Archive for November, 2007

Hollywood Animation Archive Takes CGI Dudes To School

Friday, November 30th, 2007

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Stephen Worth has posted an excellent piece on his Animation Archive blog that uses the exquisite illustration of W. Lee Hankey to make a point. CG artists and animators are just plain lazy! Worth rails against the use of “excessive detail”, colors that are “straight out of the tube” and “stock poses or actions” using specific paintings from the Golden Age of illustration to prove his point. The examples he picks alone are well worth a look but the author also brings up a great point. Today’s digital artists tend to be woefully under-educated in art and film history and spend way too much time replicating what they see on CG movies and Forums and not spending any time analyzing what makes a great work of art great. Thanks Stephen, this article should be required reading for the CG set.

 LINK to Theory: CGI Animators Should THINK Like Artists

Hey Kids! Wanna Roto? - A Visual Effects Kit For Future Compositors

Friday, November 30th, 2007

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Rip Roar Media has created their entry in the One Greenscreen Per Child program with it’s Creation Station, an all-in-one VFX set-up for kids. Although it is a noble pursuit to try and get the youth of today creatively involved in projects other than trying to make it to the advanced level of Guitar Hero, this product is as silly as a circus clown. I’d bet every parent who has the $130 (retail) it would take to buy this thing would also have a consumer video camera laying around the house that hasn’t been used since the kids 1st birthday. The greenscreen that comes with the kit is also a rip-off considering Make magazine has a link to a great tutorial on it’s website on how to make an awesome Green/Blue screen out of fabric and PVC pipe for $16. That leaves $114 to spend on a tripod and some lights (work lights from Home Depot work great) with plenty of dough left over for chicken nuggets and a bouncey castle for the friends your kid will invite on their VFX playdate. Word out is that the software included with this product is also bunk especially when you consider the free open source alternatives out there like Jahshaka. Don’t be fooled by corporate America youngins, join the jrHack club today!

 

LINK to the DYI greenscreen article

LINK to Jahshaka homepage

Thanks to Nyarlathotep for the heads-up

Unsolicited Advice For The Young Visual Effects Artist

Wednesday, November 28th, 2007

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60 minutes ran a feature recently on” Millennials”, those lost souls that have had the seeming misfortune of being born in the years between 1980 and 1995. Morely was pretty tough on these iPod toting whippersnappers. Maybe he was mad about being named Morely because the story claimed that amongst other things, Millennials don’t know that underwear is meant to be worn under your clothes and that things called “knives” and “forks” can be used instead of shoveling food into your messy gob with your unwashed bare hands. However slanted the folks with the ticking stopwatch may be, this group of perpetual teenagers have flocked to our fledgling VFX industry. So, I have composed this open letter to the Millennials to give them a leg up if they choose to enter the industry that we all hold so near and dear.

Dear Millenials, Sorry to see that 60 Minutes took a elephantine sized dump on your entire generation. That being said, please hear my few nuggets of wisdom, for I too was once the youngest guy in the room. Now I’m ancient at 37 and a proud member of the club that you say can’t be trusted. I’m sorry to say that you too will inevitably make the transition from young hot-shot to pathetic has-been. If you want to make this journey an easier one, listen up.
  1. You Don’t Deserve Your Job- Just because your parents ponied up the green to send you to VFX school doesn’t mean you automatically gain admission to a job at a studio. For all it’s faults, this a merit based business. If you don’t have the drive and talent, you won’t get too far. And no, bringing your mom to your job interview will not help.
  2. Find Old People- Believe it or not, some of us in our golden years have knowledge that we can pass onto you. There are even Jedi masters older than I who hold the keys to a veritable Pandora’s box of effects know-how. Seriously, you don’t know everything, in fact quite the opposite. Find someone whose been around the block a few times and annoy them until they give up the goods.
  3. Give a Crap- This is an easy one. You need to care about the work you do. Supes are looking for artists who put an extra something special into their shots without being asked. The powers that be at a VFX house are always on the prowl for people who have something to contribute rather than those who do only the minimum needed to complete the job.
  4. It’s Not Show- Fun- VFX houses are a businesses that need to make a profit to stay in business. And it’s a tough business at that. The list of companies that have bit the dust over the years is long and written in the blood of young artists. Make sure you have a good work ethic and don’t expect ice cream sundaes and balloon animals at your desk every Friday.
  5. No Flipflops- Now this is is just plain common sense. Foot thongs are for the gym or the beach and that’s it! And besides, when I see your gnarly toenails sticking out from underneath a bathroom stall, I can’t help thinking that Morely Safer is right and you truly do have no standards. Don’t be a stereotype, leave the shower shoes at home.
Sincerly, VFXHack

LINK to 37 Signals take on the Millennials piece

Special thanks to the 3dPro guys for starting the conversation and to Bill S. for the image

Worst 3D Character… Ever!

Tuesday, November 27th, 2007

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The folks over at your3dsource have compiled a fairly complete list of of the worst 3D animated movie characters of all time. Each of these horendus abortions of the computer age is given both a technical and personality score. Jar-Jar is given some well deserved extra attention with the inclusion of a poll from one of the Kill Jar-Jar anti-fan pages on what the best way would be for the floppy eared jester to meet his maker. Here’s a taste…

25% Multiple lightsabers to the colon 24% Tied to a pod racer by this tongue 16% Drown in a pool of his own blood 13% Step in Bantha crap, fall into Sarlacc 11% Ejected into deep space by R2D2 10% Soul swallowed by new Hellraiser C3PO

LINK to original article

A Flowchart For Visual Effects Supervisors

Wednesday, November 21st, 2007

I’ve been doing a bit of flowcharting recently so I thought I’d use my powers for good and put together a process chart that would help guide VFX Supervisors through all the steps from turnover to delivery. Young turks would do well the print this chart out and tape it up somewhere they can glance at it for quick reference (possibly over your computer monitor). More experienced supes (myself included) should laminate it and assign an intern to carry it for them at all times.

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LINK to more flowcharts that don’t suck

Unconfirmed: J.J. Abrams “Cloverfield” Monster Art Leaked To Interwebs

Tuesday, November 20th, 2007

Update!  jim Says: Heya! Apparently this is fanart from this guy: http://dougblot.blogspot.com/2007/09/1-18-08.html

The CG community is all a-twitter about the new trailer for the J.J. Abrams’ produced dv-cam-tastic Cloverfield (formerly known as 1-18-08). The latest conspiracy theory is that the movie is actually based on the classic arcade game Rampage. At the risk of becoming a shameless shill for the Hollywood viral-marketing machine, I’m posting what is being touted as a leaked concept sketch for the illusive Cloverfield monster. Can anyone out there in the Blog-o-sphere confirm or deny the authenticity of this sketch?1390694335_f85169d353_b.jpg

Comments please!

LINK to the history of the Rampage video game

RetroHack : John Whitney, Visual Effects Pioneer

Friday, November 16th, 2007

[youtube]http://www.youtube.com/watch?v=TbV7loKp69s[/youtube]

This film is titled Catalog and was created by John Whitney to advertise the capabilities of his new company Motion Graphics, Inc. in 1961. The images in this clip were created by Whitney’s “Analog Computer”, which was actually an re-purposed anti-aircraft gun sight from WWII. Whitney was essentially the grandfather of motion control (and oftern refered to as the father of CGI), Douglas Trumbull used some of the techniques shown in Catalog to develop the slit-scan process used for the stargate sequence in 2001: A Space Odessy. Later in his career, Whitney abandoned his analog turing machine and produced more wonderfully hypnotic experimental films produced entirely by digital means. His 1975 film Arabesque stands out amongst his digital works. A true pioneer in the field, bringing the art world and computer science together for the first time, John Whitney has a well deserved place in the pantheon of visual effects visionaries.

Visual Effects School Confidential - How To Get The Most Out of Your VFX Education

Friday, November 16th, 2007

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A lot of newcomers ask me where I went to school to learn VFX. The answer is, I didn’t. Aside from the odd training course or a brush up class here and there, the only experience I have with visual effects instruction is as a teacher. I learned on the job the old fashioned way, staying long after work hours and pouring over manuals. Now I’m not going to be one of these guys who says that schools are no good. Heck, you’d be silly not to take advantage of all the vfx know-how floating out there in the ‘verse. I still firmly believe that there is not substitute for experience, so it is of the utmost importance that when choosing a VFX school you choose one that will give enough experience in a short enough period of time to land yourself a gig at a real live effects studio. The only reason to go to a visual effects school in my opinion, is jump start your skill level and help you get a killer demo reel out that is better than one you could have put together all by your lonesome.

Kick the Tires - If you are going to shell out big money for a VFX education you should visit the school in person before you buy in. Check the facilities. Are the computers up to date? Do the classrooms look comfortable with good chairs and an easy to see instructors screen? How much render power does the school have? Is the vending machine stocked with Cactus Cooler (it tastes like baby asprin)? These questions may seem mundane but you are gonna be spending a lot of hours in your facility of choice, you must make sure the place is up to snuff.

Take a Test Drive - While you are visiting your potential alma mater, arrange to sit in on a class or two. Make sure that the teacher and the students are engaged and excited about the subject at hand. Keep a close eye on the instructors especially noting how much time in the class is spent lecturing and how much is spent one-on-one with the students. You are looking to see a good balance between the two. Take some notes while you are there and review them a day or two later. If you feel you learned something and came away with useful info that you could but into practice you’re good to go.

When In Rome - The people you work with have a dramatic effect on the quality of work that you do. If your fellow students are more interested in late night frag-fests than gettin their VFX learn on you (or most likely your parents) are wasting money going to school. Check out the student galleries on the websites of the schools you are looking at. Also, make sure that your school of choice has a vibrant and often full computer lab. The explosion of hardcore graphics PC’s have made lab time a bit of an endangered species, but students tend to learn more by working together and helping each other. Navigating the personalities of your future co-workers is also great training for dealing with office politics.

Those Who Can’t Do - The thing that really distinguishes a good school from a bad is the quality of the instructors. An intern of mine once told me about a teacher whose answer to every query was “I don’t know, let’s check the manual!” Going over the bios of the instructors on the school website is good first step, but make sure you check creds on IMDB and LinkedIn as well. Look for a wide range of experience on different types of projects and facilities. Don’t be lured by credits on big blockbusters. Just because you worked on Episode III doesn’t make you a good communicator. Conversely, if the only reference to be found is night-time render wrangler on Leprechaun 4: In Space, you may want to keep looking.

The End Game - What you want to get out of a VFX school is one thing and one thing only, a job. Ask the school administrator what kind of industry outreach program they have. Get a list a companies that have hired students in the past and call those companies to make sure that the school has a good rep in the industry. It’s also important that career issues have a dedicated place in a schools curriculum. A good school should have an editing facility for cutting demo reel, a job fair and an intern placement program. This may seem to be an overly pragmatic approach, but if you want to choose a school thinking you will be doing art for art’s sake you shouldn’t be going to a VFX school anyway. VFX schools offer training and an opportunity to hone your craft for the sole purpose of securing a job in Visual Effects. If you want to smoke cigarettes, drink coffee and debate the relative merits of Minimalism and Dadaism (like I did) you should go to a four year art school.

LINK to my previous post Making A Demo Reel That Doesn’t Suck

French, Furry Orangina Ad Is Wrong On So Many Levels

Monday, November 12th, 2007

 UPDATELINK to super-big hi-rez quicktime of this spot[youtube]http://youtube.com/watch?v=ck14LKBI9GM[/youtube] OK the euro ad freaks have finally come up with an campaign for the famous french soft drink that is more disturbing than the idea of drinking an orange soda that has pulp in it. For whatever reason I can’t keep my eyes off of this creepy clip. I guess I’m jut fascinated by the idea of a zebra-stripper-chick showing off her Orangina. LINK to Varga style pin-ups of the Furries at the Orangina website (if you’re into that sort of thing) 

RetroHack : Behind the Scenes of 1983 HBO Intro

Friday, November 9th, 2007

[youtube]http://youtube.com/watch?v=3Et_LsxlX8Y[/youtube] I remember this Behind The Scenes from when I was one the first kids on the block with a cable box. It often appeared between my multiple viewings of Beastmaster and Emmanuelle (can you tell I was a latch-key kid?) and inspired me to find out more about the magical realm of visual effects. It’s got everything from a 30′ scale model to a giant chrome plated logo. As low-brow as it is, this is a prime-time example of the real vfx deal.LINK to the HBO page on the CLG Wiki