Falcon Heavy Animation


When Falcon Heavy lifts off, it will be the most powerful operational rocket in the world by a factor of two. With the ability to lift into orbit nearly 64 metric tons (141,000 lb)—a mass greater than a 737 jetliner loaded with passengers, crew, luggage and fuel–Falcon Heavy can lift more than twice the payload of the next closest operational vehicle, the Delta IV Heavy, at one-third the cost.

Falcon Heavy’s first stage is composed of three Falcon 9 nine-engine cores whose 27 Merlin engines together generate more than 5 million pounds of thrust at liftoff, equal to approximately eighteen 747 aircraft.

Following liftoff, the two side boosters separate from the center core and return to landing sites for future reuse. The center core, traveling further and faster than the side boosters, also returns for reuse, but lands on a drone ship located in the Atlantic Ocean.

At max velocity the Roadster will travel 11 km/s (7mi/s) and travel 400 million km (250 million mi) from Earth.

NPR Invisibilia // Alien Hand


Invisibilia, NPR’s radio program and podcast that fuses storytelling with science, came to us with their very first animation assignment. The story of a woman who’s hand has a mind of its own. We paired the unpredictability of Karen’s experience with an unpredictable visual style. ——- CREDITS Client: NPR | Invisibilia Directed by Giant Ant Producer: Teresa Toews Creative Direction: Jay Grandin Storyboard: Sitji Chou Art Direction: Rafael Mayani Illustration: Rafael Mayani, Marion Bordeyne, Sitji Chou Animation: Diego Maclean, Sitji Chou, Conor Whelan, Whitney Lam, Clean up: Marion Bordeyne, Whitney Lam, Diego Maclean, Sitji Chou, Conor Whelan

"Altered Carbon" Main Title


Design Studio: Elastic Creative Director: Lisa Bolan Composite and 3D Animation: Yongsub Song, Byron Slaybaugh, Thomas McMahan 2D Animation: Jeffrey Jeong, Steven Do, Lucy Kim, Jonathan Taylor Editor: Gabriel J. Diaz, Martin Hsieh, Lee Buckley, Nathaniel Park, Shawn Fedorchuk Designers: June Cho, Mert Kizilay, Carlo Sa, Nadia Tzuo, Felix Soletic.  Head of CG: Kirk Shintani Modeler: Mike Kash  3D Animator: Josh Dyer Producer: Paul Makowski Head of Production: Kate Berry Executive Producer: Luke Colson Managing Directors: Linda Carlson & Jennifer Sofio Hall

Sexual Non-Liberation – School of Life


‘We pride ourselves on living in a sexually liberated age. But we haven’t in fact begun to know how to face up to, or discuss, our true sexual natures.’ This video was made in collaboration with Alain de Botton for ‘The School of Life’ http://www.theschooloflife.com Script and voice over by Alain de Botton Design, animation and sound by Jesse Collett

Industry news: Iloura merges with Method Studios, and the lost Pirates 3 interview

Method

Sister visual effects studios Iloura and Method, both owned by Deluxe, are combining under a single brand – Method Studios.

Iloura, an Australian VFX studio with a 30 year history in Melbourne and Sydney, had in particular been knocking it out of the park recently with killer work on projects such as Game of Thrones, Fury Road, Jumanji: Welcome to the Jungle and many other feature films and TV shows. And Method, itself a studio with a rich 20 year history, continues to be a major contributor to big visual effects films, including Marvel’s Thor: Ragnarok and Spider-Man: Homecoming.

You can read more about Iloura and Method’s long histories in VFX and about their new combined pipelines at methodstudios.com, but after hearing about them coming together into one brand, I wanted to share a fun story about one of my first interactions with Method from more than a decade ago.

The first time I tried to cover a project by Method Studios, it actually didn’t work out. Well, an interview happened, but I never published it. This was in 2007 for the release of Pirates of the Caribbean: At World’s End, in which Method Studios contributed 13 shots of miniature Jack Sparrows (Johnny Depp) hanging around the dreadlocks of the larger Jack.

pirates3d

It was a cool sequence – dubbed ‘Little Jacks’ – and one that involved, I thought, some nice compositing to integrate live action miniature Depps into the plates. I was publishing occasional interviews on vfxblog back then, and after some Method employees answered my questions, I looked to put the piece online.

Except, there was a problem.

I wasn’t able to get any images from that scene (this was a Disney issue, nothing to do with Method). Without any visual aids to go with the story, I never published it. Back then, it was hard to source images (sometimes it still is). And although YouTube had been around for a couple of years, it was extremely rare for specific clips to be available at the time.

Ten years later, that’s all changed. So now, here, only a decade late, is my first ever vfxblog interview with Method, with plenty to illustrate it from At World’s End. And I hope to continue to cover the great work of Method, including by the teams in Sydney and Melbourne from the former Iloura offices, into the future.

pirates3a

vfxblog: First up, the sequence looks great – can you give me an overview of your brief for the miniature Jack Sparrow shots?

Alex Kolasinski (compositor): “Little Jacks” was a sequence of 13 shots in which a miniature Jack Sparrow is in the dreadlocks on either side of Jack’s face and talks to him. It was a challenge in that we weren’t around for the shooting of the background plates, and in an effect like this, the shoot for the miniatures is totally dependent on how the backplates were photographed. So, we analyzed, as best we could, the footage that was shot, and then, on set for the miniature shoot, we lined things up as much as we could. For the brief, there was just one thing: to make it feel like the Little Jacks were really there; swinging on his dreadlocks; climbing on his shoulders; totally real.

vfxblog: What did the production film on set and what plates were you provided with?

Alex Kolasinski (compositor): While shooting out at sea, they picked up the plates of ‘Big Jack’ on the boat. They manipulated his hair and beads with q-tips to create some interactions for Little Jack. Several months later, the production designer did a very nice job of creating giant overscale dreadlocks and beads in which they suspended Johnny Depp. Between that rig and an enormous chromakey-blue shoulder, they filmed Little Jack in all of the various positions we needed him in order to make the comps. Alex was in attendance at that shoot as well as at a macro shoot in which the hair department dressed a double in Jack Sparrow’s wig. At this last shoot, he was able to pick up some great macro elements of wispy hairs, individual dreadlocks, and the beads that were actually in the wig.

pirates3c.jpg

vfxblog: What elements did you have to re-create in 3D?

Laurent Ledru (CG creative director): We decided to recreate a couple of beads in Jack’s hair because we thought the detail in the real beads was more interesting than what they could make for the oversized rig. We also redid the medallion and little chains at the bottom so that the chains would swing in a way that was true to physics. In order to remove an eyeline marker that was taped to Johnny’s costume, we recreated his right shoulder in two shots. Finally, we made a couple of interactive dreadlocks that covered up things in the original wig that were replaced with the oversize pieces.

vfxblog: Can you talk about the tracking challenges?

Laurent Ledru: It was pretty tough. To replace the beads, we had to retrack them perfectly, and the beads themselves didn’t have many elements to grab onto. We were able to get about halfway with Boujou, but then we had to manually tweak it the rest of the way. We made many attempts before we got it right. Because Johnny was actually holding onto those beads, the tracks had to be really solid.

vfxblog: How did you approach the compositing side of the shots in terms of maintaining a realistic look and motion?

Alex Kolasinski: First and foremost, we used cg dummies to define the scaling of Little Jack in each shot for continuity purposes. This was important because with all the different lenses that were used, we didn’t have a visual reference to get it absolutely right. Next, we color-corrected all of the “Little Jack” plates to match the backgrounds they were going into. We made rough comps, tracking the little Jacks over the big Jack, to get an overall feeling of the sequence. So, we were able to say if we’d need to add more motion for realism. Once this was set, and the basic animation was set, we integrated the various cg elements. And for the final step, we cleaned up comps, adding shadows, re-lighting a bit, and adjusting the colors to mush it all together.

pirates3e

vfxblog: What software did you use to accomplish the shots?

Aaron Kisner (VFX producer): Tracking and 3D work were done in Boujou and Autodesk Maya, respectively. For compositing, we used Silhouette for Roto, Apple Shake, and Autodesk Flame.

vfxblog: There’s a history of excellent visual effects shots featuring miniature characters in larger environments (I’m thinking Indian in the Cupboard, Gulliver’s Travels, Night at the Museum and many commercials). Did you reference any of these? What’s the secret to making these visual effects shots ‘work’, do you think?

Laurent Ledru: When you’re shooting the real plate, it’s really important to have an element representing the smaller version to see how the camera is reacting to light detail and focus. Like that, when you’re shooting your element that will eventually be small, you will know your depth of field and the details of light and shadows. Also, scaling the motion of the large element so that it is appropriate for the miniature element. A small move for the big shoulder is a really giant change for the balance of the small guy.

Alex Kolasinski: I think the secret is all about interaction and matching the depth of field. By interaction, I’m talking about shadows that are cast, the color-cast, etc. The depth of field is very important. You have to believe that the guy who is small was still shot with the same camera as the guy who is big. So, if the little guy is framed tightly, it means his depth of field needs to be as shallow as that of the background. If we scaled the whole set to compensate for a full-size actor, we would need an impossibly large camera. So, instead we cheated the depth of field in post.

Aaron Kisner: Speaking of interaction, one thing I really liked was a moment in which Little Jack stepped out onto Big Jack’s shoulder. Miles Essmiller who was comp’ing that shot did a really good job of combining a contact shadow with a deform on the shirt fabric to make it look as if Little Jack’s weight actually depressed the shirt when he stepped onto it. For me, it’s those details that really sell a scale shot.

 

Imageloom Visual Effects


Imageloom Visual Effects was established in 2014 and is based out of Chennai. After working for some of the biggest names in the visual effects industry globally, Imageloom’s founders wanted to find their own way to shine. The company was started with a dream of letting their imaginations take center stage, and now, it is well on its way. As a team, we strive to create beautiful new media that propels the industry forward, both artistically and technically. It is our goal to make stunning visual effects that stand the test of time, deriving their lasting power from unquestionable skill and inspiration.

 VFX Paint Artist ( Senior and Mid Levels )

The Paint Artist is responsible for wire/rig removal, beauty fixes, and creating clean plates for the Compositor. Along with the essential paint skills, an eye for detail is a must. We are looking for both Senior and Mid level artists to work on Hollywood VFX shows.

Requirements
  • 3+ years of experience for Mid level and 5+ years for Senior level, ideally working on feature films
  • Prior experience working on Hollywood shows a major plus.
  • Thorough knowledge of Photoshop and Nuke
  • Wire and Rig Removal experience
  • Clean and efficient script maintenance
  • Basic knowledge of 2D and 3D tracking
  • Excellent eye for details
  • Ability to work well in a team environment
  • Highly motivated and flexible
  • Excellent organizational, communication and interpersonal skills.
  • Proven ability to work closely with other artists under tight production deadlines.
  • Provide secondary technical support and training as needed.
  • Excellent problem solving skills
  • Be able to take directions/critiques, interpret notes and learn/apply new skills.
  • Candidates must provide online reel links for consideration.
  • Position based in Chennai

Roto Artists ( Mid and Senior Levels)

The Roto Artist is responsible for creating mattes and roto splines for later compositing. An excellent eye for detail is a must. We are looking for both Mid and Senior level artists to work on major  Hollywood VFX shows.

Requirements
  • 3+ years of experience for Mid level and 5+ years for Senior level, ideally working on feature films
  • Prior experience working on Hollywood shows a major plus.
  • Thorough knowledge of Nuke
  • Clean and efficient script maintenance
  • Basic knowledge of 2D and 3D tracking
  • Excellent eye for details
  • Ability to work well in a team environment
  • Highly motivated and flexible
  • Excellent organizational, communication and interpersonal skills.
  • Proven ability to work closely with other artists under tight production deadlines.
  • Provide secondary technical support and training as needed.
  • Excellent problem solving skills
  • Be able to take directions/critiques, interpret notes and learn/apply new skills.
  • Candidates must provide online reel links for consideration.
  • Position based in Chennai

Please send a resume to jobs@imageloomvfx.com and include the position for which you are applying in the subject line of the email

The post Imageloom Visual Effects appeared first on AnimationXpress.

The comics that inspired the best video games

Over the years, we have seen video games based on movies and TV shows that have been good, but a majority of them don’t ever live up to the expectations. However, there have been a fair few that have broken the mould and offered something great for gamers. On the other hand, some of them just aren’t that fun to play and they simply feel like a way to earn more money from the said film or show.

However, with comic books, things are slightly different. Comic books have produced some great video games over the years, which have even crossed over to other genres. One of them which saw the most success was the online casino industry and testimony to this has been that near enough all established casinos like Unibet carry a number of games with comic book themes.

The question then arises, which comic books have inspired the best games?

Batman

Batman comic books by DC Comics are some of the most popular ever made. Batman himself is one of the world’s best loved superheroes as he fought against evil and numerous bad guys in Gotham City. Alongside allies such as Robin, Batman’s adventures soon found themselves the inspiration behind video games too. Batman: Arkham Asylum really stands out as possibly the best Batman video game ever made as it gave the players the first chance to fully control Batman and all of his abilities.

Spider-Man 2

Spider-Man is another fictional superhero whose adventures rapidly became popular in comic book form. The Stan Lee created character was one of the biggest Marvel Comics characters of all time and has gone on to enjoy great success in other areas such as movie theatres, on television and in video game form too.

Spider-Man 2 is based on the Spider-Man 2 film and these all came from the original comic book stories. You could say the game gave players the first real chance to experience a superhero experience in an open world setting. It was a sort of Spider-Man meets GTA, with plenty of missions and bad guys along the way.

The Punisher

The Punisher is another Marvel character, but he goes around solving crime in a very different way in his comic book stories compared to other heroes. The Punisher is more of a vigilante who wages war against the mob and criminals with the death of his wife and children driving him on. He kills, kidnaps and extorts in order to rid the world of evil and when Punisher became a video game, he and the game were an instant hit with players. The storyline and gameplay were perfect and the amount of gore in the game reflected that seen in the comic books too, which again pleased fans.

The Incredible Hulk

Hulk the character is an instantly recognisable one due to his green appearance. He’s a famous Marvel Comics character who in his normal form as Bruce Banner, is extremely weak and reserved, while as the Incredible Hulk, he’s the exact contrast.

Fans loved the comic books which starred Hulk due to the fact he had the ability to literally destroy anything in his path and The Incredible Hulk: Ultimate Destruction was a game based on the comic books that really delivered in Hulk’s specialist subject- destruction. It’s a great open world offering and players get the chance to enjoy an authentic Hulk experience, destroying everything on their path.

The post The comics that inspired the best video games appeared first on AnimationXpress.

White Nights Conference returns to Prague this February

On 13 and 14 February, 2018 the White Nights Conference will return to Prague! For the second time game industry stars from all over the world will gather in Czech Republic. Over 1,000 attendees are expected.

King, Obsidian Entertainment, Supercell, App Annie, GSN Games, Facebook, Nevosoft, Unreal Engine, Guerrilla Games, Appodeal, Pixonic, Wargaming, Playrix, IQeon, Google, Gameloft, ZeptoLab, Game Insight, Unity, Akamai, G5 Ent., VK.com, Mail.ru, Lab Cave, Vungle, Microsoft, and other leading companies will attend the event.

The conference program (http://wnconf.com/en#program) will feature over 60 speakers across three lecture tracks, a big Developer Exhibition (https://wnconf.com/en/indie-game-cup#exhibition) with numerous talented teams from all over the world and a prestigious contest for game developers the Indie Game Cup. http://wnconf.com/en/indie-game-cup.

The agenda will also include great networking events. (http://wnconf.com/en/parties).

Use promo code AnimationXpress15 to receive a 15 per cent discount when registering here: (http://wnconf.com/en/tickets).

The post White Nights Conference returns to Prague this February appeared first on AnimationXpress.

I Graduated…Now What? GSG Podcast Ep. 93

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In this Podcast, the crew discusses the daunting task of facing the unknown once your time at school has ended.

Show Notes

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BBC Winter Olympics – The Fearless are Here