Sweet Home – Season 3: VFX Breakdown by M83

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The third season of Sweet Home on Netflix is here, and it’s more terrifying than ever! Thanks to the work of Korean studio M83, the series features great visual effects and monstrous creatures that will leave you breathless!

WANT TO KNOW MORE?
M83: Dedicated page about Sweet Home – Season 3 on M83 website.

WATCH IT ON

© Vincent Frei – The Art of VFX – 2024

MaXXXine: VFX Breakdown by Masters of Reality

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Travel through time with MaXXXine, featuring the seamless visual effects crafted by the Auckland-based studio Masters of Reality.Their recreations of 1980s Los Angeles make you feel like you’re living in the past:

Click on the picture to watch the reel.

WANT TO KNOW MORE?
Masters of Reality: Dedicated page about MaXXXine on Masters of Reality website.

© Vincent Frei – The Art of VFX – 2024

Vikings Valhalla – Season 3: VFX Breakdown by MPC

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Discover the visual effects magic behind the third season of Vikings: Valhalla, crafted by the Toronto, Mumbai, and Bangalore teams of MPC. Explore the ancient splendor of Syracuse and Constantinople as well as the iconic Winchester Cathedral, and the formidable Viking fortress of Kattegat:

WANT TO KNOW MORE?
MPC: Dedicated page about Vikings Valhalla: Season 3 on MPC website.

WATCH IT ON

© Vincent Frei – The Art of VFX – 2024

Supacell: Taylor Tulip-Close (Production VFX Supervisor) & Laura Roderick (Production VFX Producer)

Supacell. Tosin Cole as Michael in Supacell. Cr. Courtesy of Netflix © 2024

Taylor Tulip-Close began his career in visual effects in 2004, working on Harry Potter and the Prisoner of Azkaban. Since then, he has contributed to various projects, including X-Men: First Class, Dumbo, Aladdin, and The Wheel of Time.

Laura Roderick boasts more than 10 years of work in post-production.

What is your background?

Taylor Tulip-Close // I started in the Still Photography Dept on Harry Potter 3. Then moved into the VFX Dept, working as a data wrangler and set supervisor for the next 17 odd years.

How did you get involved on this series?

Taylor Tulip-Close // My agent was contacted by Netflix. After a meeting with Netflix execs. I had a call with Raps to talk about the script and his plans for the show.

How was the collaboration with the showrunner and director Rapman?

Taylor Tulip-Close // It was a great experience. Raps is a very collaborative film maker, he has very clear ideas of what he is looking for.

(L to R) Josh Tedeku as Taser and Andrew Onwubolu AKA Rapman in Supacell. Cr. Ana Blumenkron/Netflix © 2022

How did you choose the various vendors and split the work amongst them?

Taylor Tulip-Close // We wanted to find vendors who shared our passion for the show as their technical and creative input is so important. We sent out initial bid packs to a few vendors and we came up with a shortlist. Raps and the producers were then involved in making the final decision. We landed on Rumble VFX, Assembly VFX and Ingenuity Studios.

What were the initial inspirations for the visual design of the powers?

Taylor Tulip-Close // We always wanted the powers to feel grounded and not too fantastical. Raps wanted the VFX and powers to complement the story but never distract from what is a character driven series not a spectacle type superhero show.

Supacell. Tosin Cole as Michael in Supacell. Cr. Courtesy of Netflix © 2024

Can you describe the process of developing a unique look for each power?

Taylor Tulip-Close // It all comes back to being able to clearly convey the powers but keep them grounded. Also telling the story that our heroes are learning how to use their powers. For example, at the start of the series, Michael is very unsteady on his feet when he teleports, almost falling over when he arrives after teleporting. A few episodes in he has it dialled in. Similar with Rodney; these little things I think help sell the nature of getting powers suddenly.

Supacell. Tosin Cole as Michael in Supacell. Cr. Courtesy of Netflix © 2024

How did you ensure that the powers felt consistent within the world of Supacell?

Taylor Tulip-Close // With three different vendors working on the same powers it was tricky. It worked out very well due to the amazing work combined. But I made sure we had a ‘hero’ shot or shots that was finalled early on and we used that as the anchor for every other time the power appears in the show

Were there any specific challenges in animating the powers during action scenes?

Taylor Tulip-Close // The action scenes didn’t pose any real challenges, moreover, it was the change in environments, from day to night, especially when practical fire & atmos was used on set which gave us the most interesting challenges, mostly to do with the Portal and Tazer’s invisibility.

The portal looks so different depending on the environment we are dropping it into, be it day or night. So that took a lot of tweaking to make it feel like the same power.

The same with invisibility, we learnt in post that our “Invis look” looked its best when there was contrasting colours or light behind Tazer. So on some rare occasions we had to manipulate the plate to make the effect look as good as possible.

https://youtu.be/DaLbRMtZhz8

How did the visual effects team collaborate with the director to integrate powers into the story?

Taylor Tulip-Close // Raps was very open to suggestions and thoughts throughout the creative process, which was great.

During prep we had a lot of meetings to share ideas and mood boards with real world references, to really hone down the powers and their look and parameters.

The editors were also very open to discussion about tweaking shot lengths etc to really aid the VFX . Im a big believer in, we don’t always need to see the Shark or in our case, power. Sometimes just a sound or a hint is enough.

https://youtu.be/KSeDDI4xg7w

What was the most complex power to design and animate, and why?

Taylor Tulip-Close // I would have to say the Portal and Eyes for sure. There have been so many amazing portals in film and TV in the last few years. I always wanted the portal to feel dangerous. And I loved the idea of how intense the energy from Energy Hunter could tear open space & time. Assembly actually did some rough maths on the energy it would take to open a portal and it worked out to something like the power of 50,000 suns. We started with some initial concept artwork from Assembly, and then passed that over to Rumble and they started look dev on the portal. Once we had a look approved by Raps and the producers, Rumble shared their asset with our other vendors to use in their shots.

It was tough to find something that felt grounded but also eye catching enough to look amazing. And for the eyes, this was such an important part of the story. Raps wanted them to be perfect, while also tying back to the idea that all our heroes had the Sickle Cell gene, which mutates to become Supacell. Rumble did many lookdev versions of the eyes, tweaking the minutiae of detail sometimes – the timing, the intensity of colour, the shape. We all knew they had to be spot on. It was a process, but a very rewarding one.

Supacell. Tosin Cole as Michael in Supacell. Cr. Courtesy of Netflix © 2024

How did you balance realism and fantasy in the depiction of the powers?

Taylor Tulip-Close // It was the fine line we walked with all the powers. We needed them to look visually striking but also subtle in some cases. And that is always a challenge.

What role did color theory play in the design of the powers

Taylor Tulip-Close // It was very important that the powers felt like they belonged in the world. So having colors and tones that complimented the plates was very important.

How were real-world physics considered in the animation of the powers?

Taylor Tulip-Close // We wanted the powers to feel grounded and based in reality. But of course sometimes reality doesn’t translate to screen that well, so we had to find the balance between looking amazing and also being grounded.

Supacell. Tosin Cole as Michael in Supacell. Cr. Courtesy of Netflix © 2024

Were there any specific visual references or influences from other media?

Taylor Tulip-Close // Heroes was always a big inspiration for Raps and myself – normal people having powers thrust upon them. Also the Doctor Strange sling ring portal. Chronicle for the telekinesis. Also a lot of videos of Tesla coils.

How did the design of the powers evolve from early concepts to final execution?

Taylor Tulip-Close // We were lucky that the powers mostly stayed very similar from look dev to final. The changes that were made in some cases were to tone down the look of the power so it was less fantasy looking. And also tweaking looks to fit the environment of the shot.

Supacell. Tosin Cole as Michael in Supacell. Cr. Courtesy of Netflix © 2024

How did you handle any technical limitations during the effects creation process?

Laura Roderick // The only limitations, as quite often, were money & time. This was, in part, the reason we decided to bring on 3 vendors. As a result, we kept quality high and didn’t overload any one vendor.

I would say in addition to this, having a great workflow between post and VFX teams, helped no end. The fantastic teams, we were lucky enough to have, made solutions much easier to find.

Can you share any behind-the-scenes insights or anecdotes from the visual effects team?

Laura Roderick // The one that springs to mind would be hearing ‘Michaeeeeel’ (think Dionne in the finale at A-Town) shouted out across the edit suite rooms. Our fantastic VFX Editor (Michael Freedman) got this the most, whenever one of our team needed him! (So most of the time). Sorry Michael.

Supacell. Tosin Cole as Michael in Supacell. Cr. Courtesy of Netflix © 2024

Can you discuss any specific scenes where visual effects were particularly challenging or innovative?

Taylor Tulip-Close // I think super speed is always a tough one. We have seen speed done so well in a lot of shows in the past. We wanted Rodney’s power to be simple and grounded. “What would it look like if a bloke ran down the road at 500+mph” was always the first thought when finalling shots. So environment interaction was a key element for the speedster.

https://youtu.be/nlpCeBHQKcI

Looking back on the project, what aspects of the visual effects are you most proud of?

Taylor Tulip-Close // The quality of work and the amount of shots we managed to deliver with the budget we had.

Tricky question, what is your favorite shot or sequence?

Taylor Tulip-Close // Ohh thats tough. I’d have to go with a top three:

  • I’d say the Piccadilly sequence, this is in the future so our heroes have fully developed powers. This was our chance to go all out in terms of powers.
  • When Rodney gets ambushed in the park, the darkness made everything look amazing.
  • A town. – this was our only chance to see all of the powers from the heroes and villains in one place.

Also a small one: in A town when Michael freezes time, moves Tazer’s hand and knife away from Andre. There is a drop of blood frozen in time, but as Michael walks through it, it stains his hoody. I love the little touches that 90% of people won’t notice.

https://youtu.be/PbkOcmtWM2Q

How long have you worked on this show?

Taylor Tulip-Close // I started on the show in prep in March ‘22 and delivered the final shot in Jan ‘24.

What’s the VFX shots count?

Taylor Tulip-Close // 915 total in the end.

What is your next project?

Taylor Tulip-Close // Nothing lined up yet. I’m enjoying some time off after Supacell.

What are the four movies that gave you the passion for cinema?

Taylor Tulip-Close // Haha, that’s so hard to just pick four, but Jaws, Jurassic Park, Gladiator and The Dark Knight would be a solid top four for me.

A big thanks for your time.

WANT TO KNOW MORE?
Rumble VFX: Dedicated page about Supacell on Rumble VFX website.

WATCH IT ON

© Vincent Frei – The Art of VFX – 2024

Ripley: VFX Breakdown by EDI – Effetti Digitali Italiani

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Step into the mesmerizing world of the visual effects of the Netflix series, Ripley where EDI – Effetti Digitali Italiani brings the Italian coastline to life with stunning precision and much more:

WANT TO KNOW MORE?
EDI – Effetti Digitali Italiani: Dedicated page about Ripley on EDI – Effetti Digitali Italiani website.
John Bowers & Joseph Servodio: Here’s my interview of John Bowers (Production VFX Supervisor) & Joseph Servodio (Production VFX Producer).

WATCH IT ON

© Vincent Frei – The Art of VFX – 2024

The Umbrella Academy – The Final Season

Join the cast of The Umbrella Academy as they take you behind the scenes in this exclusive featurette, celebrating the final season!

The VFX are made by:
Folks VFX
Spin VFX
MARZ
CoSA VFX
Digital Film Tree
Weta FX
Studio 8

The Production VFX Supervisor is Everett Burrell.
The Production VFX Producer is Sabrina Arnold.

Creator: Steve Blackman
Release Date: August 8, 2024 (Netflix)

WATCH IT ON

© Vincent Frei – The Art of VFX – 2024

House of the Dragon – Season 2

Dragons soar, kingdoms fall, and destinies intertwine in the grand tapestry of House of the Dragon. Join us for this last behind-the-scenes look at the making of the epic final episode of season two!

The VFX are made by:
Pixomondo
Weta FX
Rodeo FX
RVX
Zoic Studios
Red Visual Effects

The Production VFX Supervisor is Dadi Einarsson.
The Production VFX Producer is Tom Horton.

Creators: Ryan J. CondalGeorge R.R. Martin
Release Date: June 16, 2024 (HBO)

WATCH IT ON

© Vincent Frei – The Art of VFX – 2024

Bridgerton – Season 3: John McLaren – VFX Supervisor – Outpost VFX

John McLaren boasts over 25 years of experience in post-production, having contributed to various renowned studios like DNEG, Cinesite, MPC, and Outpost VFX. His impressive portfolio includes projects such as Watchmen, Foundation, Queen Charlotte: A Bridgerton Story, and The Wheel of Time.

What is your background?

I originally studied illustration at art college, and then specialised in photography at university. From there I went into advertising and was a Flame Op for many years at various facilities in London, then I jumped onto Shake before moving onto Nuke then through the ranks of compositing before getting the opportunity to be a VFX Supervisor at Outpost.

How did you get involved on this movie?

Outpost VFX had been involved in a sequence for the second season of Bridgerton, meaning there was already an established relationship with Shondaland and the Exec Producer / Director Tom Verica. This led to me to supervising on the Bridgerton spinoff Queen Charlotte, which then meant we were handed the reins for the VFX on Bridgerton S3.

What was your feeling to be part of this iconic universe?

We had to work from the already established look of S1 and S2, especially on the iconic Bridgerton and Featherington houses, so there was a feeling of responsibility in preserving this look and respecting what is a huge fanbase, but also a responsibility to improve on what had been done previously.

How was the collaboration with the showrunner, directors and the Production VFX Supervisor?

My role as VFX Supervisor was both production and vendor side. This meant that I was involved in the project from a very early stage and was able to discuss a lot of the methodology for VFX with the Exec Producer / Director, Tom Verica. This early involvement wasn’t only with Tom, but also showrunner, Jess Brownell, as well as Production Designers, DoP’s and Directors. Across the eight episodes in season three there were four different Directors, each Director owning two episodes, it also meant each Director had a different DoP, so collaboration was crucial right from the initial stages of script read through on each block.

How did you organize the work with your VFX Producer?

I had worked with the VFX producer Matthew Lynn on Queen Charlotte, so the relationship had already been established. Matthew was based in LA so many of our calls would take place end of day UK time. We already knew the look of a lot of our locations, so are main goal was to build on this look and finesse further what had already been done. Much of our time was spent reading through scripts and breaking down what could be achieved practically and what would require VFX. The VFX in Bridgerton are required to be historically correct and invisible, so a lot of references had to be used to make sure the VFX were period appropriate. With Matt and his team being based in LA and all the shooting happening in the UK, it meant we had to have regular calls to share info following tech recces and shoot days.

Can you describe the initial process of conceptualizing and designing the 19th-century London environments for Bridgerton Season 3?

There was already an established look from S1 and S2, so the look of the iconic locations – Bridgerton House, Featherington House, The Modiste and Grosvenor Square – had already been nailed down. Dotted in amongst these locations there are also a number of new one-off locations like the harbour scene created for Colin’s return in episode one, the church scene in episode six, the ballroom and glass ceiling environment for the butterfly ball in episode eight. To create these new environments we worked closely with the art department, specifically Alison Gartshore and Antony Cartlidge. They provided us with initial concepts which we used as blueprints for these environments.

There was a lot of research done for the harbour scene in episode one, especially into the construction of large passenger boats of the early 1800s as well as the look of London docks of this era – a lot of reference came from prints, paintings and historical docs of the time. All the way through this process we’d continue to collaborate with the art department to determine what would be practical and where VFX would take over.

What were the biggest challenges in recreating authentic 19th-century London settings using visual effects?

It was paramount that the assets we created were period accurate, so a lot of time was spent researching the architecture of the time, as well as photographing and collecting textures from appropriate buildings in and around London. On the shooting locations where we were extending environments, the challenges were in ensuring we removed all modernities in the shots without leaving the scenes looking sterile and lifeless. Bridgerton’s visual style is both bold and vibrant – this in itself presents challenges where you’re trying to find the visual balance between weathering assets for authenticity and realism but also staying within the Bridgerton look.

How did you ensure historical accuracy while also making the environments visually appealing for a modern audience?

We were also faced with a lot of challenges with the ever changing weather conditions as shooting extended into autumn and the landscape lost the vibrancy associated with the traditional look of Bridgerton. This meant a lot of restoring leaves on trees, bringing back green grass and cold breath removal.

Can you explain the role of practical sets versus CGI in depicting 19th-century London in this season?

Bridgerton practical sets were spread across the UK; Bath, Greenwich, Salisbury and Lincolnshire to name a few. The locations were truly stunning, grand stately homes, estates and parks.

Although all grand and lavish, they also required meticulous VFX work to replace architectural features that were not appropriate to the period. Practical sets normally required green screens for extensions or CG replacements. This was more extensive on the scenes around the Bridgerton House (Rangers House, Greenwich) where we had to use both static and mobile large green screens to give the Director the flexibility to shoot all angles around the house, giving views of the surrounding neighbourhood – Grosvenor Square and Featherington – all of which needed to be modelled in CG.

What specific technologies or software did you use to create the visual effects for the London environments?

For the full CG environments, layout and light/render were all Houdini, with assets built in Maya. The layout was pretty manual though; the distant background is more procedural and we had a setup for drawing a curve and then turning it into a row of houses, but the foreground stuff is all arranged by hand. For the extreme distance we would use DMP to be more efficient.

How did you handle the integration of live-action footage with CGI elements to maintain a seamless look?

Being involved from the pre-production stage meant we had access to locations and sets prior to shooting and so we could take advantage of this through LIDAR scanned environments, shooting texture refs and capturing HDRIs – all crucial in creating and integrating CG elements.

Were there any particular locations or landmarks in London that were especially difficult to recreate? If so, which ones and why?

There weren’t really any particular locations that were difficult to re-create, simply because of the huge amount of reference material that exists. The number of full CG environments that we created across the eight episodes easily ran into double figures. The challenge was trying to give each establisher its own identity and original look, even though the majority of them were London establishers.

How did you collaborate with the production design and costume departments to ensure cohesive and immersive visuals?

We collaborated from the pre-production stage so we were able to scan and photograph costumes to ensure our CG crowd had the correct clothing of the time. As we relied on CG crowd to populate our CG establishers and a number of environments, collaborating with production design and costume meant we could ensure the movement of our mo-cap actors was correct. There was a certain social etiquette of the time as well – ladies would need to be accompanied by men in certain locations and times of day; positions of hands, postures and walk cycles were all quite different to what they are today; so we needed to ensure this translated to our CG crowd.

Can you walk us through the process of creating the hot air balloon scene in the park?

This sequence would not have been possible had we not been involved at the pre-production stage. A lot of research and collaboration was done to establish an authentic look for the balloon and gondolier. Balloons around the Bridgerton time were commonly gas filled – helium or hydrogen – so we knew from the start there’d be no need for a gas-powered burner which you commonly see on balloons today.

Following on from this we had many discussions on the best way to propel the basket, finally deciding on having a large mobile tower crane on set for the duration of the shoot, meaning all movement was provided by the crane’s 65m extending arm and a bespoke steel rig which the ropes and main ring from the basket would be secured to. With safety of all crew and actors being paramount there were a number of days spent doing stunt rehearsals. This was also valuable in providing VFX with an initial view as to how the basket would move when being attached to the crane. We able to finesse this to also look like the basket movement was being motivated by a balloon rather than being swung by a crane.

What were the biggest challenges in animating the hot air balloon?

Getting the correct movement on the balloon on the shooting days, we knew that shooting the balloon movement in profile wouldn’t look convincing once we added our CG balloon, mainly because of the much lower pivot point we had from using the crane to move the basket. We worked closely with the Director, Andrew Ahn, to always try and shoot the basket moving towards, away, or across camera – rather than in profile.

There were challenges presented by the shoot location, especially the need to not cause any damage to the environment and protect all of the terrain in Painshill Park. So once we’d established the rig and crane position, we were limited by how much it could be moved, and if it was being moved we had to use tracks and runways which resulted in a lot of VFX cleanup.

How did you ensure that the hot air balloon’s movements were accurate?

We did a lot of research into balloon movement, especially landing and takeoffs in windy conditions. Even before the shoot we started to create simulations in Houdini so we could then isolate the movement of the basket under varying strengths of wind. It meant that before shooting we had a really good idea of how the crane should move the basket, which we could then relay to the stunt team and Director.

Were there any particular references or inspirations you used for designing the hot air balloon?

Inspiration came from early prints and paintings. What was interesting was how popular ballooning was in the early 1800s. There were regular launches – some more successful than others – races and festivals across London. We also learnt that at this time the balloons would be filled with either hydrogen or helium, and generally filled from timber barrels away from the launch site. The ability to ascend and descend was limited, relying on wind and releasing the gas via ropes, pulleys, and large fabric tear strips – all of these are features we tried to incorporate into our balloon design.

What was the inspiration behind the Butterfly Ball sequence, and how did you conceptualize the butterfly effects for this scene?

The main inspiration was the natural world. We did a lot of RnD work around replicating the real takeoff, landing, hovering and flight paths of Monarch butterflies. Prior to shooting this scene, we had already established the number of butterflies needed to create a spectacle in what was quite a large ballroom, meaning we could direct eyelines accurately on set. As with the balloon sequence in episode three, we got started on CG simulations early, deciding how the butterflies would exit the cages and fly to the ceiling prior to the shooting. We worked in a way that our previz was done on LIDAR scans meaning we were only tweaking our previz for final animation rather than restarting after shooting.

Can you explain the technical process of animating the butterflies to ensure they appeared natural and lifelike?

We didn’t simulate the butterflies and instead animated them with curves, but we had tools to make that more of a bulk process. We would draw a single curve then procedurally split it into multiple curves and add noise. Then the butterflies would move along the curves while looping one of several behaviours we had prepared, like flapping and gliding. This was faster and more art directable than simulation. We then did more manual work on the hero ones using the same tools.

Looking back on the project, what aspects of the visual effects are you most proud of?

I’m really proud of the balloon sequence. It was described to me as the first major stunt sequence in Bridgerton history and it was a pleasure to be part of the team on set that made it happen safely and in a way that gave the Outpost VFX team everything they needed to add the CG balloon and make it look real. It was a real team effort from pre-production right through to final delivery, as is always the case with Bridgerton.

Tricky question, what is your favorite shot or sequence?

Again, the balloon sequence. I just think creatively we got it right and made something that felt tangibly real for audiences. We’ve had many compliments on those shots from people that don’t work in VFX which is always nice as we know the VFX component enhanced the experience for them without them knowing it was CG.

How long have you worked on this show?

Roughly two years in total.

What’s the VFX shots count?

380 shots.

What is your next project?

I’m currently working on a feature film that is a bit of a departure from living in the 19th Century for the last two years! I have to keep what it is under wraps for now but it’s exciting.

What are the four movies that gave you the passion for cinema?

You’ve asked for four but I’m giving you six!

A big thanks for your time.

WANT TO KNOW MORE?
Outpost VFX: Dedicated page about Bridgerton – Season 3 on Outpost VFX website.

WATCH IT ON

© Vincent Frei – The Art of VFX – 2024

The Acolyte: Season One Finale – VFX Making of by ILM

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Dive into the making of the visual effects that brought The Acolyte’s finale to life. Join Production VFX Supervisor Julian Foddy and Associate VFX Supervisor Charmaine Chan as they take you through the magic used by ILM to create unforgettable moments:

WANT TO KNOW MORE?
ILM: Dedicated page about The Acolyte on ILM website.

WATCH IT ON

© Vincent Frei – The Art of VFX – 2024

Supacell: VFX Breakdown by Rumble VFX

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Dive into the world of the visual effects of Supacell on Netflix, where superpowers aren’t just imagined—they’re brought to life by Rumble VFX. This London-based studio creates awe-inspiring VFX, with one of the series’ highlights being an incredible scene set in Piccadilly Circus!

click on the picture to watch the reel

WANT TO KNOW MORE?
Rumble VFX: Dedicated page about Supacell on Rumble VFX website.
Taylor Tulip-Close & Laura Roderick: Here’s my interview of Taylor Tulip-Close (Production VFX Supervisor) & Laura Roderick (Production VFX Producer).

WATCH IT ON

© Vincent Frei – The Art of VFX – 2024