set in an animal costume.
But one even more fascinating aspect of the production was its mix of Stan Winston-crafted creatures and digital visual effects by Digital Domain at a time when so much experimentation was going on in what could be convincingly created in CG on film.
I wrote about the often hilarious challenges the effects team faced at fxguide last year, after make-up and creature effects artist Shane Mahan and visual effects supervisor Kevin Mack shared their experiences on Dr. Moreau in a panel at Trojan Horse was a Unicorn. Check out it for a lot of fun details and imagery.
Stop. Stop-motion.
Posted in: AnimationLaika’s work on Kubo was just incredible, and although it hasn’t been a huge success, it showed off the magic that still exists in stop-motion animation. So I took at look at some present and previous innovations in the field, for Inverse.
Houdini. So hot right now
Posted in: AnimationSideFX asked me to find out what visual effects and animation studios were looking for in Houdini artists, and where they can learn more about the software, which I have to say is on something of a hot streak right now.
OK, what is this Megascans thing?
Posted in: AnimationA few months ago I started hearing about Swedish company Quixel’s Megascans and that it had been used by MPC on The Jungle Book for some of the intricate plant and jungle life textures on that film. But it was still unclear exactly what Megascans, a material library based on real-life scans of mostly vegetation and other organic surfaces, ‘was’. So at SIGGRAPH I asked Quixel founder Teddy Bergsman. Overnight, Megascans has just been launched in public beta, which seemed like a good time to run this interview – hope you enjoy!
vfxblog: Where did Megascans come from as an idea? What were its origins?
Teddy Bergsman: The origins of Megascans stems from the need for a modern and vast library of high quality source materials. Artists need to spend a lot of time just to get a basic palette of materials done, either painting, sculpting, photo sourcing, custom scanning/processing or procedurally generating. By being able to rely on a realistic, high quality, standardized and physically based library of scanned assets, in conjunction with highly streamlined production tools to fully customize and integrate the scans, many head aches go away. The artistic experience gets to be more about having fun and playing around with broader creative ideas, rather than cleaning photos or raw scan data, or spending much of the time programming complex procedural node networks.
My professional background is in system engineering, texturing and scanning, having developed a number of scanning and processing systems since 2006 primarily for the AAA games industry. The idea behind Megascans as a massive online library of standardized scans formed in early 2011. As for the technology, I wanted to develop a portable scanner that could withstand extreme climates, to be used in remote locations for capturing both reflectance and geometrical properties of large interesting surfaces, in an automatic manner during any time of day.
The idea was then to fully capture these environments in a fully standardized way and to categorize and publish the data on a modern and easily searchable online platform. To afford building the hardware, software, scans and all online and desktop services, I aimed to write a number of art tools (later to be named NDO, DDO and 3DO in various iterations) for the games and film industries, and these have luckily helped us stay afloat, thanks to a wonderful community of artists and studios. Fast forward five years, and you have Megascans!
vfxblog: Can you explain exactly what the concept is and what it delivers?
Teddy Bergsman: Megascans is a massive online scan library, covering tens of thousands of scanned specimens including surfaces, vegetation and objects, fully standardized and physically based. It comes as a subscription service, and also includes a brand new line of production tools for mixing surface scans and exporting scans directly to major renderers and engines.
The service is fast growing, with over a hundred new scans being added every week. Everything is scanned and organized according to a comprehensive ecosystem philosophy, covering every specimen of any given biome. Artists can also get these full ecosystems as off the shelf curated packs, as an alternative or complement to the subscription.
vfxblog: What R&D was required to make it possible?
Teddy Bergsman: Megascans is the result of just over a decade of R&D, originally just myself and later together with an engineering team to help advance all hardware aspects. The most important aspect has been automation and ensuring minimal manual input when processing the scans. The scanners and processing pipelines used for creating Megascans are completely custom built, and allow for scaling the library very quickly due to a high degree of mechanical and programmatic automation.
We have been lucky to get the data production proofed by many major studios during the course of the alpha and beta and feel excited to be able to hand the library off in a state that plugs right into any modern physically based pipelines.
R&D is always ongoing and we are constantly on the look out for how to improve our scanning and processing workflows. During the course of development we have built around a dozen machines all with pertaining data compilation software, each machine covering a specific type of scanning. With the rapid world-wide adaptation of physically based rendering, the processing pipelines have also undergone a number of major transformations over the past few years, which has had huge (but important) implications when dealing with petabytes of data to be reprocessed.
vfxblog: How was it used on Jungle Book? How did you work with MPC to deliver the scans/assets and what things were improved upon or changed during and as a result?
Teddy Bergsman: In early 2105 MPC Film reached out to us regarding a number of fully scanned jungle environments that we had recently showcased. These biomes seemed to fit their needs well, and so MPC acquired online alpha access to our South East Asian vegetation scan library, as well as accompanying soil surfaces from the same area.
This was an excellent opportunity for us to get additional production proofing, and MPC were very easy to work with as they quickly integrated the library in their production pipeline without needing our support.
Worth noting is that we have continued to improve on our processing pipelines since this collaboration. Every scan that was used for The Jungle Book is thus available in the Megascans library at a higher fidelity than was available at the time of making the film.
Learning how useful the vegetation scans were in particular, we have since increased the size of the vegetation library substantially, now also scanning vegetation full-time in Oceania and the Nordic.
vfxblog: What is the future of Megascans? Is it still considered a ‘secret’ thing? How might people or studios access it?
Teddy Bergsman: The Megascans library is incredibly close to a public release. It has been in private beta for just over a year, and has been integrated in many large productions already during this time. We have typically granted early access to studios who have reached out to us directly with needs that are fully accommodated by the service.
Most aspects of the service have been kept secret, as we want to surprise our customers with something that is fresh and exciting. We have many things planned for the future of Megascans, for many years to come. This includes not only more biomes and material categories, but also new scan data types, accompanying software tools, external app integrations and many new site features, on top of a rapidly growing library.
Studios and individual artists will be able to access Megascans shortly as we are launching the open beta next, unlocking a large subset of the natural scan categories of the library. The library and tools are made available as a simple subscription service, and you may also download entire ecosystems separately, curated from the library.
My personal goal has always been to make Megascans a very affordable and accessible service to artists, as I’ve been a strong believer in and long time promoter of scan data and how it can greatly facilitate computer graphics production. This has been a decade long ambition for me, and the texturing tools that we released have all revolved around using scan based data. It’s incredibly inspiring to me to see that scanning is now catching on big time.
Equally challenging to building the scanners and library for us has been to build a high performing and scalable online backend for serving the scans in a simple, standardized and customizable manner. We’re finally there and feel excited to open it up and keep expanding on this system with a constant stream of new data for people to enjoy and have fun with. As an artist I’m even more excited to see all the art from the fantastic community we are lucky to be part of.
More info at https://megascans.se/
Unity has become an extremely popular choice for video game creators as it makes the process much easier. Now Facebook, one of the world’s leading social media entities seems to be keen on making their mark in the world of gaming as it has extended its deal with Unity.
According to a press release from Facebook, Unity is working on an “all-new PC gaming platform”, which seemingly will pretty much be restricted to developers who are willing create games just for Facebook. With that in place, Unity is also looking forward to new distribution models which would allow users to publish their games directly on the site. The platform would thus make it easier for developers to export and publish their games from Unity to Facebook.
“This will allow Unity developers to quickly deliver their games to the more than 650 million players who enjoy playing Facebook-connected games every month,” a statement on Facebook’s developer website reads.
While it has not yet been hinted if the company plans to sell non-Unity games through the platform, the platform is already in a closed-alpha phase and is available to some of the prominent Facebook game developers. The company indicated that it will open doors to more developers as they keep updating the engine, although no dates have been mentioned yet. The integration will only be working with titles using Unity 5.4 and above.
Facebook seems to be leaning towards the gaming market as it recently unveiled its deal with famed game developer Blizzard Entertainment. The deal allows players of Blizzard games to stream their game live on Facebook directly, that is without any third-party streaming platform. Players can simply log in to Blizzard’s Battle.net client with their Facebook credentials and stream games.
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The 2014 animated film by Peter Lepeniotis, The Nut Job is set to premiere in Hindi on Indian television kids channel Discovery Kids. The movie features the adventures of the mischievous squirrel named Surly and his mute rat partner Buddy in the fictional town of Oakton City.
It has been produced by Gulfstream Pictures, Redrover International and ToonBox Entertainment. With a budget of $42.8 million, it was the most expensive animated film co-produced in South Korea and grossed a worldwide total of $120.9 million. Due to the immense success of the film, a sequel, titled The Nut Job 2, is scheduled to be released on 19 May, 2017.
The story of The Nut Job revolves around Surly and his friend Buddy who are outcasts because of their thieving reputation. A group of urban animals led by Raccoon is low on food and supplies for the winter and they turn to Surly to help them stock up by stealing from a nut cart. What follows is adventure, comedy and a lot of drama as Surly teams up with red squirrel Andie and grey squirrel Grayson to pull off the heist.
Surly faces a challenge when he and his group discover that the store they are planning to rob is a front for a gang of bank robbers. The action-packed comedy takes you through a journey of challenge, survival, energy and suspense in every moment. Will Surly and his new friends be able to pull of The Nut Job?
Watch the action unfold on Sunday, 28 August at 10:30 am, on Discovery Kids.
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‘Avengers: Infinity War’ to witness new beginning of MCU, ‘Guardians of the Galaxy’ crossover, new hero introduction
Posted in: AnimationWith the filming of Avengers: Infinity War coming closer (November), many new speculations and teasers are making rounds and all seem to be quite interesting ones. The Avengers sequel Avengers: Infinity War and its untitled sequel (previously called as Avengers: Infinity War Part 2) will see the culmination of all the characters and events that Marvel has introduced since its first MCU film Iron Man. The film see see the introduction of not just the previously seen characters but also some new ones. With about 67 characters going to play a part of these films, the complete list of characters to be seen in the film is yet to be disclosed.
After introducing two new characters in Captain America: Civil War – Spider-Man and Black Panther – who are set to not only star in their stand alone films but also in these two films, seems like Marvel is set to introduce yet another superhero. As reported by Yahoo Movies, Joe Russo said that their hands are full trying to tell the story they have with our pre-existing characters in the 2018 super ensemble. “Anthony would probably die from exhaustion if we introduced another character,” Joe said before Anthony hinted, “That’s not to say we’re not going to introduce a new character.”
Asking about who this new character could be, if at all it could be the recently casted Brie Larson who will be playing the role of Captain Marvel in her stand alone film that’s set to release in 2018 post Infinity War, “If they ever cast that role, maybe,” Anthony replied, clearly joking. “Do you know if they’ve cast it yet?” Turning genuine, the co-director added, “That’s one we’re going to have to plead the fifth on.”
There have also been speculations of Doctor Strange joining the Avengers group as his film set to release this November so we can likely expect him to be also seen in the film. With this, there’s also news that Guardians of the Galaxy characters are set to appear in Infinity War. Vin Diesel, who plays Groot in the movie, confirmed the news in a Facebook live video that appeared on his personal page following the achievement of scoring over 100 million followers. “Now, the Guardians will be included in Avengers: Infinity War and that’s incredibly exciting,” he told his fans. “You were told before everybody.”
How will that take place? Keeping in mind that Guardians of the Galaxy Vol 2 is set to release on 5 May, 2017, we can expect the movie to set the ball rolling for the characters to enter the Avengers sequel. Apart from that, as observed in the two Russo brothers films: Captain America: The Winter Soldier and Captain America: Civil War, wherein both movies featured a special cameo with an actor from the Community show – a loving reference given that the Russo brothers used to be producers on the program and even directed a large number of episodes – the news is that these cameos will continue in the duo’s next blockbuster project.
“We’re literally in that phase of the pre-production where we start thinking about those kinds of things, and right now we’re looking for the right part to see who’s a match for the next cameo,” Joe Russo told Cinema Blend. Is that confirmation of a Community cameo? “Yeah, absolutely,” Joe added. “We’ve got to keep the streak going.” So it’s not just Stan Lee one has to look out for, Community fans will also have to look out for the shows actors.
As far the storyline is concerned, as reported by IGN, the movie won’t just culminate over a decades’ worth of storylines in the Marvel Cinematic Universe, but also serve as a starting point for something more in the MCU. Anthony Russo said, “”In being a culmination, these movies are in some ways going to be an end to certain things, and in some ways, they’re going to be the beginning of certain things.”
The Captain America sequel writers Christopher Markus and Stephen McFeely are currently working on the third draft of Avengers: Infinity War along with the second draft of its untitled sequel. The untitled sequel would be the last of the Phase Three of MCU and so far no word is out for what the Phase Four would comprise of.
Avengers: Infinity War is set to hit the theaters on May 2018, with the untitled sequel scheduled for May 2019.
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