Note: Some of these 3D models are not allowed for commercial usage because of the limited rights, so we strongly recommend you to check the rights before using any of these models in business projects.
Monday, 13 June 2011
25 Best Free 3D Models Sites
Note: Some of these 3D models are not allowed for commercial usage because of the limited rights, so we strongly recommend you to check the rights before using any of these models in business projects.
Thursday, 9 June 2011
VFX in Pirates of the Caribbean: On Stranger Tides.
The mermaids were enhanced by a new ILM facial system that decomposes expressions into individual shapes and a new application of Imocap. Images © Disney Enterprises Inc.
And for Ben Snow, ILM's visual effects supervisor, it was a nice change of pace from the hard surface challenges of the Iron Man franchise. The mermaids were especially different, appearing beautiful and human outside the water to entice and entrap the pirate victims and then menacing underwater with deadly fangs. But rather than going completely CG, they decided to apply a hybrid approach, in keeping with director Rob Marshall's glam aesthetic and desire to retain as much of the live-action performance as possible, particularly when it came to the hero mermaid, Syrena, played by Astrid Berges-Frisbey.
"The look of the mermaids was important," Snow says. "We conceived them as having an inner body that had all the scale texture on them and then an outer membrane that made them look human when they got out of the water. They evolved from being a little more human to a little more creature-like with vestigial gills, but we pulled back on that.
The fin was made more elegant by being proportionally larger than the actress' legs.
According to Tim Harrington, ILM's animation supervisor, the facial capture was driven by two Mova Contour sessions: one to create the facial animation rig and another performance session of the actress watching previs or the shot (ADR style) on a monitor.
"Astrid did about 80 different facial expressions and we have a new proprietary system at ILM where we can take a group of expressions and decompose them into all of the individual shapes that create our facial rig," Harrington explains. "We started by creating a 1:1 match of Astrid and it was one of the most accurate digital doubles ever done at ILM. On top of that, we wanted to either be able to do facial MoCap or to animate by hand the way we did Davy. There were some transformation shots where we were just going to copy the performance from the plate, so we needed to have both approaches and a system that could handle both [as a hybrid]. We had a new Imocap set up for her because she was going to be in water and basically nude. We applied markers using a tattoo stencil on her arm instead of the traditional bands of Velcro to capture her upper body. It would then go to animation and we would attach our mermaid to that and animate the tail [designed by Aaron McBride] using her legs as a basis. We came up with a big fin that was long and elegant that could be simulated."
ILM decided on a more dramatic approach to have the ships look like they're frozen in time at the moment of capture.
ILM not only used its PhysBAM fluid sim engine, but it also applied the Plume GPU-accelerated technique developed with NVIDIA for smoke and fire on The Last Airbender. This was used for mist and for overall fast turnaround. ILM also used Houdini and Maya for additional sim help. "It was handy to have automated tools to help the artists and Rob Marshall to read the animation," Snow adds. "If the mermaid was moving in space, looking almost flat shaded, you could more easily buy the hardware render. But if we didn't put the splashes in quickly, it didn't look fast or powerful enough. The water interaction was key to selling the performance, and we learned a lot about getting characters to move through water convincingly. You had to have accurate-looking simulations right out of the box to show that the animation was performing well."
ILM collaborated with Scanline VFX for the triggering of the Fountain of Youth, beginning with a droplet of water running along a leaf, and then when water flows along the walls of the cave to make a portal. However, for a spectacular liquefying death resulting in a nasty skeleton, ILM scrambled to get some extra water sim by adding a whirling effect. There were some rendered surfaces, meta-surfaces for more of a glossy look, different layers of particle sim created with PhysBAM and the simulation tools and some practical water.
Macro photography was used for this surprise appearance by the monkey.
"Initially, we just thought that the ships would be affected by the light in the room that they're in," Snow explains. "But then this idea came to have the ships look like they're frozen in time at the moment of capture: in battle or in a snowstorm in the Arctic or in a storm at sea. The art department made several bottles with real model ships inside. For the wider shots, we replaced our key ones of those and essentially added movement to some of the others. And then as we got closer, they became fully CG. We even played with macro photography on some shots.
"There were a couple of happy accidents where the compositors went over the top with a big explosion. I initially had them hold it back. But I showed Rob Marshall the early take and he requested that we go back to the bigger explosion."
VFX of X-Men:Origin
Getting the refraction and reflection just right was tough so she didn't look like jell-O or a mass of polygons. Courtesy of Fox.
John Dykstra, a legend in the VFX world, of course, is no stranger to comic superheroes (Spider-Man). But, as the visual effects designer, he was faced with some new challenges in turning out 1,150 shots: time and budgetary constraints and collaborating with global vendors (among them Digital Domain, Rhythm & Hues, MPC, Cinesite, Weta Digital, Method Studios and Luma Pictures).
"We had a very collapsed schedule," Dykstra concedes. "It was slightly less than a year and I've never done anything like that before (Spider-Man was frequently two years). It was a unique experience for me and I had my misgivings about it, but I really liked [director] Matthew Vaughn's irreverent approach to Kick-Ass. And one of the things I think that the superhero genre lacks is the ability to poke fun at itself. The characters are self-deprecating and I love the whole idea of it being the '60s. When he talked to me initially, he said he wanted it to have the feeling of a James Bond film, and I think it does. We shot in England in the wintertime, and, of course, this is an iconic American film, so the challenge was to find environments that either echoed the American environment feeling or that could be enhanced to look as though the stuff was shot here. The idea also was not to make a movie that looked like it was shot in the '60s…"
Shaw is quite the energy absorber and V-ray and rendering out of the box proved instrumental.
"The most challenging thing was to come up with a range of super powers that didn't overlap each other hugely and that we could execute smoothly using Matthew's preference for original photography. We were also constrained by time in terms of preparing things from scratch."
For Shaw, the idea was to convey his ability to absorb energy like a big battery and then unleash it. All of Shaw's scenes were handled by Digital Domain, which principally focused on animating Shaw and handling certain CG environments such as the atrium and mirror room. DD's team consisted of Jay Barton (vfx supervisor), Nikos Kalaitzidis (digital effects supervisor), Bernd Angerer (animation supervisor), Brian Gazdik (effects animation supervisor) and Dan Platt (character modeling lead).
Not surprisingly, the technique for creating CG humans on this one was different from both Benjamin Button and Clu: "We only had a few months to do 100 shots," Kalaitzidis suggests. "We used witness cams so all the animation had to be done by hand for Kevin's performance, and he has quite a distinctive walk and swagger. The mirror room was shot on greenscreen and we had to recreate this digital environment with animated versions of Shaw and Magneto as well as CG body doubles to reflect in the mirrors infinitely. In the past, we used mental ray for CG heads, but here we switched to Vray because we had a lot of motion blur and reflections in the mirrors, so we wanted a renderer that could utilize both.
For Mystique, the scales are slightly longer and transformation showier.
For Mystique, Rhythm & Hues (under the supervision of Greg Steele) took her transition to a more sophisticated level, according to Dykstra. "In an odd way, the conceit is that when Mystique was younger she did this transformation in a slightly different way: the scales being slightly longer and the transformation being slightly showier than when she became the more mature Rebecca."
Rhythm & Hues also did Angel's wings (modeled after a dragon fly); however, Emma Frost, which posed another significant challenge. Dykstra says they made her like a faceted crystal as opposed to a piece of glass. "That was tough getting the refraction and reflection just right, and the sharpness of the edges so she was able to move without looking like she was made of jell-o or the polygon model of a human being. It's all algorithms: figuring out how much refraction to mix in, how much reflection to include and how much world noise to include as these facets adjust relative to one another for her to be able to move."
Meanwhile, Havok (Lucas Till) required a particular character arc to his light effect, which was done by Luma Pictures (supervised by Vince Cirelli). "He learns how to master its execution which starts out as rings that go in all directions like a light bulb," Dykstra adds.
Beast was a cameo with greater impact without dwelling on his wolf-like transformation.
And what's the big take away on this X-Men prequel?
"There's good news and bad news," Dykstra suggests. "The good news is that we succeeded and I'm proud of the work; the bad news is that we succeeded, which means it will be the standard for how these movies will be made. We were very, very fortunate. We had a director willing to give us responsibility and to trust us to provide him with what he needed, and that decision-making process was collapsed. I hope this doesn't become the norm, but, having said that, I'm sure this will become the norm."
Sunday, 1 May 2011
Rendering a Fast and Furious CG Train
Rendering a Fast and Furious CG Train
Dust and sunlight created all sorts of reflection problems in pulling off the train. Courtesy of Universal
Of course, there were quite a few challenges in mixing and matching practical and CG elements (since Rocheron was working on Sucker Punch, MPC's Jessica Norman from the London office was the onset supervisor in Arizona). But the primary focus was the train. While there was a real train on set with one passenger car and three baggage cars on set, MPC's job was to give the illusion of a high-speed train, which ultimately crashes into the bridge. That could be accomplished through extension by adding an extra car and the engine, or by replacing with a full-CG train, depending on the shot.
"For that train, we took thousands of pictures from different angles and different times of day to really identify how the reflections were behaving, which presented a challenge because we're in a very bright environment," Rocheron explains. "Normally, we try to avoid as many reflections as possible. You want the most flat-lit train, which wasn't doable, and because of the size we couldn't do a cross polarized shoot like we do for actors. So we had to create some artificial lighting to be able texture very flat lighting references so none of the textures would be biased with already baked in reflections or tints."
The bridge was patched together from different reference that fit with the setting and circumstance.
"And the train was made of different types of metal, so it was going on a shot for shot basis," Rocheron continues. "You have the bottom section that's made of aluminum, the center section that is a glossy metal and then the roof that is made of a different metal. We had a hard time [getting] the right values for shaders to really make sure that the reflections and the Fresnels were working correctly. Obviously, the reflections changed dramatically depending on the time of day. We're rendering everything in RenderMan and we have our core shader library, so every metal shader is made of in-house shading components with different specular models and others."
Meanwhile, the digital doubles posed an interesting challenge because the sequence is a mixture of second unit photography in Arizona with stunt doubles. And for shots where you see the actors in close-up, it was shot on a greenscreen in Atlanta with a partial set train.
"So we either had to do a face replacement for every stunt done in the desert or add the digital actors in the vehicles," Rocheron suggests. "Originally, we thought we could get away with 2D face replacement solutions, but very quickly we realized that some of the shapes of the stunt double's heads were very different or the hairlines didn't match. And because the vehicles are moving a lot into the environment, the lighting changes quite a bit.
The practical cliff was replaced by one that looked more like a desert canyon, and CG doubles.
"The other challenge was to marry the greenscreen photography with the desert photography. What production did was shoot tialed backgrounds in the desert with three different cameras at different speeds, at different angles, on different locations, at different distances from the trucks. We could then stitch that footage and create some environment bubbles in Nuke, which we could basically apply on the greenscreen footage. We would get forced perspective and dust from the desert and we really could match the environments as seamlessly as possible."
And, of course, when Diesel and Walker do the jump in the canyon with the Corvette, it's a mix of real stunt work and CG replacement and enhancement. "The stunt was used actually for having a practical hit in the water and practical splashes with the car and the guys," he adds. "We took off the practical cliff that was 50-feet-high and replaced it with one that was 300-feet and it looked more like a desert type of canyon.
"There's a bridge in the sequence, which is also digital. Nobody would really build a bridge like this with those sheets of concrete footing, but we used different references that we patched together that work well for the section that fits onto the desert as well as the section that fits above the canyon itself.
Monday, 25 April 2011
Engine Room makes a splash with Soul Surfer
In 2003, Hawaiian teen surfing star Bethany Hamilton lost her left arm to a shark attack. The story of her return to professional competition is now the subject of Soul Surfer, with actress AnnaSophia Robb playing Hamilton. To create scenes of Robb’s missing arm – around 500 shots – and other effects in the film, director Sean McNamara turned to LA-based visual effects house Engine Room. We talk to the studio’s founder and the film’s vfx supe Dan Schmit.
fxg: Five hundred arm removal shots seems pretty daunting. What were some of the ways you thought you would approach these, at least initially?
Schmit: When we first went into it, the assumption I think from the producers was that it was going to be all digital. It’d be essentially putting the stump on and creating that for every shot. It didn’t take long for us to play around and discover that a really good option was to work with an actual prosthetic in combination with the digital work. So AnnaSophia would often hold her arm behind her back and her shoulder would be pushed back, so we could put a little prosthetic in the front that looked like it was sitting in a normal position.
Schmit: Well first we actually did a screen test. We worked with a great make-up and effects guy, Mark Garbarino, to develop the prosthetic. We did a 35mm film shoot with John Leonetti, the DP, and with Sean the director of a body double with a green covered arm running around on the beach and jumping in the water. We brought that back to Engine Room to start working with it and develop our techniques, for (a) getting the green off the background and (b) how do we reconstruct the parts of her body once the stump is taken away? In the end we took those methods into our production.
fxg: So once you got to the shoot, can you describe a typical shoot set-up?
Schmit: The day would begin for AnnaSophia in the make-up chair having the prosthetic applied, which was about an hour and a half process. Mark would be there on set and would essentially cast a new silicone prosthetic for her every day. We had three different looks for the prosthetic because the stump changed through the movie as time goes on. At first, it’s got a bandage on it, then that comes off and the scar is really fresh and the arm swollen. Then for the later scenes in the movie, which are six months down the track, the stump is more toned and tanned. So we had that kind of continuity to keep track of. AnnaSophia wore either a green neoprene sock or we would paint on chromakey waterproof green paint that Mark developed.
fxg: How did you shoot the green arm scenes?
Schmit: We went in with a plan of saying, ‘We’re going to have, say, just three green arm shots in this particular scene,’ but as soon as we got into the movie we realized that the visual effects needs were never going to be the deciding factor in any scene. Whatever was shot was shot and we were going to have to deal with it. We talked about lots of close-ups and lots of lock-offs, but of course every shot was moving and lots of shots showing different angles. For every set-up we would have her perform and either myself or Michael Caplan, our visual effects producer, would be on set in Hawaii doing on-set supervision.
fxg: So what kind of specific challenges did having to remove the green arm and prosthetic bring?
Schmit: Well, the prosthetic was designed for AnnaSophia’s arm to be behind her back, but that was not always practical. We had to decide on a shot by shot basis what made the most sense. We couldn’t have where she was putting her arm inhibit her performance in any way. So often her arm was hanging right there in front of her and we would have to resolve that by reconstructing the whole side of her body.
One of the excellent techniques we developed to be able to do that was shooting an additional plate of the side of AnnaSophia’s body. After the end of every set-up we would have her raise her arm up and just rotate her torso around a little bit while the camera was still rolling, so we could see what her body looked like without her arm covering it. We just needed a few frames of that. We would also shoot a clean background.
fxg: How did split the work up back at Engine Room?
Schmit: The first thing was that we decided to split the work up amongst artists here and around the world. We abandoned the artist-based facility model several years ago at Engine Room. In our early years, we’d have 20 or 30 artists in-house. But we’ve realized it’s better for us to have a very high-end small team in-house and work with a lot of off-site people. So we had six in-house ‘rock star’ generalists, and about 18 off-site who were anywhere from across town to across the world. Most shots were done by a single artist or a very small team, and that lent itself well for being easily divisible.
fxg: Can you take me through how a typical green arm replacement shot was done, say for a surfing scene?
Schmit: We had some nice techniques for the water work. We discovered that if we were moving a green arm over a moving water background, rather than trying to patch water in from another part of the shot or a plate, we found we could do a lot of with stretching. We’d take the water that was next to the green arm and horizontally stretch it to create a clean background and fill in the areas behind the arm. We found that technique worked well for the sand beaches behind her as well. There was just something about the sand texture that meant you couldn’t tell it was being stretched as well.
We had figured that out in testing, so when we were shooting, we asked the water camera teams – some of the best surfing cinematographers in the world – that whenever they were framing a shot that had the surfer’s green arm on, we would ask them to please frame the shot so there would be a little extra space, so there would be something there for us to stretch.
fxg: How did you co-ordinate that work, given that it was going on in so many different places?
Schmit: We came up with an interesting analogue way of unifying the look. Initially we were getting a lot of good shots back, and each looked great, but they were all slightly different in terms of resolving some of the areas that the stump looked like from behind, for instance. We realized we needed to define for everybody what it needed to look like by coming up with a clear reference.
For that we started with a 3D model from a body scan of AnnaSophia – which was taken with her arm behind her back and the prosthetic on – and basically removed her stump and making a clean stump model in 3D in Maya. Then we had a 3D object print made as a polymer cast. The print was of Sofia’s shoulder and the stump and her arm gone, in life size. We then took that piece and gave it to Mark Garbarino and he cast it and made it out of silicone. It was painted in the same way he made it up on the set every day, but now it was complete. It was the stump from all sides.
So now we had this prop, and what we ended up doing was setting up a little photo studio at our place and then for any particular shot where we needed to see what the stump was going to look like from a particular angle, we did a little series of stills on a turntable. We’d light it to look like the lighting of the scene and then shoot a series of stills for the compositor. It could be 50 stills of the stump from all different angles, but as a photographic element. Then a lot of the work was done using those stills – morphing, time re-mapping them altogether into a seamless composite. It worked really well and allowed us to control the look of it and answer questions very quickly.
fxg: What was your toolset for the arm replacement work?
Schmit: All of our compositing and painting work was done in CS4 at Engine Room, but offsite it was a real combination of Flame, Nuke, Fusion. We also did some 3D work in Maya.
fxg: Can you talk about some of the other effects work you had to do for the film? Were there some face replacements for the surfing scenes?
Schmit: Yes, so there were three competition scenes in the movie, so three times you have these scenes where you’ve got six girls in the water, each with their own rashguards, surfboards, and the water unit – all the underwater camera guys with hydroflex camera housings, sound guys in inner tubes. And ADs with walkie talkies in zip-lock bags, floating around on little dingys.
And a lot of the surfing scenes were rewritten in the editing room with the material that had been shot. Part of that meant stealing shots from different competition scenes. The only problem was in say that scene the surfer was going left to right instead of right to left, and the surfboard’s blue instead of red, and the rashguard’s green instead of blue and it’s the wrong girl!
So we found ourselves doing a lot of shots like that where we were painting surfers out of the water or painting people in the water that needed to be there for continuity. It involved changing just about every aspect of the surfers from their bathing suit, to whether they were goofy foot or regular, and their faces. We had the most success using photographic elements we had shot of AnnaSophia against greenscreen, rather than anything from the 3D body scan.
fxg: What would have been the most challenging shot or shots in the film?
Schmit: Some of the arm replacement shots were very difficult, because AnnaSophia’s green arm was facing camera for a long, long time. But there were also some tricky shots that were surfing face replacement shots, and what was particularly interesting with these was that the real Bethany Hamilton did a lot of surfing in the film. Well, Bethany is now 21 or 22 years old and is basically an Olympic athlete, and AnnaSophia is 15.
So early on we were a bit weary of doing a face replacement on Bethany’s body because the scales of their bodies were very different. That was a real concern, but as the movie progressed and all the surfing footage was analyzed it was determined that the surfing that Bethany had done was the best, so it was just assumed we would figure it out! And we able to do some pretty impressive scaling in compositing to make those shots work.
fxg: Five hundred arm removal shots seems pretty daunting. What were some of the ways you thought you would approach these, at least initially?
Schmit: When we first went into it, the assumption I think from the producers was that it was going to be all digital. It’d be essentially putting the stump on and creating that for every shot. It didn’t take long for us to play around and discover that a really good option was to work with an actual prosthetic in combination with the digital work. So AnnaSophia would often hold her arm behind her back and her shoulder would be pushed back, so we could put a little prosthetic in the front that looked like it was sitting in a normal position.
Schmit: Well first we actually did a screen test. We worked with a great make-up and effects guy, Mark Garbarino, to develop the prosthetic. We did a 35mm film shoot with John Leonetti, the DP, and with Sean the director of a body double with a green covered arm running around on the beach and jumping in the water. We brought that back to Engine Room to start working with it and develop our techniques, for (a) getting the green off the background and (b) how do we reconstruct the parts of her body once the stump is taken away? In the end we took those methods into our production.
fxg: So once you got to the shoot, can you describe a typical shoot set-up?
Schmit: The day would begin for AnnaSophia in the make-up chair having the prosthetic applied, which was about an hour and a half process. Mark would be there on set and would essentially cast a new silicone prosthetic for her every day. We had three different looks for the prosthetic because the stump changed through the movie as time goes on. At first, it’s got a bandage on it, then that comes off and the scar is really fresh and the arm swollen. Then for the later scenes in the movie, which are six months down the track, the stump is more toned and tanned. So we had that kind of continuity to keep track of. AnnaSophia wore either a green neoprene sock or we would paint on chromakey waterproof green paint that Mark developed.
fxg: How did you shoot the green arm scenes?
Schmit: We went in with a plan of saying, ‘We’re going to have, say, just three green arm shots in this particular scene,’ but as soon as we got into the movie we realized that the visual effects needs were never going to be the deciding factor in any scene. Whatever was shot was shot and we were going to have to deal with it. We talked about lots of close-ups and lots of lock-offs, but of course every shot was moving and lots of shots showing different angles. For every set-up we would have her perform and either myself or Michael Caplan, our visual effects producer, would be on set in Hawaii doing on-set supervision.
fxg: So what kind of specific challenges did having to remove the green arm and prosthetic bring?
Schmit: Well, the prosthetic was designed for AnnaSophia’s arm to be behind her back, but that was not always practical. We had to decide on a shot by shot basis what made the most sense. We couldn’t have where she was putting her arm inhibit her performance in any way. So often her arm was hanging right there in front of her and we would have to resolve that by reconstructing the whole side of her body.
One of the excellent techniques we developed to be able to do that was shooting an additional plate of the side of AnnaSophia’s body. After the end of every set-up we would have her raise her arm up and just rotate her torso around a little bit while the camera was still rolling, so we could see what her body looked like without her arm covering it. We just needed a few frames of that. We would also shoot a clean background.
fxg: How did split the work up back at Engine Room?
Schmit: The first thing was that we decided to split the work up amongst artists here and around the world. We abandoned the artist-based facility model several years ago at Engine Room. In our early years, we’d have 20 or 30 artists in-house. But we’ve realized it’s better for us to have a very high-end small team in-house and work with a lot of off-site people. So we had six in-house ‘rock star’ generalists, and about 18 off-site who were anywhere from across town to across the world. Most shots were done by a single artist or a very small team, and that lent itself well for being easily divisible.
fxg: Can you take me through how a typical green arm replacement shot was done, say for a surfing scene?
Schmit: We had some nice techniques for the water work. We discovered that if we were moving a green arm over a moving water background, rather than trying to patch water in from another part of the shot or a plate, we found we could do a lot of with stretching. We’d take the water that was next to the green arm and horizontally stretch it to create a clean background and fill in the areas behind the arm. We found that technique worked well for the sand beaches behind her as well. There was just something about the sand texture that meant you couldn’t tell it was being stretched as well.
We had figured that out in testing, so when we were shooting, we asked the water camera teams – some of the best surfing cinematographers in the world – that whenever they were framing a shot that had the surfer’s green arm on, we would ask them to please frame the shot so there would be a little extra space, so there would be something there for us to stretch.
fxg: How did you co-ordinate that work, given that it was going on in so many different places?
Schmit: We came up with an interesting analogue way of unifying the look. Initially we were getting a lot of good shots back, and each looked great, but they were all slightly different in terms of resolving some of the areas that the stump looked like from behind, for instance. We realized we needed to define for everybody what it needed to look like by coming up with a clear reference.
For that we started with a 3D model from a body scan of AnnaSophia – which was taken with her arm behind her back and the prosthetic on – and basically removed her stump and making a clean stump model in 3D in Maya. Then we had a 3D object print made as a polymer cast. The print was of Sofia’s shoulder and the stump and her arm gone, in life size. We then took that piece and gave it to Mark Garbarino and he cast it and made it out of silicone. It was painted in the same way he made it up on the set every day, but now it was complete. It was the stump from all sides.
So now we had this prop, and what we ended up doing was setting up a little photo studio at our place and then for any particular shot where we needed to see what the stump was going to look like from a particular angle, we did a little series of stills on a turntable. We’d light it to look like the lighting of the scene and then shoot a series of stills for the compositor. It could be 50 stills of the stump from all different angles, but as a photographic element. Then a lot of the work was done using those stills – morphing, time re-mapping them altogether into a seamless composite. It worked really well and allowed us to control the look of it and answer questions very quickly.
fxg: What was your toolset for the arm replacement work?
Schmit: All of our compositing and painting work was done in CS4 at Engine Room, but offsite it was a real combination of Flame, Nuke, Fusion. We also did some 3D work in Maya.
fxg: Can you talk about some of the other effects work you had to do for the film? Were there some face replacements for the surfing scenes?
Schmit: Yes, so there were three competition scenes in the movie, so three times you have these scenes where you’ve got six girls in the water, each with their own rashguards, surfboards, and the water unit – all the underwater camera guys with hydroflex camera housings, sound guys in inner tubes. And ADs with walkie talkies in zip-lock bags, floating around on little dingys.
And a lot of the surfing scenes were rewritten in the editing room with the material that had been shot. Part of that meant stealing shots from different competition scenes. The only problem was in say that scene the surfer was going left to right instead of right to left, and the surfboard’s blue instead of red, and the rashguard’s green instead of blue and it’s the wrong girl!
So we found ourselves doing a lot of shots like that where we were painting surfers out of the water or painting people in the water that needed to be there for continuity. It involved changing just about every aspect of the surfers from their bathing suit, to whether they were goofy foot or regular, and their faces. We had the most success using photographic elements we had shot of AnnaSophia against greenscreen, rather than anything from the 3D body scan.
fxg: What would have been the most challenging shot or shots in the film?
Schmit: Some of the arm replacement shots were very difficult, because AnnaSophia’s green arm was facing camera for a long, long time. But there were also some tricky shots that were surfing face replacement shots, and what was particularly interesting with these was that the real Bethany Hamilton did a lot of surfing in the film. Well, Bethany is now 21 or 22 years old and is basically an Olympic athlete, and AnnaSophia is 15.
So early on we were a bit weary of doing a face replacement on Bethany’s body because the scales of their bodies were very different. That was a real concern, but as the movie progressed and all the surfing footage was analyzed it was determined that the surfing that Bethany had done was the best, so it was just assumed we would figure it out! And we able to do some pretty impressive scaling in compositing to make those shots work.
Thursday, 21 April 2011
Mr. X’s spy effects for Hanna
Joe Wright’s coming-of-age espionage thriller, Hanna, tells the story of a 16-year-old girl who has grown up in the Finnish wilderness and is now being pursued by the CIA. Mr. X Inc, the film’s sole visual effects vendor, completed around 200 shots for the film, and presented VFX sup. Brendan Taylor with the chance to collaborate closely with the director, production designer, DoP, stunt crew and other filmmakers on key sequences.
For Mr. X, production on Hanna moved swiftly. “We got the script in January of 2010, I think on a Wednesday,” recalls Taylor. “By Monday I was in Hamburg for a location scout!” At first glance, the studio’s shots seemed to be limited to driving composites, snow enhancements, muzzle flashes and gore enhancements. But after scouting the locations, it became clear to Taylor that Mr. X’s responsibilities were going to be much larger. “Hanna needed to go to all these locations across Europe,” he says, “and it needed to feel like a $100 million movie, but we had to do it at less than a third of the price.”
Production began shooting in March 2010 in northern Finland, an area that posed minus 35 degrees centigrade weather. The location shoot, however, was deemed important by the director, working with production designer Sarah Greenwood and DoP Alwin Kuchler, and Taylor, to show the harsh environment Hanna had been raised to survive in. It would also mean that digital additions of snow would be kept to a minimum. Additional scenes were filmed in Bavaria, Germany using masses of physical fake snow created using paper and water, with only minor digital touch-ups required. The same was essentially true for all of the film’s locations and sets. “It was really important to enhance the cinematographer’s and the production designer’s work,” remarks Taylor. “We hear that a lot from cinematographers and production designers – that when it gets into the visual effects realm, the images take on a whole life of their own. But because they did such a wonderful job, we just wanted to complement what they did.”
Mr. X also created a digital C-130 Hercules plane that flies over the snow-covered trees and Hanna’s head in another Finland scene. The plate for the shot, a low crane looking up at the actress as she follows the plane, was acquired on the first day of shooting. “It was actually a little nerve-wracking,” recalls Taylor. “Joe hasn’t really done that many visual effects films before and we hadn’t previs’d the shot, so we had to figure out how fast the airplane would be going over. Everyone’s nervous on the first day. But I was amazed at how quickly we got into a groove of being able to discuss the particulars of the shot. It’s the kind of collaboration that you really dream of.”
Further visual effects work for scenes in Finland by Mr. X also remained of the seamless variety. “There was a fight scene out on a frozen lake in the middle of nowhere and it needed to have pristine snow,” says Taylor. “But after you shoot the scene a number of times, say five takes, all the snow is trampled. They were shooting it very frenetically and hand-held, but I just said keep shooting and we’ll roto the people and smooth out the snow. In the end it was just done by compositing still photographs onto the snow and by using a variety of clean plates.”
That work, and the majority of location visual effects, was completed without the aid of detailed survey data or tracking markers. “In Finland we were only 60km from the Arctic Circle and another five kilometers to the border of Russia,” says Taylor. “So getting survey equipment up there wasn’t really practical or worth the cost. I debated whether or not to put tracking markers on the ground, but you don’t want to get into a situation where you’ve put all these great tracking markers down and then three quarters of your shots are removing those markers! It just meant we had to track to the shadow or footprint on the snow, and it really brought our shot count down.”
At one point in the film, Hanna is captured and taken to a bunker underneath the Moroccan desert. The underground scenes were filmed at the now disused Berlin Windkanal, a cavernous aerodynamic testing wind tunnel built for German aircraft after the First World War. Hanna escapes her holding cell and is pursued down the hallway before narrowly sliding to freedom under a giant closing steel door.
“The giant steel door didn’t exist in the wind tunnel, nor did the holding cell and area around it,” says Taylor. “So the art department built that area and we had Hanna run on the practical ground and then we digitally extended the entire tunnel around her. We ended up replacing the tunnel for continuity reasons. As well, we had two full-CG shots, and her POV down the tunnel as the door is closing.”
Chris MacLean modeled and lit the created environment, which was rendered in V-Ray, with compositing by Robert Greb and Greg Astles to match the location based on reference photos taken by Taylor. “Those shots were real monsters and took a long time and finessing to get them done,” he says. “I guess the most difficult thing about them was getting the texture and the material on the wall to feel like concrete. For a while, it just wasn’t reacting correctly and we wanted to match what Sarah had done with her production design and what Alwin had done – he had lit the environment with strobe lights and matching the intensity of those was a challenge.”
For a hotel room scene in which one of the characters, Lewis (John MacMillan), is killed, Taylor relied on some innovative on-set collaboration with the director and stunt coordinators in particular to help with the staging of a long stunt shot. Lewis walks down a large hotel room to talk to intelligence operative Marissa (Cate Blanchett), then hears a knock at the door, turns around, walks to the door, puts his eye up to the peep hole, before being suddenly shot and blown backwards.
The shot was conceived as a one take with the actual actor and not a stunt double, and without the benefit of a face replacement, since MacMillian had to deliver a line of dialogue and walk the length of the room before being violently killed. “Because he gets yanked back so hard,” says Taylor, “we needed to have him on a rig and I was really concerned that he walks all this way down and turns around and then you’ve got this stunt wire crossing in front of his blazer as it moves. I just didn’t want to get into the whole scenario of digitally re-creating his blazer or one of those monster paint outs that takes months.”
Above: Original plate (L) and final shot.
“So what we ended up doing,” continues Taylor, “was having the actor come down to camera and talk to Marissa with this pick point in his back. As he’s talking to Cate Blanchett we had a guy dressed in green crawl along the ground and meet him right where he gets hit, clip him in the back and then he gets yanked almost immediately. It was one of those shots where a little bit of shot design went a long way. Working with Joe and the stunt guys – over dinner actually – we were able to come up with a pretty effective solution.”
To help the assembly process, Mr. X also supplied editor Paul Tothill with an early effects shot to remove the comedic presence of the greenscreened person. “It was a very emotional scene, and Paul couldn’t cut it without cracking up,” laughs Taylor. “We needed to get Paul an effects shot without the extra guy in there, so we basically spent a day doing ‘green man removal’.”
Similar innovation was required for a scene towards the end of the film of a fist fight between Erik (Eric Bana) and Isaacs (Tom Hollander). “They shot the entire fight at 48 frames per second,” explains Taylor, “and I never would have known this, but a lot of the success in fake movie punches relies on shooting at 24 frames. When you start to slow it down, you really see the punches missing. Some of them looked fantastic but others you could feel were just a little bit too far away from the face. So what we ended up doing there was a completely 2D solution.”
Compositor Barb Benoit worked on the Flame to rotoscope the actor being hit and move them a little closer to the person delivering the punches. “We’d start with that, but it still wouldn’t feel like the punch was connecting,” says Taylor. “So in addition, Barb would do a subtle time warp just before the punch was connecting to slow it down. Then as the punch connects she’d speed it up. It doesn’t feel like a music video crazy-slow-then-fast time warp. It actually really makes the punch feel like it’s connecting. Just watching them sometimes in dailies we would go, “Oh, man!”. We only had to do that two or three times, but I was just really impressed with Barb’s wizardry for those shots.”
Mr. X carried out wire removals and set extensions for a scene in which Hanna is pursued by Isaacs’ henchmen atop several shipping containers. “This was beautifully choreographed by Jeff Imada,” says Taylor. “All of the scary as hell looking stuff is Saoirse! For our set extensions, it was really important to feel the damp murkiness of a cold Hamburg night. Matte painter Milan Schere handled that rather obscure direction perfectly.”
Other visual effects work by Mr. X included several matte paintings to help sell the multiple locations Hanna visits during the film. “In the movie, Hanna travels all through Europe but there wasn’t really the budget to do that for real,” says Taylor. “There’s one shot where they’re in a van driving through the desert. We shot the van in Morocco and then flew to Spain and took digital stills and some HD video on a Canon 5D. We created a digital matte painting and composited it into the plate and it looks really wonderful. That was Greg Astles again and Matt Schofield.”
For Taylor, some of the biggest – and most fun – challenges on Hanna included traveling to several countries and then ultimately dealing with 200 varying shots of differing complexities, some as one-offs, and working with an edit that remained in flux until near the end of production. The close interaction with the other creatives on the film, however, made it an incredibly enjoyable experience for the visual effects supervisor.
Above: Original plate (L) and final shot.
“The one thing that was really different about this film,” says Taylor, “was that the whole way through it really felt like a family. People were really looking out for each other and trying to find the best solution for the movie. I credit a lot of that to Joe. He was a real leader – we would get our shot lists in the morning and there would be a little inspirational note or a line from the movie just to keep everyone going. It helps you get through the freezing cold Hamburg night or being up at 3am in the morning at a container park, or the freezing cold Finland day!”
For Mr. X, production on Hanna moved swiftly. “We got the script in January of 2010, I think on a Wednesday,” recalls Taylor. “By Monday I was in Hamburg for a location scout!” At first glance, the studio’s shots seemed to be limited to driving composites, snow enhancements, muzzle flashes and gore enhancements. But after scouting the locations, it became clear to Taylor that Mr. X’s responsibilities were going to be much larger. “Hanna needed to go to all these locations across Europe,” he says, “and it needed to feel like a $100 million movie, but we had to do it at less than a third of the price.”
Production began shooting in March 2010 in northern Finland, an area that posed minus 35 degrees centigrade weather. The location shoot, however, was deemed important by the director, working with production designer Sarah Greenwood and DoP Alwin Kuchler, and Taylor, to show the harsh environment Hanna had been raised to survive in. It would also mean that digital additions of snow would be kept to a minimum. Additional scenes were filmed in Bavaria, Germany using masses of physical fake snow created using paper and water, with only minor digital touch-ups required. The same was essentially true for all of the film’s locations and sets. “It was really important to enhance the cinematographer’s and the production designer’s work,” remarks Taylor. “We hear that a lot from cinematographers and production designers – that when it gets into the visual effects realm, the images take on a whole life of their own. But because they did such a wonderful job, we just wanted to complement what they did.”
“for the reindeer… they are not very bright animals…we had considered going with a Steve Martin appliance”
An early scene in Finland involves Hanna utilizing her archery skills to kill a reindeer, a sequence ultimately accomplished with a real animal and digital arrows. “I had never worked with reindeer before,” notes Taylor, “but they are not very bright animals. We had considered going with a ‘Steve Martin appliance’ (a reference to a 1970s Steve Martin arrow-through-the-head gag) but it was minus 35 at the time and there was no point in getting this giant arrow stuck onto the side of a big reindeer, who in the first place wasn’t doing what it was told. So we decided to do the arrow digitally, and concentrate on the performance of the reindeer on location.”Brendan Taylor
VFX Sup.
Mr. X also created a digital C-130 Hercules plane that flies over the snow-covered trees and Hanna’s head in another Finland scene. The plate for the shot, a low crane looking up at the actress as she follows the plane, was acquired on the first day of shooting. “It was actually a little nerve-wracking,” recalls Taylor. “Joe hasn’t really done that many visual effects films before and we hadn’t previs’d the shot, so we had to figure out how fast the airplane would be going over. Everyone’s nervous on the first day. But I was amazed at how quickly we got into a groove of being able to discuss the particulars of the shot. It’s the kind of collaboration that you really dream of.”
Further visual effects work for scenes in Finland by Mr. X also remained of the seamless variety. “There was a fight scene out on a frozen lake in the middle of nowhere and it needed to have pristine snow,” says Taylor. “But after you shoot the scene a number of times, say five takes, all the snow is trampled. They were shooting it very frenetically and hand-held, but I just said keep shooting and we’ll roto the people and smooth out the snow. In the end it was just done by compositing still photographs onto the snow and by using a variety of clean plates.”
That work, and the majority of location visual effects, was completed without the aid of detailed survey data or tracking markers. “In Finland we were only 60km from the Arctic Circle and another five kilometers to the border of Russia,” says Taylor. “So getting survey equipment up there wasn’t really practical or worth the cost. I debated whether or not to put tracking markers on the ground, but you don’t want to get into a situation where you’ve put all these great tracking markers down and then three quarters of your shots are removing those markers! It just meant we had to track to the shadow or footprint on the snow, and it really brought our shot count down.”
At one point in the film, Hanna is captured and taken to a bunker underneath the Moroccan desert. The underground scenes were filmed at the now disused Berlin Windkanal, a cavernous aerodynamic testing wind tunnel built for German aircraft after the First World War. Hanna escapes her holding cell and is pursued down the hallway before narrowly sliding to freedom under a giant closing steel door.
“The giant steel door didn’t exist in the wind tunnel, nor did the holding cell and area around it,” says Taylor. “So the art department built that area and we had Hanna run on the practical ground and then we digitally extended the entire tunnel around her. We ended up replacing the tunnel for continuity reasons. As well, we had two full-CG shots, and her POV down the tunnel as the door is closing.”
Chris MacLean modeled and lit the created environment, which was rendered in V-Ray, with compositing by Robert Greb and Greg Astles to match the location based on reference photos taken by Taylor. “Those shots were real monsters and took a long time and finessing to get them done,” he says. “I guess the most difficult thing about them was getting the texture and the material on the wall to feel like concrete. For a while, it just wasn’t reacting correctly and we wanted to match what Sarah had done with her production design and what Alwin had done – he had lit the environment with strobe lights and matching the intensity of those was a challenge.”
For a hotel room scene in which one of the characters, Lewis (John MacMillan), is killed, Taylor relied on some innovative on-set collaboration with the director and stunt coordinators in particular to help with the staging of a long stunt shot. Lewis walks down a large hotel room to talk to intelligence operative Marissa (Cate Blanchett), then hears a knock at the door, turns around, walks to the door, puts his eye up to the peep hole, before being suddenly shot and blown backwards.
The shot was conceived as a one take with the actual actor and not a stunt double, and without the benefit of a face replacement, since MacMillian had to deliver a line of dialogue and walk the length of the room before being violently killed. “Because he gets yanked back so hard,” says Taylor, “we needed to have him on a rig and I was really concerned that he walks all this way down and turns around and then you’ve got this stunt wire crossing in front of his blazer as it moves. I just didn’t want to get into the whole scenario of digitally re-creating his blazer or one of those monster paint outs that takes months.”
Above: Original plate (L) and final shot.
“So what we ended up doing,” continues Taylor, “was having the actor come down to camera and talk to Marissa with this pick point in his back. As he’s talking to Cate Blanchett we had a guy dressed in green crawl along the ground and meet him right where he gets hit, clip him in the back and then he gets yanked almost immediately. It was one of those shots where a little bit of shot design went a long way. Working with Joe and the stunt guys – over dinner actually – we were able to come up with a pretty effective solution.”
To help the assembly process, Mr. X also supplied editor Paul Tothill with an early effects shot to remove the comedic presence of the greenscreened person. “It was a very emotional scene, and Paul couldn’t cut it without cracking up,” laughs Taylor. “We needed to get Paul an effects shot without the extra guy in there, so we basically spent a day doing ‘green man removal’.”
Similar innovation was required for a scene towards the end of the film of a fist fight between Erik (Eric Bana) and Isaacs (Tom Hollander). “They shot the entire fight at 48 frames per second,” explains Taylor, “and I never would have known this, but a lot of the success in fake movie punches relies on shooting at 24 frames. When you start to slow it down, you really see the punches missing. Some of them looked fantastic but others you could feel were just a little bit too far away from the face. So what we ended up doing there was a completely 2D solution.”
Compositor Barb Benoit worked on the Flame to rotoscope the actor being hit and move them a little closer to the person delivering the punches. “We’d start with that, but it still wouldn’t feel like the punch was connecting,” says Taylor. “So in addition, Barb would do a subtle time warp just before the punch was connecting to slow it down. Then as the punch connects she’d speed it up. It doesn’t feel like a music video crazy-slow-then-fast time warp. It actually really makes the punch feel like it’s connecting. Just watching them sometimes in dailies we would go, “Oh, man!”. We only had to do that two or three times, but I was just really impressed with Barb’s wizardry for those shots.”
Mr. X carried out wire removals and set extensions for a scene in which Hanna is pursued by Isaacs’ henchmen atop several shipping containers. “This was beautifully choreographed by Jeff Imada,” says Taylor. “All of the scary as hell looking stuff is Saoirse! For our set extensions, it was really important to feel the damp murkiness of a cold Hamburg night. Matte painter Milan Schere handled that rather obscure direction perfectly.”
Other visual effects work by Mr. X included several matte paintings to help sell the multiple locations Hanna visits during the film. “In the movie, Hanna travels all through Europe but there wasn’t really the budget to do that for real,” says Taylor. “There’s one shot where they’re in a van driving through the desert. We shot the van in Morocco and then flew to Spain and took digital stills and some HD video on a Canon 5D. We created a digital matte painting and composited it into the plate and it looks really wonderful. That was Greg Astles again and Matt Schofield.”
For Taylor, some of the biggest – and most fun – challenges on Hanna included traveling to several countries and then ultimately dealing with 200 varying shots of differing complexities, some as one-offs, and working with an edit that remained in flux until near the end of production. The close interaction with the other creatives on the film, however, made it an incredibly enjoyable experience for the visual effects supervisor.
Above: Original plate (L) and final shot.
“The one thing that was really different about this film,” says Taylor, “was that the whole way through it really felt like a family. People were really looking out for each other and trying to find the best solution for the movie. I credit a lot of that to Joe. He was a real leader – we would get our shot lists in the morning and there would be a little inspirational note or a line from the movie just to keep everyone going. It helps you get through the freezing cold Hamburg night or being up at 3am in the morning at a container park, or the freezing cold Finland day!”
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