Students Get Some Love From VES


The Making of HN5: Part 2 from Nathan Matsuda on Vimeo.

Last year Steven Spielberg spoke at the 6th Annual Visual Effects Society Awards and called for the creation of new category for Best Visual Effects in a Student Project. Well the VES manned-up and this year there are four nominees in this category. They are…

HANGAR NUMBER FIVE -Nathan Matsuda

LA MAIN DES MAITRES -Adrien CaYuS Toupet, Clement Delatre, Vivien Looky Chauvet

OUR WONDERFUL NATURE-Tomer Eshed, Dennis Rettkowski, Tomer Eshed, Dennis Rettkowski

PLASTIC – Transformation Sequence- Sandy Widyanata, Courtney Wise

When you get a chance, check out what the whippersnappers are up to. Congrats to all the nominees!

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Alien Grey: Zone – X : You Have To See It To Believe It

So, if I had recently escaped an exploding toy plane, the force of which failed to even muss someone’s hair, and was being stalked by a madman. I still would not go past the sign that told me I was entering an area inhibited by lethal Alien Grey’s. Alas, this is the case with the poor hapless souls trapped in the “film” Alien Grey:Zone-X. There are plenty of things to like about this trailer. A dude fighting a mech-spider with some sort of mop that deflects laser beams. Aliens that can’t seem to stop floating around people and bothering them to death. Oh, don’t forget the Alien’s greatest ally, the T-Rex. This flick is gonna be great!

LINK to the AGZ-X website

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Capacity: Cartoon Network Rebrand

cn_screenshots_capacity

LA-based Capacity proved their ability to think big and follow through with their breakthrough NBC rebrand back in 2006. Since then, they’ve been kicking out ambitious projects with consistent attention to detail and huggable charm.

The latest jewel in their crown is a massive rebrand for Cartoon Network built around Noods, blank Dunny-esque figures created by the crew at Kidrobot. Props to CN for dreaming up such a clever, collaborative concept.

Capacity’s CN montage starts off in a minimal white space but builds in complexity and vibrancy as more characters, environments and seasons are introduced. My favorite stretch is the Halloween segment, with its moonlit figures and cute sight gags. I also love Yoda reducing General Grievous to a puddle of paint—a clever way to deconstruct the underlying concept of the rebrand.

The frenetic soundtrack (also created by Capacity) tinges the entire montage with a playful 8-bit tone and moves things forward with a cheery optimism befitting such a grand undertaking. Nice job all around!

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Capacity: Cartoon Network Rebrand

The VFX of Fringe

Just finished this breakdown for the VFX from the “Fringe” pilot. Enjoy!

The Journey Begins

The pilot for J.J. Abrams new series “Fringe” takes the viewer on a mysterious adventure through the world of fringe science. The idea being, that everything that happens in the show is just outside the realm of what we currently understand to be possible. To create this illusion the show required a series of “invisible” visual effects. Anything that happens in the course of the show has to be convincing because the dramatic source of the effects isn’t magic or some alien world but the logical extension of what we know to be true and possible. VFX Kevin Blank, took this seriously from the beginning of the show mandating to all the creative people involved that realism was the order of the day. To that end innovative workflows and techniques were developed to ensure the seamless marriage of live action and CG elements.

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Digital Prosthetics

The Airplane

The show begins with a virus that infects unsuspecting airline passengers and later takes down one of the main characters. This concept posed an interesting VFX challenge. The natural methodology for this was a make-up application that created the illusion of dripping skin. However, in the climax of the sequence the writers wanted to take this idea to the very limit; thereby having a co-pilot’s melting face, accelerate to the point that his jaw actually unhinged and fell to the ground.

The bases of the effect was the done in practical make-up, with the added challenge that his particular vfx shot, of the jaw dropping itself was actually conceived after the footage on the plane was shot. Which meant that there were no tracking markers available for the movement of the face. A process dubbed “Performance Capture” was created for this shot which involved taking many 2d tracks from a high contrast version of the plate and transferring the 2d tracks from After Effects to a 3d mesh in Maya. The 3d mesh in this case being a optimized scan of one of the other actors in the show.

Once the camera track and face match move were complete dynamic motion was added to the shot. A simple facial rig was created to drop the jaw. An nCloth simulation was performed in Maya to generate correct motion for the drooping folds of flesh. Maya hair curves were used to create the motion for the sticky strands of mucus that extend from the face to hand. Texturing of jaw and mouth interior began with a projection of the plate photography that was then taken into Photoshop where detail was added. The shot was rendered in passes separating the diffuse, reflection, specular and ambient occlusion passes for reconstitution in composite.
Compositing and integration was an enormous challenge for this shot. Not only did the CG elements have to blend seamlessly with the complex make-up work on the face, but the flashes of lightning illuminating the cockpit added an addition level of complexity. Extensive roto also needed to be done on the pilot’s shirt to create previously obscured background when the jaw falls away from the rest of the face. Along with all the render passes supplied by CG, a entirely additional set of renders was needed for this shot. The CG was rendered all the way through with the lightning “on” and again “off”. With two complete renders of each set-up the compositor was able to control the timing and intensity of the lightning without having to send the shot back to CG.

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The Invisible Man

Later in the show, the virus that ravaged the airplane infects an FBI investigator. Luckily, he is taken to high-tech facility where the degrading of his flesh is slowed to keep him alive. As his disease progresses, the character’s skin, bones and organs get more and more transparent to the point where the view can see through his body to reveal his inner workings. Many methodologies were considered before settling on the final approach. The base of the effect was a complex make-up application by Gordon Smith. The first layer of transparence was created practically by the application of 3d tattoos, images of a medically accurate 3d model printed on silicon and glued onto the surface of the actors skin. Then veins were painted on the body followed by a translucent layer of gel to create the look of the top layer of skin. All of the internal body systems were created in 3d and integrated in composite with the actor in makeup.

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The 3d effects for these shots started out with a medically accurate model of all system of the human body. This model was purchased from a vendor specializing in medical illustration and broken out into its component parts (skin, skeleton, organs, veins etc.) and re-textured for greater realism. The internal systems then needed to be deformed to conform to the skin of the model derived from the actor that was in the scene. After the model and texture was complete it needed to be matched to the moving photography with a great degree of accuracy. This was accomplished using a combination of 3d and 2d techniques. 3d camera moves were created in syntheses and refinements were made using 2d tracking points to warp the 3d image into place. The model with then lit and reflections were added using extremely high resolution HDRI panoramas of the set and all of its lighting elements. Again the 3d elements were rendered in passes, each body system (complete with animating heart, lungs and blood flow) rendered separately along with its component parts. Areas of detail were lifted from the make-up application in compositing and laid back over the CG to enhance integration and realism.

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A Mechanical Arm

Another effect in the show that called for an extreme amount of interaction between CG and live action was the mechanical prosthetic arm used by the show’s villain. The script called for the actress to peel back her skin like a glove to reveal the metal and plastic underneath. The skin was a latex appliance that could be peeled off on camera and was color corrected to match the skin tone of the actress. The tracking and match moving on these shots was a particular challenge as the camera was in motion for most shots and movement of the arm needed to exactly match the motion of the actress on set. To help with the match moving, green make-up was applied to the actresses arm and tracking markers were painted onto the skin so they would not interfere with the motion of removing the skin glove.

The CG arm was designed and modeled prior to shooting making sure to reference the current level of robotic technology. The reflective surface of the arm was achieved using on set reference and by once again rendering out the 3d object split out into passes to adjust the level of secularity and reflection on a shot by shot basis.

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The Dreamscape

In the story of Fringe the only way for one of the hero agents to contact her ailing partner is to ender his dreams by was of a sensory deprivation tank. This launched her into a surreal environment populated by her dreams and memories. This dreamscape was completely created in post and all of the performance footage was shot on green screen. In order to create the dreamy feel of the sequence large sweeping techocrane moves were used in combination with the actors on a turntable. This created many complex tracking issues solved mostly by BouJou however hand tracking was also used. The environment themselves were created using a combination of 3d elements and panoramic photography. Foreground and mid-ground elements were modeled and render in Maya while distant imagery was created by mapping 360 degree panoramas onto large CG spheres. The green screen plates and CG elements were color corrected together for the final integration.

Dramatic Conclusions

It took a lot of planning flawless execution to create the effects seen in the Fringe pilot. With the need for a suspension of disbelief, the science of Fringe had to come off to the viewer as real science just pushed a bit further. Using the advanced techniques available to the VFX industry today the Fringe team took the audience along on a journey that has only just begun.

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Audi: Unboxed

Unire animazione tradizionale e 3D non è un compito facile: ci vogliono ricerca e una lunga serie di prove.

Per questo Aaron Duffy, regista per lo studio di effetti visivi 1st Ave Machine di New York, e Russell Brooke, dello studio di animazione britannico Passion Pictures, si sono divisi i compiti: il primo si sarebbe occupato del 3D e dell’intero spot ed il secondo del personaggio animato 2D.

Il filmato è per il lancio dell’Audi Q5 con una idea creativa originale dell’agenzia BBH, dove un omino disegnato apre una scatola e la trasforma in un auto. La scatola sembrerebbe girata a passo uno ed invece è stata modellata ed animata al computer con i software XSI e Nuke.
Ma Aaron Duffy ha dovuto fare diverse prove con delle scatole di cartone per capire come manipolare nella maniera appropriata.

audi_sergio

Agency: BBH
Creatives: Maja Fernqvist, Joakim Saul
Production Company: Passion Pictures, 1st Ave Machine

Directors: Aaron Duffy (1st Ave), Russell Brooke (Passion)

Music: “The Car Song” Woody Guthrie

Articolo redatto da Sergio Damele

Smith & Foulkes: Stop, Look & Listen

smith-foulkes-look

This one nearly slipped by the radar. “The Boy Who Didnʼt Stop, Look & Listen” is the first installment in a three-part series for the Department for Transport THINK! Child Road Safety campaign in the UK.

Leo Burnett set up the series for success by penning “Tales from the Road,” an eerie set of nursery rhymes that show kids what might happen when basic safety rules are ignored.

In the hands of Nexus Productions’ Smith & Foulkes, the stories become painterly visions that are one part children’s book illustration and one part nightmare. They walk a fine line between quiet and creepy, crawling under your skin in the process.

Says Smith & Foulkes, “We wanted these commercials to act as a pause in a child’s TV viewing, holding the gaze of the immobile injured characters almost painfully long as a contrast to the hi-energy multi-coloured frenzy of your average childrenʼs programming break.”

Pay attention to the little details, like the quivering crutch as the boy reaches for his ball or the subtle dimensionality of the vignetting during camera moves. It’s all beautifully realized down to the finest detail in typical Smith & Foulkes fashion.

Stay tuned for parts two and three of the series. They’re worth the wait.


Client: Department for Transport
Title: ‘The Boy who didn’t Stop, Look & Listen’
Length: 1 x 40″
Production Company: Nexus Productions
Director: Smith & Foulkes
Executive Producers: Chris O’Reilly and Charlotte Bavasso
Head of Production: Julia Parfitt
Producer: Melody Sylvester
Production Assistant: Denise Abraham
Character Designer: Mustashrik Mahbub
Project Lead: Mark Davies

Further credits from Leo Burnett:
Executive Creative Director: Jonathan Burley
Creative Directors: Guy Moore and Tony Malcolm
Copywriter: Christopher Birch
Art director: Caroline Rawlings
Planner (creative agency): Nick Docherty
Media agency: Carat
Planner (media agency): Laura Braithwaite
Editor N/A – animation
Audio post-production: Anthony Moore @ Factory
Exposure: National television

Posted on Motionographer

Smith & Foulkes: Stop, Look & Listen

1st Ave. Machine: Audi ‘Unboxed’

1stave_AudiUnboxed

Happy 2009 to everyone! The folks at 1st Ave Machine and Passion Pictures are ringing in the new year with “Unboxed“, an imaginative commercial for the Audi Q5. Not your typical car advertisement, the spot effortlessly combines traditional and 3D animation. I’m particularly a fan of nice touches like the camera racking focus from the character’s face to his hands and back to his face.

The two co-directors, Aaron Duffy (1st Ave Machine) and Russell Brooke (Passion Pictures), divided their roles on the project. Duffy took responsibility for the overall vision for the spot and the transformation of the car, and Brooke for the 2D drawn character.

Aaron was kind enough to answer a couple questions:

How did you coordinate between the cel and 3D animation?
The first step was to choose a design for the character. Russell Brooke, who co-directed the spot with me, did dozens of designs for the folks at BBH to look at. It did not take us long to settle on our final character, whom we decided was a good balance between charming and industrious. As I built the story boards I worked with Russell to make sure that our character would feel “comfortable” performing all of his tasks as he builds the car. As we went into 3D design the 2D animators were able to use printed frames of the animatic to estimate how the character would look on the form. When a piece of the 2D animation was finished we would UV map it onto the 3D animation and move it around until it fit appropriately.

Were any elements shot or was it all 3D? What software was used?
The final spot is a combination of live action (filmed) environment, 3D animation and 2D cel animation. Nothing in the final product was shot practically. However, I did shoot a lot of little stop-motion tests along the way to figure out how to manipulate the cardboard properly.

The software we used was XSI and Nuke.

How many cardboard boxes were sacrificed for the cause?
My space at Passion Pictures was a constant cardboard mess. But that was the best part. It was very important to me that the construction of the car felt like real tactile moments. I made paper and cardboard models of every stage of the animation so that the translation to 3D would be accurate. In the end it was extremely important to work from cardboard models because it is impossible to make all the unpredictable wrinkles and bends from scratch. Having the bending cardboard mechanisms in front of us dictated how the 3D forms were animated and textured and how the character’s face and arms would bend with it.

The collaboration involved in this project was particularly fun. It was our first project as 1stAve UK and working with the folks at Passion Pictures was like a dream. There was a lot of good input and good times all the way through and I can’t wait to do it again.

Title: “Unboxed”
Length: 1 x 60
Client: Audi
Product: Audi Q5
Agency: BBH
Creative Directors: Nick Kidney, Kevin Stark
Creatives: Maja Fernqvist, Joakim Saul
Producer: Olly Chapman
Music: “The Car Song” Woody Guthrie
Production Co: Co-produced by Passion Pictures + 1st Ave Machine
Co-directors: Aaron Duffy (1st Ave), Russell Brooke (Passion)
Creative Director: Arvind Palep, (1st Ave)
Producer: Belinda Blacklock, Anna Lord
Exec Producer: Serge Patzak (1st Ave), Michael Adamo (Passion)
Animation: Passion Pictures

Posted on Motionographer

1st Ave. Machine: Audi ‘Unboxed’

VFX School Now Open – Tuition? Free!


VFXHack fan and all around great guy Agrapha, has compiled a plethora of VFX links(266 to be exact) on YouTube. There is some fantastic stuff here, how-tos and interviews from projects old and new covering a variety of subject ranging from stop motion and animatronics to compositing and miniatures. You kill a few hours on the Dark Crystal stuff alone! Another highlight is Walt himself walking us through the construction of Pirates Of The Caribbean. Check this video out and please post any ideas you may having explaining the babe with the riding crop.

LINK to Argapha’s VFX library on YouTube

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20 IMG Archtypes

mandrill.jpg

A terra cotta bunny, a playboy centerfold and a Mandril. What do these things have in common you ask? If your answer was the cast list to the greatest YouTube video of all time you’d be wrong (that would be cool though). The correct answer is that these are all images used and re-used in the testing process of creating digital imagery. The folks over the unfortunately named Art Fag City have put together a post of 20 CG Image Archetypes for your browsing pleasure. Lots of good history and links here. Take a look.

[LINK] (http://www.artfagcity.com/2008/07/28/img-mgmt-20-archetypes/) to the original post (marginally NSFW because it has a naked teapot in it)

Thanks to Azathoth for the link

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Radiohead Video – Cool Laser Scanners Out-Franky Franky Goes To Hollywood

The video proves once and for all that CGI and Radiohead are two great tastes that taste great together. The basic idea is this, screw the cameras 86 the lights scan everything and make the whole piece out of realtime streaming data. The result is imagery so deep in the uncanny valley that it’s cool. This behind the scenes gives a great overview of the technical and creative issues involved. I love the image of Lidar scanner on a dolly. The only problem, “Ready, and, SCAN!” just doesn’t have the right ring to it.

LINK to the full video
thanks to JC for the link

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