Fubar ‘Platoon meets Animal Farm’ – A Motion Comic Animation

[NEWS=”http://www.cgnews.com/wp-content/uploads/fubar_dog_chief_thumb.jpg”]30023[/NEWS]Fubar is a short film best described as ‘Platoon meets Animal Farm’. An epic socio-political drama driven with a visual narrative, Fubar is a motion comic animated film and is the creation of visual effects supervisor and Director Hasraf HaZ Dulull. Fubar is sponsored by London based technology innovator The Foundry and has been created completely using The Foundry’s Nuke compositing tool, and still photography with camera projections.

Hasraf HaZ Dulull approached The Foundry last year about creating a short film entirely inside nuke; utilising the powerful 3d compositing environment to create a sandbox film making environment.

Nuke product managers Richard Shakleton and Matt Plec supported the idea and provided support with licenses and the supply of all latest nuke builds to facilitate the production of the film. This process allowed the film to develop alongside the development of Nuke and its tools, ensuring Fubar became a testing tool as well as a short film.

The visual narrative itself was inspired by the short film ‘La-Je-Tee’ by Chris Marker; which later became the Hollywood film ‘12 Monkeys’. It was this idea of having still photography to drive a visual narrative for a film, to keep the audience engrossed throughout, is how the idea for Fubar was born.

Here director HaZ explains the process behind the making of this unusual short film:

” I said to myself if I was to make a film with a visual narrative device like ‘La-Je Tee’ today how would I do it with the vfx tools available? ” says HaZ. ” Todays generation wants to see things in the Z space and not just X and Y like a traditional image or comic book, they want to see form and feel like they can touch it!…

using VFX technology such as Nuke allowed me to push this visual narrative device to another level, I was able to dimentionalise what was usually 2D into a 3D feel and introduce a new up to date version of the visual narrative device used in La-Ja-Tee and motion comic films.

The film started off as previz produced roughly by using photography of miniature models and placed on cards in nukes 3d space, with a camera to block out the scenes, to start the foundation of sandbox idea.

The previz turned into postviz, where the look started to get fleshed out and animated elements were added and animation inside Nuke generated. (eg: using warp and displacement tools to create animated explosions and fire).

Since this was all done with compositing tools and a compositors mindset the postviz evolved into a visual style, a style which takes motion comics ( e.g: the cobal story segment on the inception DVD) to the next level and ‘dimentionalising’ a 2d style into a style with depth and energy.

A teaser with the postvis shots was shown at IBC 2010 in Amsterdam as part of a show and tell presentation with The Foundry. The teaser was received really well and many thought what was shown was the final shots.

From the post-vis the final look and feel of the film was found and not a single CG render required and was done really fast, allowing different things to be tried out in 3d space with a camera.

The workflow was very simple – take as much photography using a canon slr camera on a white background and then use nukes Roto and paint tools to extract and place on cards. Nukes keying tools made it possible to extract details from the photo shoots of the cats and dogs as well as researched images.

Then the rest is in creating the world and the imagination of the film inside nuke. It was like being a director, DOP, focus puller, set designer and vfx artist all in one go inside one sandbox environment. There really isn’t any limit on what went into the shots to create an epic grand feel to the film.. If there was a need for 20 helicopters and 30 marines I just went and shot loads of angles and poses of the marines and helicopters and then straight into nuke.

For certain things I was able to get some low polygon models made from a freelancer artist and he would export objs and I would project the photography back on top… Nuke was able to handle geometry with projections, vfx elements like smoke, fire, rain, dust with warp distort operations and tons of cards and camera with motion blur and lens effects all in one compositing environment and a single render pass generated at the end – the final shot.

At the end of the day I am using the most popular compositing tool in the industry to not just paint pretty pictures but to create a visual narrative device to tell a story, and use Nukes 3D compositing tool as a film makers sandbox to make ideas happen fast, efficiently and most of all in a fun creative way with the tools and features right out of the nuke box.. the only limit is my imagination”.

Fubar is sponsored by The Foundry with the remit that the whole film is created inside Nukes 3D compositing space. All elements were shot on a Canon 450D using still photography of miniature models and locations which later became digital matte paintings for environments projected onto geometry. Additional sponsorship includes Frishlluft the makers of the Lens Care plugin which was used heavily inside of nuke to support the cinematography.

Fubar – the short film will be released in July 2011.

CREDITS

Director: Hasraf HaZ Dulull

Producers: Hasraf HaZ Dulull and Dan Dixon

Executive Producers: Simon Jones, Philipp Spöth (Frishluft), Richard Shakleton and Matt Plec (The Foundry)

Voice Over : Dean Jagger

VFX Support Artist: Martin Woodburn and Janice Plec

Digital Photography: May Ngo, Hasraf HaZ Dulull, Geof Wolfenden and Steve Moulsher

Digital Matte Painter: Francesca Bini

Digital Scanning of Miniatures: Duncan Lees (4DMax)

VFX, Animation and Compositing: Hasraf HaZ Dulull

Editor : Deelan Sital
Music / Score: Luis Almau

RELATED LINKS
www.hazvfx.com

http://hazvfx.com/fubar/

www.thefoundry.co.uk

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Blind Create Motorcross Thrills For MX vs ATV Alive

[NEWS=”http://www.cgnews.com/wp-content/uploads/motorcross_thumb.jpg”]29874[/NEWS]Blind recently launched a concept-to-completion thrill ride of a trailer announcing THQ, Inc.’s new MX vs ATV Alive videogame. The expert crew at Blind handled all production, editorial, post, and oversaw the sound design on the direct-to-client project.



Inspired by classic Hollywood chase sequences, MX vs ATV Alive Announce is a thrilling, :60 ride through a stylized Motocross race course. From the throttle-twisting, gear-adjusting starting line to the ramp-jumping, airborne finale, the spot follows a pack of adrenaline-fueled riders as they tussle through the spiraling, bumpy course, knocking one another off one by one until a lone hero – Supercross champion James Stewart – remains as the victor.



Drawing from work-in-progress box art and website design concepts, Blind created the trailer’s distinctive look. “Even though the final piece is very stylized, we had a mandate from THQ to maintain a foundation of Motocross authenticity,” noted CD Erik Buth. “From the outfits the riders are wearing, to the motion of the bikes on the course, we carefully studied every element of the sport with the goal of creating something that even the most hardcore fan would view as authentic. If they wanted to, fans could go out and actually buy any of the gear featured in the spot.”

To create this realistic effect, Blind focused on two main elements: modeling and animation. The studio modeled and textured the riders and bikes to look as real as possible, recreating actual Motocross gear – helmets, goggles, shirts, pants, boots, even the gloves. Once those assets were in place, animation began.

Infusing the sport of motocross with drama and over-the-top action was an inherent aspect of creating an entertaining game trailer, but Blind stayed loyal to the underlying look and feel of the sport throughout. “The dynamics of Motocross are very specific,” continued Buth. “We studied hours of race footage to get the signature moves right.” Blind incorporated Maya, ZBrush, Cinema4D, Photoshop, Illustrator, After Effects, Avid and Flame at various points in the three-month production process.



”Since this was client-direct, rather than through an agency, we had a lot more responsibility to manage the story and the look of the piece than we normally would,” stated Blind EP Dave Kleinman. “Early on the guys at THQ made reference to a Russell Athletic piece Erik had done a couple years back, so that set us up right away with a great working relationship. It felt like a true partnership, in which we were equally engaged in making the trailer as strong as possible.”

About Blind:

Blind, a multi-disciplinary design, motion graphics, animation, visual effects, live-action, editorial, print and broadcast design studio with offices in Santa Monica and NYC, taps into diverse intellectual and creative resources to come up with compelling results. Since 1995, Blind has been pushing beyond the expected, offering clients a new way to see with award-winning design. A few things remain constant amidst this design/production powerhouse’s constant drive to reinvent itself: the abilities to engender surprise and produce projects from conception to reality.



Blind’s creative team has built an uncommon level of respect in the advertising and entertainment communities via cutting-edge campaigns for brands such as Xbox, Showtime, Bright House Networks, DirecTV, OppenheimerFunds, McDonald’s, Scion, and recording artists including Gnarls Barkley, The Raveonettes and Justin Timberlake to name a few. In 2010, Blind took home a Creative Arts Emmy for their work on The Raveonettes’ Heart of Stone music video, as well as a Gold London International Award for the stunning Dr. Martens motion graphics piece, Lilac Wine.

CREDITS


Spot Title: MX vs ATV Alive Announce


Air Date: Jan. 17, 2010
1/8/11, AMA 2011 Supercross, Anaheim 1



Client: THQ, Inc.


VP Creative Dev.: Evan Hirsch


VP Creative Services: Bob Benjamin


VP Global Brand Mgr.: Mike Lustenberger


Global Brand Mgr.: Ali Bouda


Project Manager: Mike Kelleher



Prod/Post Company: Blind


CD: Erik Buth
EP: David Kleinman


Producer: Brad Herbst


Head of Production: Amy Knerl


CG/FX Supervisor: Hatem Ben Abdallah


Art Director: Steve Pacheco
Lead
Animator(s): Diego Seferian, Christian Argueta

3
D Animator(s): Steven McClellan, Tony Castro


Particle Animation: Jason Kim, Raymond King, Pasha Ivanov


3D Lighting Artist(s): Pasha Ivanov, Raphael Protti


Modeler(s): John Ployhar, David Mooy, Pasha Ivanov, Ryan Taylor


Texture Artists: John Ployhar, Ryan Taylor, Justin Young, Jordan Carroll


Rigging: Tony Castro


Rotoscoping: Lin Wilde


Compositor(s): Lawrence Wyatt, Ryan Kirkwood, Daniel Chang, Chris ONeill, Jason Lowe, Joe Todoran, Maithy Tran, Eric Zunkley, Ivan Cruz


Pre-viz: Diego Seferian, Chris Marcet

Designer(s): Erik Buth, Steve Pacheco, Lawrence Wyatt, Hatem Ben Abdallah, Kate Mrozowski


Storyboard Artist: Vincent Lucido

Writer(s): Erik Buth, Rick Spitznass


Researcher(s): Rick Spitznass, James Kim, Kate Mrozowski, Eric Zunkley



Editorial: Blind


Editor: Erik Buth


Assistant Editor: Lin Wilde



Audio Post: POP Sound



Sound Design: Hest, Kramer, Van House & Weber


Sound Designer: Jim Weber

Producer: Christy Van House

RELATED LINKS
www.blind.com

www.mxvsatv.com

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yU+co. Concocts Stereoscopic 3D Feast For Yogi Bear Film Titles

[NEWS=”http://www.cgnews.com/wp-content/uploads/yogi_titles_thumb.jpg”]29679[/NEWS]Demonstrating they are smarter than the average design/production studio, yU+co. crafted a glorious stereoscopic 3D main-on-end title sequence for the new Warner Bros animated film Yogi Bear. Led by Synderela Peng, Art Director on the design and Richard Taylor, VFX Director on the production, and Producer Sarah Coatts, the team created a sequence that cleverly incorporates stylistic elements of Saul Bass with the madcap nature of Hanna-Barbera’s animation to create something truly its own.

”Designing in stereoscopic is very different than designing in 2D,” states Founder/Creative Director Garson Yu. ”You have to offset the conversion process and bring things closer to the audience as well as further away to create that depth and dimension. You also have to give the audience enough time to enjoy the stereoscopic sensation, so you can’t be too ‘cutty’ with scenes.”

Although yU+co. is no stranger to stereoscopic 3D, having created the 2D and 3D main-on-end title sequence to Shrek Forever After and the 3D logo for 3Ality Digital, Yogi Bear offered them the chance to accomplish more both creatively and technically in the 3D world.

‘’The initial concept was ‘Saul Bass in stereo’ — a clear use of shapes and lines that Bass’ classic designs are known for, but married to the playfulness of the Hanna-Barbera animation style,” says Art Director Synderela Peng.

‘’We decided to show only silhouettes of main characters because we didn’t want to mimic the 3D animation style seen in the film or the original look from 1960s cartoon. We knew the silhouettes would work because the image of Yogi Bear and Boo-Boo are so iconic that people would recognize them even without seeing their faces.”

Set to a rousing song by the alternative rock band Weezer, the ‘’Yogi Bear’’ title sequence begins with a series of red and orange hued vertical lines as an array of fruit falls all around. Suddenly the chase is on as we see Yogi and Boo Boo silhouetted in the background driving a cart that drags a line of picnic tables filled with food, while the alarmed Ranger tries to stop them.

The sequence cleverly uses food in every frame, such as cotton candy and popcorn clouds, trees with marshmallow flowers and giant turkey legs, watermelon slices, sandwiches, cherry pie and hot dogs that dot the landscape and serve as a surface for the credit typography.

Some of the noteworthy scenes in the sequence include a nod to the Super Mario Bros., as Yogi and Boo Boo escape the Ranger by jumping and climbing various food items; and a scene in which Yogi and Boo Boo ride a raft down a waterfall.

‘’Once we agreed on the use of the silhouette concept, the challenge became to create enough gags to carry the sequence through,” says Edwin Baker, yU+co’s writer/designer. ‘’We wanted to use the food in abstract ways that helped expand the visual language. The transitions needed to be clever, surprising and fluid. With the stereoscopic we wanted to find new ways to push the food landscape and make it more fun and exciting.’’

Among the key creative choices yU+co made was to bring a team traditional cel animators aboard to create the silhouetted version of Yogi, Boo Boo, the ranger and a new turtle character, created using Flash. While it may seem to some unnecessary to have a cell animation team work on silhouettes, Peng noted that a lot of expression needed to be conveyed in the arm and leg movements of the main characters.

‘’Because you don’t see any facial expressions, it was imperative that we work with character animators because we needed a clear articulation of what the characters are doing based only on arm and legs movements,’’ Peng says. ‘’Arms and legs had to show the emotions like joy, fear and frustration — very subtle movements and completely different from the motion graphics.’’

”Thanks to the film’s producer Donald De Line, we had the opportunity to work on this film which gave our design team another added dimension to use their storytelling talents,” comments Yu. ”As a result, we’ve developed a great 3D pipeline to produce stereoscopic work and our team can handle just about any kind of project that’s out there.”

In other yU+co news, the company recently completed work on the main-on-end title sequence for the feature length documentary Waiting for Superman, which was selected as Best Documentary by the National Board of Review and the title sequence for Universal Pictures’ recent box office hit, Little Fockers.

About yU+co:
Founded in 1998, yU+co. is an award-winning visual design and production agency with offices in Hollywood, Hong Kong, and Shanghai. yU+co.’s work encompasses a wide range of disciplines, including feature film production and visual effects, television branding and promotion, interactive and experiential design, gaming cinematics and commercial advertising.

CREDITS
Project: Yogi Bear main-on-end titles
Client: Warner Bros.

Design/Animation: yU+Co., Hollywood, CA
Creative Director: Garson Yu
Art Director: Synderela Peng
VFX Director/Supervisor: Richard Taylor
Producer: Sarah Coatts
Effects Coordinator: Sean Hoessli
Design Team: Edwin Baker, John Kim, Daryn Wakasa, Etsuko Uji
3D Stereoscopic Compositors: Stevan del George, Mark Velacruz
After Effects: Jill Dadducci, Andres Barajas, Gary Garza, Wayland Vida, Alex Yoon
Animators: Josh Dotson, Eddie Moreno, Noel Belknap, John Dusenberry, Dae In Chung,
Ben Lopez, Pota Tseng
Editorial: Jason Sikora, Latoria Ortiz

RELATED LINKS
www.yuco.com

Anonymous Content’s PES Descends into THE DEEP with Showtime

[NEWS=”http://www.cgnews.com/wp-content/uploads/deep_goldfish_thumb.jpg”]29541[/NEWS]PES’s latest short film, “The Deep,” has gone live as part of Showtime’s new “Short Stories” Series. PES was commissioned by Showtime to create a standalone piece of entertainment in the tradition of his most popular viral shorts, “Western Spaghetti”, “Game Over”, “Kaboom!”, and “Roof Sex,” all of which have tallied millions of hits online. “PES’s ability to create highly re-watchable original content has helped him to become one of the most successful viral artists of the past decade,” says Dave Morrison, EP/Head of Commercials at Anonymous Content.

Featured alongside PES in the series are Don Hertzfeldt and Cyriak, two artists who also command large online fan bases. The seven short films will air on Showtime, Showtime On Demand, and on mobile devices.

In “The Deep,” metal objects of the past come to life in the depths of the sea. The film is a departure for PES, with a darker and more mysterious tone than in his previous films. In addition, PES mixes layers of visual effects with his stop-motion to achieve the murky atmosphere.

Anonymous Content is an industry-leading production and management firm that leverages its unrivaled reach and access to talent to create and produce innovative content across all its divisions: Film, Integrated, Commercials, Music Video, Television, and Talent.

Anonymous was formed in 1999 by a collaboration of business and creative minds responsible for developing some of the industry’s most respected entertainment and branded content. In launching the company, the founders combined their unique talents, distinct vision for the future of content creation, and unmatched industry access. Since then, Anonymous has been able to extend its reach across entertainment, exercising its capacity to package talent and mine literary material from deep and powerful resources.

Company principals have developed longstanding direct relationships with talent, talent agencies, advertising agencies, domestic and international distributors, and broadcasters, reinforcing their ability to assemble the right team for any project. They create compelling and entertaining content while facilitating the development, production, and distribution of programming.

Anonymous is responsible for producing such features as 44 Inch Chest, 50 First Dates, Babel, Case 39, Eternal Sunshine of the Spotless Mind, Smiley Face and Rendition to name a few. Its commercial arm has been part of many of the industry’s most successful campaigns, as well being at the forefront of the evolution of brand integration campaigns such as BMW Films. The Anonymous team now consists of more than 100 full-time employees at its Culver City, New York, and London offices.


CREDITS

Written, Directed, and Animated by PES
Producer(s): Sarah Phelps, PES
VFX Compositing: Wolfgang Maschin, Demiurge

RELATED LINKS

www.anonymouscontent.com

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Nolan Brings Unkle Runaway Robot to Life

[NEWS=”http://www.cgnews.com/wp-content/uploads/unkle_thumbnail.jpg”]29456[/NEWS]John Nolan is a Director signed to Streetlight Films in the UK & USA and 1/33 in France for both commercials and music video representation. After 9 years in creature and special effects John shifted his focus towards directing, culminating in the short ‘Nolan’s Cheddar’ which combines his love of animatronics and simple storytelling.

Throughout his effects years John worked mostly on feature films (Where the Wild Things Are, Harry Potter, Clash Of The Titans, Hellboy 2, Warhorse, Brothers Grimm); but also TV projects including Dr Who, Being Human, Skellig and In the Night Garden. Now with his own effects company in east London Nolan’s CV also includes personal projects with Chris Cunningham, Lady Gaga live shows and now the short promo ‘Runaway Robot’ with Unkle.

John Nolan explains how the Unkle Runaway Robot project came about and the process that bought the Runaway Robot to life:

“I wanted to get in touch with Unkle after seeing them at Fabric where they projected animated drawings of Futura’s robot/aliens at a launch for Never, Never Land. I knew that I could recreate something similar to the animations but with animatronics and practical effects and it would be good to build something based on a great design.

Unkle’s music and sound is perfect for this kind of video and it reflects every idea I’ve had since wanting to build robots and shoot films. Their collaborative projects with Ian Brown, Thom Yorke, Richard Ashcroft and Mike D were, to me, an example of their style and personality and I wanted to get involved with anything they were doing.

I contacted James (Lavelle) through a friend of a friend and sent him my animatronics showreel; he invited me to his studio in London to talk about a project he was putting together. I was hoping to shoot a promo or viral or anything 10 seconds long just to have the opportunity to work with their music, but it was the perfect timing for something else. They were not looking to shoot any promos but James asked if I wanted to shoot something for the Daydreaming exhibition at the Haunch of Venison.

There was no budget involved at all, it was an opportunity to work on something together where I would produce a film and Unkle would create a track. It was a great way to work really because everyone who got involved did because they loved the track and believed in the idea, everyone was enthusiastic and excited to be part of it.

I had a few ideas involving a Futura style robot and coloured light flashes, which were mostly influenced by Audi and BMW commercials and my animatronics background.

I designed the animatronic based on human anatomy with every joint and pivot point replicating that of a real person. I wanted to achieve the perfect balance between something industrial, robotic and living, organic. The robot was made from hand-machined anodised aluminium, 28 motors and sculpted, formed plastic.

Building an animatronic of this scale and complexity you have to take many things into consideration. There are issues with weight, gravity, torque, speed but the biggest challenge with creating a robot with this amount of motors is control. We have to move every motor at once to create the perfect performance but I wanted to avoid 5 puppeteers on set trying to coordinate their movements with each other.

The track is short but aggressive and energetic. I wanted the performance of the robot to have this aggression and energy with a marching stomp towards camera. This could only be achieved with the use of an audio timeline-based control system. I used creature performer Josh Head who programmed every move of the robot in time with the track using midi.

We were able to see the track at the top of the screen as a waveform and underneath the movements of the robot. We could change the movements under the track live on set but keeping the robot and audio in total sync.

Producer Ebony Maitland put me in touch with a brilliant team of people including the incredible director of photography Christopher Sabogal and brilliant Prime Focus who did an incredible job on the post.”

Quote:

I loved John Nolan’s attention to detail and his commitment to the project. I really liked the idea of being able to work in a more child-like world with his animatronics and it was amazing seeing reactions to the robot across the ages at the exhibition. It was a great opportunity to resurrect the Unkle Pointman character. John is a true artist hence why I wanted him to be involved in the Daydreaming With…….. show James Lavelle


CREDITS
Director: John Nolan
Producer: Ebony Maitland
DoP: Chris Sabogal
Animatronic FX: John Nolan
Music: UNKLE
Additional sound: Daniel Nolan
Editor: John Nolan
Post Production: Prime Focus London

RELATED LINKS
http://unkle.com
www.streetlightfilms.co.uk
www.primefocusworld.com

Daft Punk & The Mill Bring Excitement to TRON

[NEWS=”http://www.cgnews.com/wp-content/uploads/daft_punk_thumbnail.jpg”]29261[/NEWS]Excitement was at a fever pitch for the premiere of Walt Disney Pictures’ TRON: Legacy on December 17th, and it is thanks in no small part to Daft Punk’s new video, “Derezzed.” The first track off the French electronic artists’ TRON: Legacy soundtrack, “Derezzed” features the retro bling—light cycles, black-and-neon grids, gladiator games—of 1982’s TRON classic brought to life by modern-day VFX accoutrements. The Mill NY team worked closely with Partizan’s Warren Fu to create the hypnotic landscape.

“We are all big Daft Punk fans and fans of the original TRON, so the project was a must!” says Rob Petrie, our Lead CG Artist. “We had a lot to accomplish in a small window of time—63 shots within four weeks.”

Working closely with Warren Fu, the Mill team set about creating a look that pre-empted the original film: meaning CG circa 1979. “With CG today we have all the latest technology at our disposal, something which was not the case when the original TRON was being made,” Petrie explains.

“So we took an almost simplistic approach when it came to the rendering and lighting of the CG elements and kept referencing back to the original movie to keep a retro feel throughout.”

The video was shot over one day in L.A. on green screen. A mechanical horse was shot on gimbal. And Olivia Wilde, who stars as Quorra in TRON: Legacy, was on hand for her cameo.

All composition was done in Nuke, a popular tool for handling CG in feature films. “Because of the volume of shots, the Nuke pipeline was very appropriate,” explains Andrew Proctor, Lead Nuke Artist on the promo.

Co-Heads of CG Ben Smith and Yann Mabille, who VFX Supervised the project, add, “We had up to 10 people working on shots simultaneously, so we could see many shot iterations fast. We had a great team jumping on shots and blasting them out for review.”

That team rolled up their sleeves and spent a week getting rid of green screen and compositing new backgrounds into the shots. Petrie notes, “We decided to create certain shots in full CG to help make the edit—the offline was done in-house—as dynamic as possible, and really build tension leading in to the final impact of the joust.”

“‘Derezzed’ was a huge team effort,” say Smith and Mabille. “Warren was amazing to work with as both director and designer. He practically lived at The Mill for three weeks, and did a lot of 2D elements himself. He was formerly Lead Concept Designer at ILM so he was very hands-on and really understood the process. We couldn’t be happier to have been involved!”

RELATED LINKS
www.themill.com

Mice and Dragons in Voyage of the Dawn Treader

[NEWS=”http://www.cgnews.com/wp-content/uploads/mpc_dragon_thumb.jpg”]28997[/NEWS]Michael Apted has directed the latest instalment of The Chronicles of Narnia, The Voyage of the Dawn Treader, produced by Twentieth Century Fox and Walden Media. MPC completed over 700 VFX shots for the film, creating Reepicheep, Eustace the Dragon, a deadly Sea Serpent, extensive digital environments, and the ocean going ship of the film’s title. MPC also delivered 40 of the shots in full 3D stereo.

At MPC the film was supervised by Adam Valdez, produced by Marianne Speight, with CG supervision by Kevin Hahn, animation supervision by Gabriele Zuchelli, and compositing supervised by Charley Henley.

Lucy and Edmund Pevensie return to Narnia with their cousin Eustace where they meet up with Prince Caspian for a trip across the sea aboard the royal ship The Dawn Treader. Along the way they encounter dragons, strange islands, and a band of lost knights, before reaching the edge of the world.

MPC’s main challenge was to create some of the key characters for the film. MPC’s team of animators was once again performed the role of Reepicheep the mouse, voiced by Simon Pegg. Reepicheep – a courageous knight of Narnia – accompanies Caspian on his voyage in the hope of finding Aslan’s Country at the end of the world.

To make sure Reepicheep’s sword skills were unrivalled, MPC’s Animators took fencing classes to learn the moves and tricks of the trade. With over 200 hero shots, Reepicheep was upgraded to take the spotlight. MPC’s art department designed subtle changes for a wiser and more mature Reepicheep. MPC’s Furtility was once again the grooming tool of choice.

When Lucy and Edmund’s cousin Eustace steals a piece of a dragon’s hoard, he is transformed into a dragon himself, with MPC supplying this performance. Without being able to speak, Eustace the Dragon needed to convey subtle emotion through facial expressions alone. Reepicheep and the Dragon have several virtuoso acting moments in which their friendship is bonded.

For the Dark Island sequence, extensive environment and character work was carried out. The 180-shot sequence shows the Dawn Treader sailing into an island of evil mist and being attacked by a giant sea serpent.

The Sea Serpent was designed by MPC’s Art Department, down to hundreds of articulated “feelers” and blubbery skin. For the serpent’s interactions with the sea, ocean surfaces and splashing water effects were generated by the FX team.

The Evil Mist environment consisted of giant branching pillars of fog and flickering green pulses of energy, realized through intensive 3D particle simulations, with final layouts and mood established by the compositing team in Nuke.

MPC also created the Dawn Treader herself. For some scenes this entailed providing the land-based set build with a full sail and ocean surfaces surrounding it. In other shots the ship was a created completely at MPC, including the ship’s crew. Many have commented that the film does feel like a voyage at sea, a testament to the excellent planning and eye of the film’s supervisor Angus Bickerton.

RELATED LINKS
www.moving-picture.com
www.narnia.com

Spov Showcase Call of Duty: Black Ops

[NEWS=”http://www.cgnews.com/wp-content/uploads/cod_bop_eye.jpg”]28893[/NEWS]London design and animation studio Spov recently showcased their groundbreaking work for Call of Duty: Black Ops at the Onedotzero festival at the BFI. Spov have been working on the action game, in partnership with Activision and Treyarch, for the last twelve months. Spov creatives developed a package of cinematic sequences that reveal the cryptic narrative of the game as it unfolds across a plethora of cold war scenarios.

Spov utilised never before seen archive material, in-game capture, 2D and 3D animation, sophisticated graphical layouts and extensive post effects, to create the Call of Duty spots.

The work portrays a visual style that illustrates the tension and confusion which were omnipresent at the height of the superpowers’ hostilities.

The Spov team created a special showreel reel for the Onedotzero festival of highlights from their innovative commercial work for the multi-layer game. The edit is a compilation of fifteen in-game cut scenes that build upon the Treyarch-created game narrative. The cut scenes reflect the paranoia from the Cold War-era, as well as continuing the protagonist’s story as the story-arc progresses.

Spov’s starting point for the visual interpretation was the technology of the period in which the game is set. Featuring microfiche readers move, Nixie tubes – precursors to LED displays – and redacted text add key plot points and move the engrossing story as presented to the main character.

About Call of Duty: Black Ops
The biggest action series of all time returns. Call of Duty: Black Ops is an entertainment experience that will take you to conflicts across the globe, as elite Black Ops forces fight in the deniable operations and secret wars that occurred under the veil of the Cold War.

Call of Duty: Black Ops will take you behind enemy lines as a member of an elite Special Forces unit engaging in covert warfare and classified operations. With access to exclusive weaponry and equipment, your actions will tip the balance during the most dangerous time period mankind has ever known.

Featuring an epic campaign story filled with the heart-racing action and a signature multiplayer that only Call of Duty delivers, the only thing you can count on is that if you are killed or taken alive, your country will disavow all knowledge of your existence.

About Spov
Spov is a creatively led design and animation studio based in East London. Spov’s creative services include concept development and art direction, live action production and post production, motion graphics, branding, CGi and visual effects.

About Onedotzero
Onedotzero is a London-based moving image and digital arts organisation which commissions, showcases and promotes innovation across all aspects of moving image, digital and interactive arts.

CREDITS

Call of Duty: Black Ops
Creative Director: Miles Christensen
Production: Spov
Producers: Allen Leitch; Gemma Thompson
Editor: Yugen Blake
Audio: John Graham (Quivver)
Brand: Treyarch / Activision

RELATED LINKS
www.spov.tv
www.callofduty.com
www.treyarch.com/games
www.onedotzero.com

Latest MPC Work for Harry Potter ‘The Deathly Hallows’

[NEWS=”http://www.cgnews.com/wp-content/uploads/harry_voldemort_thumb.jpg”]28566[/NEWS]David Yates has directed Harry Potter’s latest outing, the first part of the seventh installment ‘The Deathly Hallows’ produced by Warner Bros. MPC completed over 180 shots bringing Nagini to life, creating digi-doubles for the polyjuice transformation sequence and carrying out extensive environment work.

One of the biggest challenges for MPC was the transformation sequence, where six members of the order of Phoenix take a polyjuice potion to assume Harry’s form and confuse Voldemort. MPC was responsible for the digital transformations, creating fully CG versions of the six characters and animating them for a full screen performance.

MPC’s concept artists explored different combinations for the transformed characters, blending features, sizes and skin textures from Harry and the other characters to create six different hybrid designs. The seven actors were shot motion control and a facial motion capture shoot was organised to obtain extra detail.

MPC’s 3D team had to create digi-doubles for each of the actors, modeling and texturing photoreal heads and blending them with a CG model of Harry’s head. A custom rigging system was used to blend the data from the facial capture shoot, allowing animators to keep control of the fine details.

Once out of Privet Drive, the seven Harrys fly over London to escape the Death Eaters. MPC had to create CG thestrals – a cross between a horse and a dragon – and extend Privet Drive’s set. Green screen rider elements were combined with the CG creatures, digi-doubles and live action footage.

For the Death Eaters’ chase, MPC created over 100 CG characters, including full screen digi-doubles for Harry, Hagrid and the Death Eaters. The environment work included a CG aerial cloudscape, cityscapes and various set extensions. The chase culminates with a wand duel between Harry and Voldemort, with fx work including explosions, wand effects, CG water and the bike crash. Other work for this sequence included fire, a crashing caravan and CG traffic.

MPC animated Voldemort’s giant snake Nagini, redesigning the old snake to achieve a more naturalistic look. Referencing a python, the 3D team re-rigged and textured Nagini and animated it following the dynamics of vipers, cobras and pythons. Nagini attacks Harry in Bathilda Bagshot’s house, biting him and wrapping itself around Harry. For this sequence MPC had carry out body replacements to enhance the interaction between Harry and the CG snake.

MPC also worked on the apparating sequence; full res digi-doubles were created and rigged to be later twisted and stretched showing the real agony of this way of travelling. The Deathly Hallows Part 1 was released on 19th November in the UK and US.

RELATED LINKS

www.moving-picture.com
http://harrypotter.warnerbros.com

Company 3 Builds VFX Fantasy Kanye West “Runaway”

[NEWS=”http://www.cgnews.com/wp-content/uploads/kanye_ballet_thumb.jpg”]28513[/NEWS]Award-winning post production house Company 3 recently completed extensive visual effects for Kanye West’s powerfully imaginative 35-minute self-directed film, “Runaway,” which premiered on MTV and BET October 23. Company 3 NY provided more than 100 VFX shots for the project, including a blazing fireball and a complex sequence featuring co-star Selita Ebanks as a phoenix plummeting to Earth.

Shot in Prague in the Czech Republic by DP Kyle Kibbe using the ARRI Alexa camera, “Runaway” promotes West’s forthcoming studio album, “My Beautiful Dark Twisted Fantasy.” Company 3 created virtually all of the visual effects in the film, while sister company Beast NY hosted editor Derek Lee while he cut the film under West’s supervision.

Beast NY’s Flame artist Scott Bravo also handled cleanup and final conform. “This was a major step for Company 3’s visual effects division,” commented CO3 NY executive producer Angela Lupo. “Our work has primarily been on commercials until now.”

“It was really a joy to help bring Kanye’s vision to life,” said CO3 NY senior visual effects artist Tom McCullough. “He had very definite ideas about wanting the effects to have a look that has something of a graphic novel sensibility, but also a 1970s sci-fi movie feel to them.”

McCullough worked on the film with six other Autodesk Flame and Inferno artists, including Company 3 staffers Stephen Morris, Randie Swanberg and Chris Wiseman. The team handled everything from simple green screen composites and rig removal to explosion elements for the surreal and strikingly beautiful sequence when Ebanks arrives on Earth costumed as a phoenix.

About Company 3
Company 3 is a comprehensive postproduction facility for features, commercials and music videos. Known for our creative color artistry, pioneering technology and global reach, Company 3 is trusted to deliver a quality product every time.

Recent commercial projects include campaigns for Apple, Audi, BMW, Heineken, Nike, and others. Recent feature film credits include Unstoppable, Alice in Wonderland, Robin Hood, Prince of Persia: The Sands of Time, The Hurt Locker, A Single Man, Public Enemies, and Star Trek.

CREDITS
Kanye West “Runaway”

Executive Producer: Kanye West
Production Company: Island Def Jam Records Music Group
Production Company Producer: Jonathan Lia
Director: Kanye West
First Assistant Director: Mark Taylor
DP: Kyle Kibbe
Art Director: Vanesa Beecroft
Choreographer: Yemi Akinyemi

Editorial: Beast
Post Supervisor: David Kirchner
Post Producer: Elizabeth Krajewski
Editor: Derek Lee and Peter Johnson
Asst. Editor: Rebecca Beluk, Jai Shukla, Martin Henson, Drew Nissen
VFX: Scott Bravo

VFX and Finishing at: Company 3 NY
Company 3 VFX Producer: Angela Lupo
Company 3 Production Coordinator: Matthew Engel
VFX Flame Artists: Randie Swanberg, Steve Morris, Tom McCullough, Chris Wiseman, Kevin Quinlan, Yoshiko Hirata

Post Production Sound: Sound Lounge

Color Grading: Nice Shoes
Colorist: Ron Sudul

RELATED LINKS
www.company3.com
www.ascentmedia.com