Archive for the ‘opinion’ Category

Visual Effects Clichés – Without Them We’d Be Nothing

Friday, January 25th, 2008

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Here’s a dirty little secret of CGI. VFX artists and supes depend on a limited bag of tricks to pull off even the most complex of shots. In fact these techniques are used so much you don’t have to look very to find them in nearly every TV show, feature film, commercial, youTube video or school fund-raiser slides show with eye-shot. If it makes you feel any better, you can call these war-horses an homage but thing about clichés is, that that they work. Heck even I am far from beyond the judicious use of these VFX canards. So at the risk of getting my membership at the Magic Castle of Visual Effects revoked for revealing secrets to all you muggles out there, I present to you some of most overused techniques in the biz.

Camera Shake

What is it?

If a civilization from a distant galaxy was analyzing our technology based solely on visual effects based media, they would have to conclude the computers that made CGI were built from parts formerly used to make tripods. It seems that these days a computer generated bunny bouncing on a field of clover will cause a shake comparable to 10.5 tremor. Shaking the camera makes sense when bomb blows up or 18 wheeler scrapes by the lens, but lately any vibration above a pin drop opens the door to a rumble-fest.

Why do we use it?

Camera shake is essentially a psychological tool to try and trick the viewer into thinking that a real camera photographed a CG element. Why else would the camera react unless something was physically affecting it? The other tid-bit of insider info about shake is that it increases as objects get closer to lens. Without camera shake streaking and obscuring the it, an object close to the camera lens would be very hard to render in enough detail to hold up without the help of our old buddy camera shake.

Lens Flare

What is it?

A lens flare occurs when a light source is pointed directly at the camera lens and light reflects on the glass elements inside of it. Optics engineers, DPs and Grips spend there entire careers trying to eliminate lens flares in order to get the cleanest image possible. VFX guys dole out lens flares like candy on Halloween. Every compositing package has the ability to generate lens flares and they all pretty much look the same. Some artists keep a reel of actual photography of lens flares to give their shots a more organic look. This can work fine, but a flare over a poorly rendered CG element isn’t going to fool anyone.

Why do we use it?

Well the obvious answer is, to cover up crappy CG. But there is a more artful application as well. A lot of recent VFX work revolves around the idea of creating one continuous, impossible-to-get-in-camera shot. This type of shot requires tons of preparation and a great degree of technical skill on set to pull off, and we all know what short supply those things are in. Lens flare to the rescue! A well placed camera pan into a flaring light source is a sure fire way to transition between two shots seamlessly.

C.F.I.L (Crap Flying Into Lens)

What is it?

It seems that CG cameras are imbued with a magical magnet-like property that causes materials of all types to be hopeless attracted to them. Everything from a school bus to used tissue seems get sucked into a vortex that inevitably obscures the frame. In the early days of “traditional” animation, action could only occur on a flat plane to camera. Making objects appear to travel closer during a shot meant scaling them up each frame, a laborious process to say the least. Now with 3d all bets are off we can show an object of any depth at any angle without any extra work. But just cuz’ ya can do it, doesn’t mean ya’ should do it. The impact intended by this shot with tons of crap comming into the lens has been greatly diminished by it’s over-use and with stereoscopic 3d flicks about to make a comeback, I don’t see that changing any time soon.

Why do we use it?

This one is really a case of artists and production folks alike collectively saying. “Hey we took the time and money to build this thing. Let’s see it for God’s sake!” On a VFX project people spend countless hours building junk in 3d, looking at turn-table after turn-table and obsessing over every detail. Then they see it in a shot and vanishes so quickly you hardly notice. Inevitably some genius cries out “Why don’t we have it fly into the lens!”. Cheers erupt, all that hard work has just earned a few more frames of precious screen time. It’s kinda the opposite of the Camera Shake scenario (see above).

God Rays

What is it?

God Rays are volumetric beams of light, like the kind that you get when you turn on a flashlight in a smoky room. There are a coupla’ ways to create them, the fastest being to shoot an element over black. But times being what they are, the more common method is to create them by either rendering a volumetric light pass in CG, which can look great but takes some time, or to use a filter in a compositing program which is wicked fast but can look, well… crappy. Over-use of the God Ray can result in not-so-glorious blast that seem to come out of nowhere. Case in point, this heavenly effect has a bad habit of appearing over screaming faces, especially at the end of a dream sequence or just before time travel.

Why do we use it?

When used properly, God Rays can create a nice sense of depth and atmosphere to a CG scene or matte painting. Unfortunately, they are more often employed in poorly designed, cheesy magic effects. Designing magic is tricky, a spell should always look connected to it’s caster in a unique way. All to often a supe will see the words “magic spell” written on a script page and they’ll automatically set to work lighting the shot up like a Frankie Goes To Hollywood video.

Bad Camera Work

What is it?

As the name implies, this is the technique of simulating a novice behind the lens in order to lend more credibility to a shot make it seem more “real”. This technique has it’s roots in documentary photography and cinema vérité, styles that burned the aesthetic of reality into our subconscious. The dark side of all this a plethora of CG DPs who aim a camera like a Storm Trooper aims a blaster. Lately, every camera pan misses it’s intended target and has to whip back to find it and nearly every other shot also has a snap zoom or focus pull that intentionally misses the mark. Maybe a side benefit of this will be a generation of filmgoers immune from motion sickness.

Why do we use it?

In an attempt to convince the viewer that the scene they are watching is real, VFX pros have created detectable presence behind the camera. The logic goes like this. If there is a real person shooting the CG stuff it too will appear real, right? The problem with line of reasoning is that the virtual cameraman that we’ve created to film our scenes is a chowderhead. In a lot of cases the effect of an overall shot is lost by an artificial life form screaming “Look, I suck at working a camera!” from behind the frame. Well, here’s hoping in the future good shot design and dazzling technical artistry will win out over gimmicky grandstanding. Until then, hang onto your barf bags folks!

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Variety’s Article On Visual Effects Supervisors Causes Head Swelling Of Gigantic Proportions

Wednesday, January 9th, 2008

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Last month Variety published an article about the increased role of the VFX supe on set subtitled “Tech Pros Move Up In Film Production Hierarchy”. Here’s a taste.

“Not so long ago, visual effects were an isolated corner of post-production, a ‘black-box’ process headed by amiable engineers who kept largely to themselves. ..That has turned the job into a kind of uber-technician-diplomat whose job touches all departments”

I guess that officially makes 2008 The Year of The VFX Supe! To help guide us the dangerous wilds of our new found celebrity I’ve come up with a few tips to ease the transition.

Tip #1: It’s Time For a Makeover

A Hawaiin shirt under a custom-made photographer’s vest coupled with Trebekian facial hair just won’t cut it anymore. Put away the mullets and fanny-packs fellas cuz your with the big boys now. Get subscriptions to Details and Esquire now! Before you know it you’ll be on the carpet with Cloney and Pitt.

Tip #2: Get On The Scene (like a VFX machine)

Since VFX folks have a tendency to fall on the sedentary-anti-social-misanthrope end of the civility scale, newly found celebrity will have to include a social make-over of sorts. Topics that need to be focused on include; volume modulation in both conversation and laugh, human to human eye contact and of course grooming. Please take note that waiting in the comic book store for new books to arrive on Wednesdays is technically NOT considered socializing.

Tip #3: Use Smaller Words

Now that you’ll be released into the wild it’s time to be your own personal Henry Higgins and start listening to the way that you talk. To get started, try this role playing exercise. Don’t talk about Blade Runner for 5 minutes. How’d you do? If you made it more than 30 seconds your on the right track. Other off-limits topics include; the relative merits or high end video cards, TOS vs TNG and whether Greedo shot first just to name a few. A good rule of thumb is that if a conversation topic sounds interesting you, it will probably be insufferably boring the the non-vfx people you are trying to impress.

Tip #4: Keep Your Friends Close and Enemies Closer

Having a VFX Supe involved in every aspect of production on every flick from Tranformin’ 2: Electric Boogaloo to Rainbow Bright: The Movie means that lots of folks on the practical side of things will be out of work as a direct result of what you do. From now on, every Art Director, Make-Up Effects Artist, Special Effects Whacko, heck everyone with the possible exception of the guy who makes the smoothies will be giving you the stink eye every time you walk on set. So be careful, many these people are crafty and have access to high power explosives.

Tip #5: Stop Letting Others Drag You Down (and also don’t forget the little people)

Your time has arrived! You’ve been baptized into the realm of the Hollywood Gliterazzi and now you’ll have to engage in that age old Tinsel Town tradition of blaming others when things go wrong and taking credit for just about everything when things go right. There is only one thing you must do to maintain your good standing. If you are ever in a position to receive an award of any type for your work, make sure you mention that you “couldn’t have done it without my super-talented crew”.

LINK to Variety article

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Great Visual Effects Films For Kids

Thursday, January 3rd, 2008

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Those of us blessed enough to have children know what a struggle it is to have to sit through agonizingly long hours of the pure crap that passes for kids entertainment these days. VFX pros also know how hard it can be to describe to young people exactly what it is that Mommy or Daddy do at work every day. To top it all off, a lot of the time the stuff we do work on just isn’t appropriate for the eyes of innocents. To that end, here’s a list of five of my favorite VFX flicks that you can watch with your kids and hopefully get them interested in finding out more abot the craft. By the way, if your children are really interested, I could always use some help with roto.

The Wizard of OZ – 1939 (Unrated)

Why it’s great It’s the one that started it all. Matte Paintings, wire work, make-up, pyro and much more combine to create a fully realized fantasy world.

You might want to skip Parents of male children might want to gloss over some of the more sappy musical numbers for fear of creating an “over-attachment” to Judy Garland. Not that there is anything wrong with that.

Prepared to be annoyed by High-pitched little people singing peppy songs. Not quite that bad compared to the insanity inducing Alvin and the Chipmunks (2007) but close.

Mary Poppins – 1964 (G)

Why it’s great Shear volume of innovative VFX techniques. Sure there is quite a bit of piano wire and bungee chord practical type stuff but you can also see some choice matte painting work and compositing on the “Jolly Holiday” sequence still holds up. DVD extras on the 2004 DVD include an informative “deconstructing a scene” section.

You might want to skip The song “Feed the Birds” is a about a homeless woman who tries to sell you groady bird seed to feed diseased pigeons. You should probably teach your kids to steer clear of such folk.

Prepared to be annoyed by… Dick Van Dyke’s “english” accent. In some scenes I swear I can see Julie Andrews wince.

Star Wars Episode V: The Empire Strikes Back – 1980 (PG)

Why it’s great What’s not to like? Stop Motion, Motion Control, Yoda, Solo in Carbonite, this one is firing on all cylinders. Tons of techniques to explore with interested young ones. 2004 DVD comes with the Ken Burns Directed doc “Empire of Dreams” to get you into the behind the scenes mood.

You might want to skip The Wampa. It freaks out some youngsters, especially in the special edition. Luke’s kiss with Leah might bringup some tough questions.

Prepare to be annoyed by Billy Dee’s ‘stash. It’s almost like you want to slap it right off his face.

Apollo 13 – 1995 (PG)

Why it’s great Incredible example of effects that look real, lots of great CG and compositing to obsess over. 2-Disk Anniversary DVD includes documentary footage of the real space race for comparison. Heck the kiddies might even learn something from this one.

You might want to skip All the scenes of the worried hair-dos back on planet earth. For your convenience, the 2-Disc set has a shorter version of the movie originaly made for IMAX with the back at home cut-aways removed.

Prepared to be annoyed by Repeated use of the phrase “Huston, we have a problem” by your kids to announce everything from potty related accidents to unintentional glass breaking. Wallace & Grommit: The Curse of the Were-Rabbit – 2005 (G)

Why it’s great The amount of character that this film squeezes out of a couple of lumps of clay must be seen to be believed. The Rube Goldberg contraptions are great launching pads for discussions of cause and effect and timing in animation. The simple yet extremely effective composition and lighting in this film is also something the deserves a close look.

You might want to skip You should probably skip the movie all togther if you are worried that this film might be a gateway to more British humor. If your kids like this I see lots of Monthy Python and Black Adder in your future.

Prepared to be annoyed by Puns. “Anti-Pesto”, “24-carrot” bullets, “PC Mackintosh” it sends chills up my spine just writing these.

Have a fav of your own? Feel free to leave comment and tell us what is is.

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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

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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)

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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

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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

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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

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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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Five Things a Visual Effects Professional Can Do During The Writers Strike

Monday, November 5th, 2007

As all of you probably know by now, the Writers Guild of America is now officially on strike. You may also know that the last time the WGA went in strike in 1988 it lasted 22 weeks and left the skeletal remains of many VFX shops in it’s wake. Only time will tell how this strike will evolve, but in the mean time, I’ve compiled a short list of suggestions of how you, the VFX professional, can ride out the storm.  

  1. Sell your useless junk – The workplace of a VFX artist can be an untapped Ebay goldmine. First edition vinyl figures (or “dolls”), high end game controllers and signed 1st edition hard cover graphic novels are some of the not-so-buried treasures of the desktop that can be exploited for quick cash. Let’s just hope you kept the original box for that 15″ IG-88! 
  2. Help flood the job market – Woody Allen once said “Those who can’t do teach, and those who can’t teach, teach Visual Effects” Well, not really but you get the point. Without any new movies or TV shows to keep you busy, all you need to do is march on over to one of the 15-20 VFX schools that surround every major (and most minor) cities in the US. From the breadth of knowledge displayed by some recent grads of these McVFX institutes (don’t get me wrong there are some good schools out there), it should be to hard to get a teaching position. 
  3. Lower your expectations – I probably shouldn’t share this one as it may cause unwanted competition for me if the strike lasts to long, but here goes. VFX for the masses! Ever wanted to have The White Stripes play at your wedding. How about a Bar Mitzvah featuring a special guest appearance by Radiohead. All you need is a few yards of green fabric, a copy of After Effects and WHAMMY! Instant revenue stream.
  4. Repurpose you secondary skills – When you think about it, there are a few things that VFX pros are very well suited for that don’t have anything to do with VFX at all. I think any animator would make a great Aeron chair stress tester. I also hear that Microsoft is looking for a team of thousands to beta test Halo 4 thru Halo 12. It’s time to think outside the box people. I’m sure the processed food industry is dying for test subjects who are willing to ingest nothing but Kraft Cheese-N-Crackers and Diet Coke for months on end.
  5. Dispense unwanted advice – During the strike there will be plenty of time for everything from thoughtful debate to idle chit-chat. Yes you too could start your very own Visual Effects Blog. You’ll have plenty of spare time to write posts. I plan to up many publishing rate to 3 – 4 posts per day. Hey if you can’t spend your time actually creating visual effects you might as well read about ‘em, right?
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