Archive for the ‘3d’ Category

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

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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.

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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) 

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The Visual Effects Budget – A Study Of Pure Evil

Thursday, November 8th, 2007

If any VFX Supe tells you that they like budgeting shows they are lying. I have yet to meet the visual effects guy (or gal) that got into the biz because they love working with Excel spread sheets. Alas, budgets are a necessary evil. Scott Squires’ highly informative blog Effects Corner posted a very complete overview of the VFX budgeting process. I thought I’d throw my $0.02 into the ring, focusing some of the finer points Mr. Squires may have glossed over. 

Don’t pitch in the budget- The time to spitball ideas for cool ways of shooting VFX is in a Visual Effects concept meeting. If you start budgeting David Lean effects on an Ed Wood budget without clearing it with the powers that be first, you could be in for a world of hurt later on. This is especially true when you are working on monetarily challenged projects. You want to make sure you give your client creative solutions that fit in their budget, not try to force them to do something that they can’t afford and will look like crap because they ran out of dough.       
Break out your assets – Say you have a sequence of shots where a giant ghost pirate attacks a cruise ship filled with trans-gender cheerleaders (Mr. Bruckheimer this script is available for an option). You have two choices, first you could split the cost of building the CG pirate and cruise ship over the shots. Or you could budget the cost of building the re-usable CG models and rigs (also known as assets) seperately. The second choice is the only way to go in my opinion. If you bury the cost of an asset over several shots you are opening yourself up to big trouble down the line when those shots get trimmed. In this case, every time a shot is cut a piece of your asset budget goes with it. Having a sub-budget for the pirate and cruise ships sets aside the build cost and protects that part of the budget from changes in the individual shots.
Explain everything- Most budget related conflicts arise from from a lack of understanding about what is actually required from the shot. The client may want a simple 8 frame snap zoom done in comp when you bid for an entire CG city fly-through. To a certain extent these misunderstandings are inevitable, but a clear and to-the-point explanation of what you plan to do for each and every bid item is a must to keep confusion to a minimum. Be careful though, if your description of a shot gets too fancy it may cause the dreaded vfx-eye-glaze to form on your client. 
Think of the artists- When you bid it’s best that you have a specific team of individuals in mind that know well. Some artist can take take 3 or 4 times as long to do a certain type of shot than another. Knowing what team you are using and what their strengths and weaknesses are is crucial to getting you bid hours right. Thinking of the artists also means doing a gut check to make sure that you are not burning your people out. This is a flat bid business and once a price is agreed on, it’s essentially locked. Nothing will cause a crew to mutiny faster than having to work on a shot that was bid for two days and actually takes twelve to complete.
 

LINK to Budgeting VFX on Effects Corner 

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Creepy Mocap Of Dead Opera Singer

Friday, November 2nd, 2007

[youtube]http://www.youtube.com/watch?v=EPu8gO2erjg&eurl=http://www.google.com/reader/view/[/youtube]I can’t really tell what part of this vid is more disturbing

  1. Creepy monkey claw hands
  2. Insane parkinsons-like head bobbing
  3. High Igor-ish shoulders
  4. Seizure inducing background lighting
  5. 2 dimensional white bow tie

Way to defile the memory of great artist through the use of bad CGI!LINK (via Cartoon Brew) 

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RetroHack – Triple I TRON Test

Saturday, October 27th, 2007

[youtube]http://www.youtube.com/watch?v=CK7b7oc7hWI[/youtube]

This compilation reel from the folks at Information International Inc. (aka Triple I) was shown to Disney Execs in 1981 and resulted in the go-head for the classic CG flick TRON. The demo includes a Mercedes Benz logo, a scan of Peter Fonda’s head and Adam Powers’ classic short “The Juggler”. Most of this imagery was rendered on the Super Foolny F-1, the fastest and most advanced computer of it’s time. Triple I ended up being one of the three CG houses (Robert Abel and Assoc and Magi were the other two) to work on TRON helming the Solar Sailer and MCP sequences among others.

LINK to the Triple I page on TRON Sector

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RetroHack – A Look Into The History Of Visual Effects

Saturday, October 20th, 2007

A lot of you young Visual Effects artists out there come into this industry thinking it’s a brave new world. An uncharted territory just waiting to be plundered by your staggering keyboard dexterity and lack of the rudimentary social skills it takes to carry on a the most basic of conversations. But this is not so Padwans! Many a nerd before you has spent weekend after weekend away from the company of the opposite sex to make movie magic happen. In our new RetroHack segment we hope to educate those who know no VFX before the Matrix.

First up this tasty clip is a How-To of the Robert Abel produced spot “Brilliance”, more commonly known as Sexy Robot.

Notice the primitive tech featured in this vid. Things “switches”,”knobs”, and most shocking of all “shoulder pads” are now extinct to today’s CGI professionals. The most amazing thing about this that the “eight grueling weeks” of production mentioned in this segment has remained an industry standard for commercial projects. In some ways, all that has changed is the amount of polygons and pixels used to create a spot. Oh yeah and the amount of people in the biz has also increased 1,000 times over. And you thought you were the first kid in your cul-de-sac to take mouse in hand to try to make it in Hollywood. Hah!

LINK to more info on Robert Abel and Associates

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Me On The Interwebs

Friday, October 12th, 2007

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I gave a quite lengthly interview to the good folks over at the Fractal Matter blog. It mostly covers the work done for the new FOX series based on the Terminator, The Sarah Connor Chronicles. The piece also lets me ramble on a bit about my philosophies regarding creating cool effects for TV shows. Take a peek!

LINK to the interview

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Museum of Cartoon Skeletons

Wednesday, October 3rd, 2007

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Uraguayan (that means it’s in Uraguay) 3d animation company Animalada released a super spooky promo vid featuring the skeletal remains of some classic cartoon characters. These guys are a shoe-in for the CBS’s latest Saturday morning spin-off CSI:Toontown.

LINK to full Animalada Quicktime

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How To Find a Career in Visual Effects – Making a Demo Reel That Doesn’t Suck

Wednesday, September 19th, 2007

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I’ve seen a bunch of posts over the years regarding the question “How do I, the clueless aspiring VFX artist, break into the biz?” The answer is simple, have a kickass demo reel. As a guy who has been in charge of hiring artists for the better part of a decade, I can tell that the education section of your resume doesn’t mean squat. It’s all about getting across the idea that if you were to be hired by your VFX facility of choice, you’d be able to sit down on your first day and actually produce something. Many people out there in the cyber-space will give a sugar-coated, touchy-feely “it’s all about expressing yourself” approach to what supes are looking for in a demo. I’m here to give a few tid-bits the other guys won’t cough-up so give a listen.

No one cares about your short film.

Putting your eggs in one basket is never a good idea. If you think you have the only all CG, black and white, 20 minute opus staring a sad faced alienated would-be serial killer who lives in a basement lit by one bare light bulb that swings to and fro casting creepy shadows around the room, you are sorely mistaken. If you want a job in visual effects, you need to have VFX on your reel (no duh!). Who cares about your personal struggles or deep thoughts about the nature of reality itself? Better to spend the time and effort on less shots of a higher quality.

Bonus tip: People have long memories for bad animation.  I’ll never forget the worst short film I’ve ever seen on a demo reel. The title says it all, “Unicorn Baseball”.

Pick music that won’t drive people insane.

I just finished writing a letter to my congressman urging him put a permanent ban in place on using techno music on demo reels. Please, people! Think of the children. I can’t think of anything that makes my finger wander to the eject button faster than a monotonous beat punctuated by a high pitched squeal. You don’t want the person who is watching your reel fumbling for “mute” instead of checking out your CG jams. Stay away from lyrics too, power ballads from the 80′s just cause people to laugh at you.

Bonus tip: Don’t stress too much over music choice, most of reels are watched with the sound off anyways.

Only use your very best work.

It’s better to have 1 minute of kick-ass than 3 minutes of just plain ass. Think of your demo as a mix tape you’re trying to impress a girl (or guy) with. You don’t want to kill the mood with the VFX equivalent of Night Ranger. Start off strong, keep ‘em interested for bit and end on high note. The beginning is key because most demo reel ejections take place within the first 10 seconds of viewing (time is money ya know) and the end of the reel leaves the most lasting impression on a potential future employer.

Bonus tip: Skip the slide-show of selections from your gestural figuring drawing class at the local community college. Cuz, if you don’t skip it someone else will.

Remember the small guy.

Most VFX newbies dream of getting picked-up by one of the big studios for a huge feature project. What happens more often than not is that you’ll be brought into a big shop along with a couple hundred other fresh faces and unceremoniously released after a year or two of working in the latest schlockbuster. Then, you’re right back where you started. Waiting for the studio to give you the two shots from Garfield 4 you worked on with 12 other dudes and pimping an outdated student reel. If you work for a smaller shop you can often turn around some quick, good looking shots from a commercial or TV show that can give your reel some added gravitas.

Bonus tip: Not all small shops are created equal. Choose your boutique shop carefully, or you could end up working on Shark Atack 4: Return of the Megalodon.

If you want a job in Visual Effects show some Visual Effects.

This little nugget of wisdom comes from one of the supes from my intern days. So many reels sent to VFX houses don’t contain any visual effects. Can you create realistic fire, rain or smoke? Can you track a plate, place an object in it and render it so it looks real? Turntables and animation test are great, but they don’t really create a feeling of confidence that you can create a nice looking effects shot. A wider skill set is also a big plus. Specialists who can only do one specific task get called in for shorter bookings. An artists that can take a VFX shot from soup to nuts has a better chance of sticking around for while.

Bonus tip: Only apply for a job in VFX if you really want to work in VFX. If you don’t love what you do, you’ll get real bitter, real fast.

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