Archive for December, 2007

New Years Resolution For Visual Effects

Friday, December 28th, 2007

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To help ring in 2008 I thought that I’d share with you my resolutions hoping that you will follow suit and help make our world of VFX a better place.

  1. I promise never to use the word “virtual” again. I’m starting to annoy my self at this point
  2. I resolve to no longer lose sleep over when we will finally come out of the uncanny valley.
  3. I will no longer fly into a fit a rage when a Hollywood blockbuster based on a comic book is out of continuity.
  4. I’ve decided to stop using big words and phrases like “particle simulations” and “3D tracking” in order to confuse clients.
  5. I acknowledge that I spend way too much time taking on-line surveys that rate my geekyness.
  6. I refuse to get excited by any announcements about hardware or software the promises to revolutionize the industry.
  7. I will not Hulk out when someone on set suggests in all seriousness that something be fixed in post.
  8. Never again will I use the phrase “split the difference” when asked to comment on a shot and I really don’t have anything else to say.
  9. I’ll stop needlessly truncating words in order to sound cool. No more “mo-blur” and “de-satch” for me.
  10. And finally, I resolve not to blather on endlessly in Blog posts about obscure topics that only the nerdiest of VFX nerds could comprehend.

Oops, looks like number 10 is already out the window. Hope you all have better luck with yours this year.

    “Neo” Retro-Hack: Microsoft Viral Video Embraces Old-School CG Look

    Friday, December 21st, 2007

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    Digital Kitchen has put together a great viral clip to help create more Microserfs (just what the world needs right?). This spot shows a true love for the naive future imagined by the CG pioneers. Designer Cody Cobb has also set up a Flickr feed that has some pretty funny How-To images for the spot, including this perl of CG wisdom on how to create a photo-realistic tetrahedron.

    I started off with a primitive sphere. I exported that to ZBrush and sculpted it into a highly accurate pyramid form.

    LINK to Cody’s Flickr feed (via Motiongrapher)

    LINK to mirror of video

    The Story Of A Visual Effect - Ideas Behind The Images

    Wednesday, December 19th, 2007

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    A lot of times I’ll be watching a VFX sequence in a film or on TV and something will cause my toes to curl as if my nose was just held under bag of 6 week old sheep intestines. A bad visual effect has a certain bump that takes you out of the fantasy that it was created to fulfill. Sometimes a shot goes astray due to a lack of technical skill or a feeling that the people involved just didn’t have enough time or money. But most often my VFX gag reflex is triggered by a lack of story in a shot or sequence. By story I mean an internal logic to what is happening on screen. You may be saying to yourself “Logic? WTF this is a visual effects movie for God’s sakes. We don’t need no stinking logic!” But before you do, let me tell you what I mean by logic. When it comes to the fantastic, we VFX folk are trying to get the audience to buy off on a completely outlandish scenario that we all know could never really occur. Even in the case of so-called invisible effects, all you are really seeing is a combination of many techniques put together in just the right way so that they make a reasonable approximation of what a real event looks like. In a lot of cases, effects don’t look real at all (what does a talking pig look like anyways?) they look the way you think reality would look. Get it? Or did I just blow your mind? What I’m driving at here is that a successful visual effect has to have a well thought out and unique existence all it’s own. In other word,s each VFX shot has a story to tell. Say you are tasked with designing the magic effects for the latest swords and sorcerers epic. Where do you start? Well, I’d advise not placing a single pixel until you’ve asked yourself the following questions. How does this magic spell work? What is the magic made of? Who brought the spell into being? The story of VFX sequence gives you a framework to build your artistic and technical achievements around. Visual effects without a beginning, middle and end can look like just a bunch of dancing lights with no cool-factor or emotional connection at all.

    Be an obsessive observer

    This is particularly important when you are working on a CG shot that simulates natural phenomenon. Take a look at the world around you and break down what you see into discreet actions. Working on a commercial for a beer company that needs CG bubbles created? Head on down to your local tavern and ask the barkeep to set you up with whatever is on tap. Wait! Don’t drink it. Watch the bubbles and mean really watch them. Where are they generating from, the bottom of the glass or the sides? What is the character of their motion as they travel through the liquid? Do bigger bubbles move in a different way than smaller ones? What happens when a bubble reaches to surface? Write down the answers to all these questions and bring them back to your workstation (after you finish the beer of course) and assemble the steps into a story of how each bubble is born, live and expires. Now you can get down to the brass tacks of breaking your story down into packets and generating vfx elements that describe them.

    Create a flexible reality

    Any VFX artist that has ever done a make-up fix or a rain enhancement shot (and that should be most of us) knows that there is a difference between reality and movie reality. The story you create with your work has to be dynamic and interesting, it is being created for entertainment after all. There are VFX people in this world who take the concept of “what would really happen” way to seriously. Take it from me, you don’t want to be one of these people. Listening to an half hour long diatribe on the way a spaceship would really fly or how a raindrop would really fall can cause a creative vacum strong enough to liberate your eyeballs from your skull. Don’t forget, a big part of your VFX story should cover how to make your effect cool and interesting. Getting too caught up in the physical reality of an event can cause you to miss the big picture.

    Chart it up, write it down

    A lot of times when you are brainstorming about how the elements of your VFX shot should come together, orgainizing your thoughts can be a little bit daunting. Scribbling notes on paper can be just to random and hard to decipher if you need to reference them later (especially if you have my handwriting). Creating an outline in a word processor can be too rigid and throw a big wet blanket on the old creative flow. Enter a little thing called Mind Mapping. First you get a big piece of paper and a bunch of colored pens or pencils. Write down the kind of effect you are trying to create in the center of the page, then just start free associating and writing down the components of the effect radially around the center. Then break it down further into sub-steps also arranges radialy around the new components. At any time start drawing lines and images connecting your ideas together. Use different colors and line weights to make connections. What quickly emerges is a visual organization of the effect. Mind maps are a great way to brainstorm and let the story of a visual effects emerge organically.

    View your shots in context

    As anyone whose gone to film school or watched the DVD extras on their favorite film will tell you, cinematic storytelling is about editing. Odds are that your VFX story will not be contained in one shot but play out over multiple cuts. It can therefore be extremely dangerous to work on individual shots without constantly checking to see how they look in the edit. Once you have a clear idea of the theory behind the VFX you are going to create it’s time to look at the cut sequence to see which parts of the effect work best for each shot. For example close-ups are a better showcase for the more subtle details of an effect while wide shots are great for accentuating broad motions. You also want to make sure that you effect builds properly from cut to cut and matches up with all the non-VFX reacation shots and cut-aways. I also suggest taking matters into our own hands when it comes to updating the edit. Instead of waiting for an editorial department to cut your stuff in for you quickly put the shots together yourself. You can use something as complex as Final Cut Pro or as simple as cutting and pasted clips in Quicktime. In any case, it’s essential to see how your shots play over time.

    Don’t rely on suspension of disbelief

    For those of you unfamiliar with the term, suspension of disbelief refers to the willingness of a person to accept as true the premises of a work of fiction, even if they are fantastic or impossible. This concept bodes well for the VFX artist (especially those of us who are often budgetarily challenged) but there’s a limit to everything. When a viewer enters a theater or fires up the Tivo they are entering into an implied contract with the makers of movie magic. It’s as if the viewer is saying “O.K. Mr. Visual Effects Man, go ahead and dazzle me. Just give me a little credit here. This isn’t a magic show for first graders.” Today’s audiences are more than willing to sit back and enjoy the ride as long as you have done your homework making sure that each shot makes sense on it’s own terms. If something is not working in the story of a visual effect it is not acceptable to just look at it and say “C’mon, suspension of disbelief dude!” There is only so far you can push a viewers imagination. And it’s easier than you think to tip the scales from awesome to suck. In other words, don’t be lazy and count on the gullibility of your audience to make your shot.

    LINK to more info about how to make your own Mindmaps

    Guilty Pleasure - When Bad CG Transends From The Horrible To The Sublime

    Friday, December 14th, 2007

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    It never fails to amuse me what people will put together for a demo reel. This CG train wreck almost caused me to simultaneously  fall backwards off my chair and spew milk out of my nostrils. There is some kind of perfection in just how awful this animation is.

    LINK to more gloriously bad CG at the Jackal’s Forge Gallery Abominate

    Cinema Blend Blogger “Hulks Out” On CGI

    Thursday, December 13th, 2007

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    Josh Tyler over at cinemablend.com has posted a scathing rant on Hollywood’s ever increasing reliance on visual effects to put butts in the local multiplex (lemme tell ya’ they’re not coming for the stale popcorn). Tyler calls today’s filmmakers “lazy” amongst other things for leaning to heavily on CGI when they should be spending the time and effort to shot real stuff like they used to. As Josh puts it “Why bother to spend time planning anything, when you can just send in a bunch of nerds on computers and have them fix everything?” Now I’m not the guy to blindly defend to overuse of VFX in the film industry today. Just check out the opinion category on the Blog if you need confirmation. But I think Josh kinda goes a bit too far in laying all the failings of the art of cinema today on a handful of overzelous digital monkeys. It’s the marketing machine that requires (nay demands!) that each blockbuster be bigger and badder assed than the last. Can you really see a big studio springing the cash to put up posters in every city, town, village and hamlet from San Francisco to Baltimore for a movie with Transformers made from muppets instead of CG? Even though Tyler’s rant is oversimplified and misdirected in its critism, (isn’t that the definition of a rant?) I can agree that all the big Hollywood tent-poles have become exhausting to look at. Do I really need to put that much energy into getting emotionally connected to a talking Polar Bear? The fact is you can’t really blame VFX guys for this, they’re just trying to cover up for bad writing. Just like Ice T said “I don’t know why a player wanna hate T, I didn’t choose the game, the game chose me”. Awwww, yeah.

    LINK to rant on Cinema Blend (via VFXPlanet)

    A Gallery of Animated GIFs for Visual Effects Artists

    Monday, December 10th, 2007

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    While working late to finish a project this week, many emails were exchanged on topics ranging from the current state of the render queue to whether or not you can sustain internal injuries from eating pizza for diner 14 nights in a row. Artists are a visual lot and some of those emails came with the added flourish of an animated GIF to accentuate and clarify the point of the message. VFX guys are generally not known as master wordsmiths so these images are often used to express everything from frustration to praise and everything in-between. I’ve compiled a greatest hits page of this low-frame-rate gems for you to browse, enjoy and use as you wish.

     LINK to VFX GIF Gallery

    special thanks to Q and L. Jolly

    Gabriel Köerner: Professional Fanboy

    Thursday, December 6th, 2007

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    Gizmodo posted today about some fan art for a redesigned Starship Enterprise that has been presented as leaked artwork for the new Star Trek film. The images in the article were created by the one and only Gabe Köerner who I’ve worked with in the past and is known throughout the industry as quite the character. You may recognize Gabe as “That Trekkie Kid” from the docu-nerdfests Trekkies and Trekkies 2. The post also contains a classic interview with Gabe that just makes you laugh at what happens when you let a typical VFX artist off-leash. Here’s a taste…

    The prongs on the front of Syd Mead’s Sullacco from ‘Aliens’ gave me the idea for the deflector dish. If the rest of the ship was graceful curves, the deflector is the ‘asshole’ of the ship, the part that no matter how sexy you are, you still have an asshole.

    Amen, brother!

    LINK to the whole post on Gizmodo

    What Do Visual Effects Geeks Do For Hanukkah?

    Wednesday, December 5th, 2007

    I know you’ve all been dying to know how a VFX professional celebrates the festival of lights. Well the wait is over! Ladies and Gentlemen I present to you the PEZnorah (that’s a menorah made from Pez dispensers).

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    I think this piece wins the prize for most character licensing agreements violated by a single arts and crafts project. Happy Holidays!

    LINK to Lifehacker’s PEZnorah gallery

    Visual Effects War Stories From Back In The Day

    Monday, December 3rd, 2007

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    One of the greatest pleasures of being part of the VFX industry is getting the opportunity to hear the crew from some of your favorite (or not so favorite) films wax poetic about how it was done before all these new fangled computer thingies. Here’s a comment from Sam Longoria left on my previous post When Not To Use VFX - Step Away From Greenscreen Unitard that falls into the catagory of golden nuggets of wisdom from a bygone age.

    On “Ghostbusters,” I remember a meeting, between the camera / machinist group, (We were building 65mm cameras, printers, animation stands, roto rigs from scratch) and the Artist / Animator group. (They were drawing animation that would - hopefully - be shot on equipment that didn’t exist yet). In hindsight, there nowhere near enough time and money to pull it all off. Any sensible persons would have had doubts, but…vfx people…you know. An earnest Animator (I think it was Terry Windell) said, to the camera designers, “We need an electronic device that will close the camera shutter, block all the light, and prevent the film from being exposed, while the computer backwinds the film.” It was quiet in the room a good while. The device they were describing would probably take a week to build and implement, and we had very little time. I was young then, and didn’t want to say anything, certainly not anything that would tick off my colleagues, or hurt the Animators’ feelings. We all looked back and forth at each other. Smiles began to waver. Then Jerry Jeffress, one of the truly brilliant human beings I’ve ever met, broke the silence. “What you are describing, is a lens cap.”

    Got your own war story to tell? Leave a comment! Oh, and it doesn’t have to be old to be good.

    LINK to Sam Longoria’s filmmaking blog