Michel Gondry and Boris Vian: a match made in heaven

There has been much talk this week about the woes of the visual effects industry. Snubs at the Oscars did not go unnoticed, including that of Ang Lee’s acceptance speech that failed to acknowledge the artists who helped him develop the look and visual flair of Life of Pi. Some think of visual effects as a tool to make the world appear believable and realistic, but it is far more than that, both in Lee’s film and in Gondry’s.

Appropriately, here is a reminder from Michel Gondry that visual effects are integral to the plot; they move the story forward, capture the viewer’s imagination and convey the author’s magical play with words. Michel Gondry’s “L’écume des Jours” is based on a classic French novel by Boris Vian, published in 1947. It is considered by many to be one of the 100 best novels of the 20th century. A love story above all else, the story evolves in a world full of poetic and dream-like imagery, a world in which surrealist references abound; a flower grows in the main character’s lungs, threatening the couple’s happiness and their house shrinks around them.

Posted on Motionographer

BUF: VFX for Enter The Void


Gaspar Noé’s new film, Enter The Void, “will kick you in the balls”, as a colleague of mine put it. It’s a psychedelic visual ride that borders on inducing seizures; take the title sequence as a brief example of what I’m talking about. Most of the film’s effects came from the work of French visual effects studio, BUF, who also produced the film. Taking on almost 350 of the films shots over the course of 2 years, BUF added to and even rebuilt many shots to complete the spiritual and hallucinogenic vision of Gaspar Noé.

Check it

Posted on Motionographer

Pixels QA with Patrick Jean

With over 2,026,435 views of the official film on Dailymotion in the six days since its release, Pixels has really spread far and wide very quickly. We wanted to find out more about the film and had a chance to ask the creator Patrick Jean a few questions. Now working as a 2D and 3D artist at One More Production, where this film was made, Patrick is a 2002 graduate of Supinfocom and has also previously worked at the French VFX powerhouse BUF. Patrick’s original storyboards for the film are also below. Take a look!


What was your main inspiration for the concept for this piece?
I played all these games when I was young ! Most of them were on Commodore 64, Amstrad CPC or Arcade machines. Another aspect was to mix these two different universes: pixel art and reality. Two universes with different laws of physic. I was curious to see what would come out from this: would one of them eat the other ? I also got my main inspiration from late 80’s blockbusters, like Roger Rabbit or Ghostbusters. I think this aesthetic choice contributes a lot to the nostalgic feeling of it, and nicely fits the retro gaming theme.

This is a self-initiated project for you, right? Why did you choose to make it?
This is indeed a personal project, but I received a lot of help from french VFX studio OneMoreProd. To be perfectly honest it should have been a music video in the very beginning, but with the huge amount of CG work it represented I wasn’t sure to meet the deadline. That’s why we choosed to make a short movie of it.

Did you come to New York and shoot scenes specifically for previously storyboarded shots? Or was there a bunch of footage that was shot and then edited together, figuring out what to animate in each shot as the piece came together? And what camera gear was this shot on?
Everything was storyboarded and conceived before shooting. Then we went to NYC and shot on location in two days. I have to say my friend and Director of Photography Matias Boucard helped me a lot to get everything I needed. We used a Canon 5D Mark II. (I had a lot of “rolling shutter” troubles so I had to re-do almost all the camera movements in CG and camera mapping…)

How big was the team that did the visual effects and animation? Can you tell us a little bit about how you worked and what tools you used?
I did almost all the VFX in the movie. However I received help from the VFX company where I work (Flame artist and sound design for example). When I had all the footage in hand, I began by developping a tool for Maya to generate animated voxels. It’s C++ written and works nicely. Then everything was tracked in Maya Live and rendered in Mental Ray. The editing was made in Final Cut.

What other projects do you have coming up? Anything you’re excited about?
Well, I have been contacted by several major feature studios to develop the project further. Beside this, I have another short movie on tracks and lot of contacts with video and ad companies.

Thanks Patrick! Good luck with everything, and thanks for taking the time to chat with us.

Credits:
Directed by: Patrick Jean
DOP: Matias Boucard
Line Producer: Benjamin Darras
Location Manager: Kris Arthur Gray Cedras
3D and SFX : Patrick Jean with some help from Pedro Gomes, Grégory Lanfranchi, Philippe Palmieri
Color grading : Hervé Thouement
Sound design: Benoit Cauet, Nicolas Vitte
Music: Nicolas Vitte
Produced by: Benjamin Darras & Johnny Alves
Production assistant : Christ Zotokas

Posted on Motionographer

Scott Squires: Visual effects service – The Big Picture

Another response to the issues that the VFX Townhall have brought up, Scott Squires writes a long post on what he sees as the big picture of the visual effects industry. This is required reading, folks, there will be a test.

When I think of a service I think of a dentist, a car shop where they work on your car or a plumber that comes to your house. In these cases they do work but don’t tend to produce anything. The costs are based on time and materials.

Custom manufacturing?
Should vfx be considered as custom manufacturing? We actually create something when we finish our work, whether it’s from scratch or a montage of material provided. That’s what the studios want, not the actual service part.

Here is where things get crazier. Each shot is unique like a snowflake. It’s own little world of issues, handwork and tweaks. You try like anything to make shots as consistent as possible and to be able to run them through the exact same process but it’s never full automated. For all the talk about computers in our business it’s still a very labor-intensive process. The number of people and the time required to do a shot from start to finish would astound most outsiders.

If you go to most manufactures and request custom work you will be required to make specific requirements in writing. (I.e. you want cabinet style 32 but in this specific color of blue. You want a custom cake that says Happy Birthday. It will be yellow cake with vanilla ice cream and chocolate frosting.) And that is what you will get. They seldom show you the work in progress or have your input at every single stage. The other thing is a custom manufacture will tell you when it will be done. They dictate the schedule. In the film business it’s the opposite of all of this. The studio specifies when the delivery will be. It’s almost always less than the time that would have been arrived at by a normal scheduling process for the facility.

Scott wrote another article tonight which is equally worth your attention: Unions

I know some people are concerned a union will cause studios to leave the area and go elsewhere. Hey, it’s already happening without being a union and if you’re working under poor conditions or getting substandard pay it does it really matter if they leave?

Posted on Motionographer

The Cast of Firefly is Back! (as stickfigures)

Every web-nerd’s favorite comic strip xkcd just wrapped up a 5 part series called “The Race” featuring stick figure likenesses of Nathan Fillion, Summer Glau and chock full’o inside VFX/Sci-Fi geek humor. It’s laugh out loud funny. if your into that sort of thing.

(LINK) to Part 1


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How To Do Every Visual Effect Ever (Pretty Much)

Smashing Magazine has posted a list of Best Tutorials For Cinematic Visual Effects. The post links to 62 techniques ranging from the 007 Intro to Meteor Crashes. So this one post contains all the knowledge you would need to make a tent-pole VFX feature or start your own effects boutique. Right? Seriously, if all this information was available to me when I got started, it would have been much harder to impress people by showing them a chrome sphere on a checkerboard.

(LINK) to the full post


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Retro-Hack – The Gallerie Abominate

Nowadays aspiring your visual effects artists have a lot a resources that weren’t available in the old days (like 1990-2000) Fancy modeling,animation and rendering tools had yet to hit the market in large affordable numbers not to mention the lack of decent CG training on-line or otherwise. One side effect of all this is that the bar is set so high that something that was once a staple of the industry is near extinction.

I’m talking about truly awful imagery created on a computer.

There was once a digital shrine created to hold those works that had transcended from just bad to sublime. It was called The Gallerie Abominate an offshoot of Richard Morris’ Maya resource site.

It was a place you could always count on for a laugh and to gain small comfort in the fact that there was always something out there worse than what you you were doing. The archive hasn’t been updated since 2001 but it’s still worth more than a few chuckles.

LINK to The Gallerie Abominate Archive


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“3d Guy” Blows His Stack

Ever get sick of being referred to as a “3d Guy”? Well if you have you may enjoy an open letter rant posted on cgpov.com. It’s got some gems including.

Please do not ever again refer to us as “3D guys, THE 3D guy” or the particularly nauseating “3D Guru”. It’s dismissive, degrading, and just sounds f**king dumb.

The fun continues from there.

LINK to the whole rant

(via Eric Alba)


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Look Ma, I’m King Of The Nerds! – My Fringe VFX Interview


The folks over at Sci Fi Scoop were nice enough to interview me about the effects work I’ve had the pleasure of working of for J.J. Abrams’ series Fringe. Not only did they write up a nice little piece, but also posted a recording of parts of our conversation along with a nifty slide show. Check it out, and try not to get too mesmerized by my droning vfx blather.

LINK to the full Fringe article


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Digital Domain Campaigns for Lexus

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Hot off the heels of Benjamin Button’s Oscar success, Digital Domain’s commercial division shows us what they’ve been up to with a three-spot campaign for the 2010 Lexus RX. They’ve been getting plenty of airtime on TV, but in case you’ve missed them, take a look:

The spots were directed by Carl Erik Rinsch and had some top notch talent on board with DP Claudio Miranda (nominated for an Oscar for cinematography) and production designer Donald Graham Burt (won the Oscar for set design).

The first two spots are filled with a beautiful blend of visual effects and live action, while the third spot is mostly live action with a sparse graphic touch. Some of my favorite moments from “Assembled” are the conveyor belt moving almost snake-like over the black leather couch and the pull-out shot of the car being assembled by robotic arms on the street.

“City” has its own share of visually rich shots and easily convinces you that a whole city of cars and buildings were literally hoisted up for your traffic-free pleasure.

If you haven’t already had your fill of car commercials, take some time to browse Digital Domain’s ever-growing library of 45+ automotive spots in the Advertising / Automotive section of their website.

If you’re a fan of Digital Domain’s work, remember that Ed Ulbrich, Executive Vice President and President of Commercials Division, will be speaking at F5.


Credits

PRODUCTION CREDITS:

CLIENT: Lexus
PRODUCT: 2010 Lexus RX

AIR DATE for “Assembled”: 02/16/09
AIR DATE for “City”: 02/16/09
AIR DATE for “Intersection”: 02/16/09

ADVERTISING AGENCY: Team One / El Segundo, CA

Chief Creative Officer: Chris Graves
Group Creative Director: Jon Pearce
Group Creative Director: Gavin Lester
Executive Producer: Jennifer Weinberg
Account Supervisor: Kristie Weston

PRODUCTION COMPANY: RSA Films, Inc. / Los Angeles, CA

Director: Carl Erik Rinsch
Executive Producer: Marjie Abrahams
Director or Photography: Claudio Miranda
Line Producer: Annie Johnson
1st Assistant Director: Howell Caldwell
Production Supervisor: Bryan Mitchell

ANIMATION & VISUAL EFFECTS: Digital Domain, Inc. / Venice, CA

President of Commercials, Exec. Producer: Ed Ulbrich
Executive Producer / Head of Production:  Karen Anderson
Visual Effects Supervisor: Jonah Hall
CG Supervisor – “Assembled”: Ron Herbst
CG Supervisor – “City”: Greg Teegarden
VFX Producer: Chris Fieldhouse
VFX Coordinator: Stephanie Escobar
Previsualization: Simon Dunsdon
Flame Artist: Jonny Hicks
Flame Artist: Brian Boungiorno
Flame Artist: Dave Stern
Flame Artist: Chris DeCristo
Flame Artist Assistant: Matt Bramante
Nuke Compositor: Rafael Colon
Nuke Compositor: Sven Dreesbach
Nuke Compositor: Brian Smallwood
Nuke Compositor: Michael Morehouse
Digital Artist: Marc Perrera
Digital Artist: Tim Nassauer
Digital Artist: Jon Gourley
Digital Artist: Chris Norpchen
Digital Artist: Terry Naas
Digital Artist: Justin Lloyd
Digital Artist: Jeff Dierstein
Digital Artist: Adrian Dimond
Digital Artist: Ruel Smith
Houdini Artist: James Atkinson
Matte Paint: Wei Zheng
Roto Artist: Marianne Magne
Roto Artist: Mattaniah Yip
Roto Artist: Tom Piedmont
Roto Artist: Mike Boden
Roto Artist: David Wu
Roto Artist: Kanae Morton
Roto Artist: Keith Weilmuenster
On Set Tracker: Scott Edelstein
Integration Tracker: Som Shankar
Integration Tracker: Shelley Larocca Courte

EDITORIAL HOUSE: The Whitehouse / Santa Monica, CA

Editor:  Rick Lawley
Producer:  Joni Wright

MUSIC, SOUND DESIGN & AUDIO POST/MIX HOUSE
Location:  HUM

Posted on Motionographer

Digital Domain Campaigns for Lexus