Avatar – The Last Airbender: VFX Breakdown by Framestore

Discover the magic of Framestore’s visual effects in Netflix‘s Avatar: The Last Airbender. Witness the awe-inspiring realism of Appa and Momo as they come to life with stunning detail and breathtaking authenticity:

WANT TO KNOW MORE?
Framestore: Dedicated page about Avatar: The Last Airbender on Framestore website.
Jabbar Raisani, Marion Spates and Adam Chazen: Here’s my interview of Jabbar Raisani (Executive Producer, Director & VFX Supervisor), Marion Spates (VFX Supervisor) and Adam Chazen (VFX Producer).
Netflix: You can now watch Avatar: The Last Airbender on Netflix.

© Vincent Frei – The Art of VFX – 2024

Doctor Who – Rogue: VFX Breakdown by Windmill Lane

Get ready for an extraordinary visual journey in Doctor Who‘s latest episode, Rogue, powered by the variety of the visual effects work crafted by the teams of Windmill Lane:

Click on the picture to watch the reel

© Vincent Frei – The Art of VFX – 2024

Fallout: Ahmed Gharraph (VFX Supervisor) & Måns Björklund (Executive Producer) – Important Looking Pirates

In 2007, Ahmed Gharraph began his career with MPC. He subsequently worked at DNEG, Framestore, and ILM before joining Important Looking Pirates in 2022. His filmography includes Skyfall, Star Wars: The Last Jedi, Watchmen, and His Dark Materials.

Måns Björklund has been part of Important Looking Pirates for more than 13 years. His work includes contributions to projects like Kon-Tiki, Westworld, The Last of Us, and Shogun.

How did you get involved in this series?

We first got in contact with this when our long time collaborator and Client Jay Worth reached out with this exciting project. We have been working with Jay for around 10 years now I believe. We’ve worked with Jay on Westworld also with Showrunners Lisa Joy and Jonathan Nolan.

What was your feeling to be part of such an iconic franchise?

We were thrilled and excited for the possibilities ahead! The game has a deep lore and a really unique visual style, with a plethora of interesting creatures and environments. Knowing that Jonathan Nolan was at the helm filled us with tremendous confidence that this series was going to be special.

How was the collaboration with the showrunners and VFX Supervisor Jay Worth?

Working with Jay Worth again was a fantastic experience for ILP. Our history of successful collaborations meant there was a strong level of trust and understanding, enabling Jay to provide us with considerable creative freedom to innovate and bring our ideas to life.

How did you organize the work between you and with your VFX Producer?

We all work closely together and collaborate with planning and scheduling to make sure we have the right artists and plans for them to make sure artists have the best opportunities and means to do the best work possible.

What are the sequences made by Important Looking Pirates?

We contributed to every episode of the series except for one. Our primary work focused on the Mr. Handy robot, Snip Snip (voiced by Matt Berry), and the character of Ben the Cyclops (played by Chris Parnell).

Can you walk us through the design process of Snip Snip, from the first sketches to the final model?

Snip Snip is a variation of the Mr. Handy robot seen in the Fallout games. When we got involved, the show’s props department had already created a practical puppet. They built Snip Snip in his entirety with a beautiful patina finish. Various parts and configurations of the prop were then used to capture some of his performance in-camera, which often was just the main body mounted on a mini crane arm to make it look like he was floating.

To bring the character to life, we then added and animate his arms and eyes, as well as adding FX elements for this thruster and exhaust. We had a few shots where we did a take-over from the puppet to the full digital Snip Snip, as well as a bunch of shots where Snip Snip was entirely digital throughout. We were very mindful to make sure that the digital Snip Snip married seamlessly with the live-action prop.

Some elements of Snip Snip’s design that weren’t already solved during the prop-making process. We were tasked with designing Snip Snip’s eyes, as well as a set of tools that he uses for his various surgical pursuits. The eyes in particular posed a particularly fun challenge, as we explored various configurations of lenses, aperture blades and lights, to make the eyes look both alive, but also mechanically plausible.

Beside the games, what was the initial inspiration behind the design of the medical robot Snip Snip?

When designing Snip Snip’s tools, we took inspiration from 1950’s sewing machines, as well as medical equipment such as dental bone saws. For Snip Snip’s thruster, we knew it needed to look realistic, but it should also look a little degraded in its behaviour and functionality, we took a lot of inspiration from footage we’d found online of homemade jet engines.

What were some of the biggest challenges you faced during the creation and animation of Snip Snip?

Snip Snip’s eyes went through many iterations to bring his character to life. We needed to find the right balance between mechanical realism and endearing character traits.

How did the collaboration between the different departments influence the final look and functionality of Snip Snip?

We created a workflow where animation drove the intensity and sputtering of Snip Snip’s thrusters in the FX simulation. This streamlined the process and allowed animators more ownership of Snip Snip’s entire character, saving time on manually generating FX caches for every scene.

What specific animation techniques were employed to bring Snip Snip to life, and how did you ensure its movements appeared realistic and functional?

For the shots where Snip Snip was fully digital, we tried to emulate as much as we can the type of movement we witnessed from the live action prop. We even extracted some of the texture and imperfections of the prop’s movement through matchmove, and incorporated it into our keyframe animation.

Snip Snip’s eyes presented a different challenge, in that the real prop had just one center eye which was immovable. Through conversation with Jay, exploring whether we should paint our the static middle eye, and replace it with a fully articulated digital rendition, we landed on on the idea that the middle eye’s mechanism is simply broken, with Snip Snip being 200 years old, it’s reasonable to assume that he’d have sustained some level of disrepair. So his middle eye was imobile, and the other two eyes were in various states of disrepair.

How many iterations did Snip Snip undergo before reaching its final design, and what kind of feedback was most impactful in refining the character?

Our early versions of Snip Snip’s eyes looked very cool, but they lacked soul. They looked like mechanical robotic eyes without any life or character. And indeed that was Jonathan Nolan’s initial feedback, that he wanted Snip Snip to look endearing and charming. Beyond his eyes, Snip Snip as a character was described to us as someone who is friendly, helpful and forthright, and without malice. When he’s attempting to cut Lucy open and harvest her organs, he’s not doing so with any ill will. He’s simply following his orders.

Can you describe the initial concept and design process for the Cyclops character and what were the key inspirations and visual references used?

We started with 2D illustrations, taking stills from one of the scenes with the Cyclops, and painting variations of eye size and position, as well as eye brow configurations. We knew that translating Chris Parnell’s expressive performance with a single eye was going to be crucial.

What were the biggest technical challenges your team faced when creating the Cyclops’ visual effects?

In terms of building and rigging the asset, we needed to make sense of the underlying anatomy and facial structure. How does a single eye socket sit into the middle of the face occupying the bridge of the nose? We explored having the eye at various heights and depth within the face. Despite only having one eye, we ended up creating more blendshapes for the Cyclops rig than we had for any other facial rig before then. Ben the Cyclops features in sequences across both Ep6 and Ep7, where we saw him go through a full range of emotions from smiling, frowning, crying and as well as being surprised and angry.

We also simulated blood flow to enhance the skin shading, reflecting the natural shifts in tone and color due to different expressions. This subtle effect added realism, making the skin appear alive.

Were there any memorable moments or scenes from the series that you found particularly rewarding or challenging to work on from a visual effects standpoint?

The Cyclops was both the most challenging and rewarding aspect. Achieving a point where we could enjoy Chris Parnell’s performance without being distracted by the VFX was a significant accomplishment.

Just from a design point of view, visually a cyclops is an unnerving deformity which creates a visceral « uncanny valley » response, and perhaps there’s no way to completely get away from that, but we’re incredibly proud of the results we were able to achieve.

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

I’m particularly proud of our work on the Cyclops. Despite the inherent challenges, we achieved a level of realism and character that stayed true to Chris Parnell’s performance.

Tricky question, what is your favorite shot or sequence?

That is tricky! If I had to choose, I’d pick any of the sequences with the Cyclops. But I still love Snip Snip!

How long have you worked on this show?

A little over 1 year.

What’s the VFX shots count?

Around 140.

What is your next project?

Can’t say unfortunately but an exciting one for sure.

A big thanks for your time.

WANT TO KNOW MORE?
Jay Worth: Here’s my interview of Production VFX Supervisor Jay Worth.
Prime Video: You can now watch Fallout on Prime Video.

© Vincent Frei – The Art of VFX – 2024

Sous la Seine (Under Paris)

Get ready for an exhilarating journey behind the scenes of Sous la Seine (Under Paris) with Netflix‘s latest making-of feature. VFX Supervisor Arnaud Fouquet takes you through the intricate process of crafting the film’s visual effects (at 10:31):

The VFX are made by:
MPC (VFX Supervisor: Arnaud Fouquet)
Digital District

Director: Xavier Gens
Release Date: June 5, 2024 (Netflix)

© Vincent Frei – The Art of VFX – 2024

Rebel Moon – Part Two – The Scargiver: VFX Breakdown by Framestore

Step into the fantastical universe of Rebel Moon – Part Two – The Scargiver where Framestore’s visual effects bring to life a mesmerizing creature and discover the power and grace of Nemesis, the warrior queen:

WANT TO KNOW MORE?
Framestore: Dedicated page about Rebel Moon – Part Two: The Scargiver website.
Netflix: You can watch Rebel Moon – Part Two: The Scargiver on Netflix now.

© Vincent Frei – The Art of VFX – 2024

Ultraman: Rising

Get ready for a heart-pounding encounter between Ultraman and the menacing Gigantron. Experience the action-packed drama in this must-see excerpt from Ultraman Rising:

The Animation and VFX are made by:
ILM (VFX Supervisor: Hayden Jones, Animation Supervisor: Mathieu Vig)

Directors: Shannon TindleJohn Aoshima
Release Date: June 14, 2024 (Netflix)

© Vincent Frei – The Art of VFX – 2024

Godzilla x Kong: The New Empire

Get ready for a visual feast in Godzilla x Kong: The New Empire as Weta FX unleashes a completely insane Zero Gravity sequence. Under the supervision of Alessandro Ongaro, the team has crafted a spectacular showcase of really cool visual effects that will leave you in awe:

The VFX are made by:
Weta FX (VFX Supervisor: Kevin Andrew Smith, Animation Supervisor: Ludovic Chailloleau)
Scanline VFX ( VFX Supervisor: Nick Crew, Animation Supervisor: Eric Petey)
DNEG (VFX Supervisors: Paul J. Franklin, Aleksandar Pejic)
Luma Pictures ( VFX Supervisor: Olivier Dumont)
Baked Studios (VFX Supervisor: George Loucas)
Supervixen Studios
Savage VFX

Previsualization by The Third Floor (Previs Supervisor: Jeremy Munro)

The Production VFX Supervisor is Alessandro Ongaro.
The Production VFX Producer is Thomas Elder-Groebe.

Director: Adam Wingard
Release Date: April 12, 2024 (USA)

© Vincent Frei – The Art of VFX – 2024

Supacell

Let’s follow a group of seemingly ordinary folks from South London as they unexpectedly develop superpowers in this trailer for Supacell:

The VFX are made by:
Ingenuity Studios
Rumble VFX
Assembly

The Production VFX Supervisor is Taylor Tulip-Close.
The Production VFX Producer is Laura Roderick.

Creator: Rapman
Release Date: June 27, 2024 (Netflix)

© Vincent Frei – The Art of VFX – 2024

Cobra – Season 3: VFX Breakdown by BlueBolt

Discover the unseen magic of Cobra Season 3 with BlueBolt‘s invisible visual effects. The London-based studio seamlessly integrates visuals that enhance every scene:

WANT TO KNOW MORE?
BlueBolt: Dedicated about Cobra – Season 3 on BlueBolt website.

© Vincent Frei – The Art of VFX – 2024

Sous la Seine (Under Paris): Arnaud Fouquet – Overall VFX Supervisor – MPC

Bringing over 30 years of visual effects experience, Arnaud Fouquet joined MPC in 2011 (back when it was called Mikros Image). He has worked on various shows including Lord of War, Faubourg 36, Little Nicholas’ Treasure, and Animalia.

How did you get involved in this film?

Frank Mettre, the post-production director of Sous la Seine, started talking to me about this project in June 2022, nine months before filming began. Having already supervised several Netflix productions, including Mélanie Laurent’s Voleuses, Nicolas Bonnell, VFX manager at Netflix, trusted me, and I was able to meet the production team as well as Xavier.

How did the collaboration with director Xavier Gens go?

With Xavier Gens, things clicked very quickly. We shared the same cinematic references, and like him, I am a big fan of genre films. He is a director who not only does not fear special effects but masters them perfectly. He knows how to use them wisely to serve his story. Moreover, he is extremely enthusiastic and reacts with talent to the proposals we submit to him. All these exchanges were very constructive and particularly exciting for all the post-production teams.

(L to R) Xavier Gens & Nassim Lyes / Sofie Gheysens/Netflix

How did you organize the work with your VFX producer?

The VFX Producer / VFX Supervisor duo is crucial, regardless of the type of project, and even more so with a film of this scale.

For Sous la Seine, we could even speak of a trio. I worked with Loriane Lucas, who, like me, works at MPC Paris, but also very closely with Frank Mettre. On this project, one of the production and Netflix’s goals was to share the VFX work among several studios. Although I am with MPC, I had the role of overall supervisor for the entire film. Frank Mettre played a key role in ensuring impartiality towards all providers.

How did you choose the different vendors and allocate the work between them?

The choice was very difficult. There are many quality studios in France. We discussed it at length with Frank before making a decision. We started by thinking about how to distribute the work among the different studios and decided to do it based on the type of effects.

MPC took care of the underwater shots and the sharks, while Digital District, under the supervision of Marc-Thomas Cavé, was responsible for the aerial shots, including the integration of the Seine docks and tsunami shots.

We also called on UFX for the compositing of the background shots for the interior sets at the river brigade.

Finally, at MPC, we split the work between MPC Paris and MPC Liège. The shots made in Belgium were supervised by Philippe Frère, who also came to the set several times.

It was a very nice collaboration between the studios.

What is your role on the set and how do you work with the other departments?

We had many readings and long discussions in preparation with, among others, the director of photography Nicolas Massart and the production designer Hubert Pouille, as well as the team in charge of stunts, SFX, and many others.

All these meetings were crucial because VFX is just an extension of the shoot, and as I often say, the success of a visual effect is 80% achieved on set.

Niete Rodriguez/Netflix

These discussions allowed us to find solutions to several issues:

The most obvious was to determine how and where to shoot the underwater shots. We had sequences supposed to take place in the open sea under an ocean of plastic, but also under the Seine, where visibility is actually less than a meter.

Another challenge concerned the shots located on the Seine in the heart of Paris, knowing that it is very difficult to obtain filming permits and that the available time slots are extremely short (from 7 a.m. to 10 a.m.). We quickly realized that except for a few short sequences on a boat, it would be impossible to shoot the long final sequence. Especially since we needed to install a huge floating dock and hundreds of swimmers.

Sofie Gheysens/Netflix

Can you describe the initial concept and vision for the visual effects?

Xavier’s idea was to make a spectacular film while remaining as credible as possible. The sharks, which are slightly mutated Makos, had to look believable and realistic. In fact, the references we regularly exchanged with Xavier came from documentary films and real shark videos found on social media. All these references were our bible to understand the behavior of sharks, analyze their movements, and understand how their skin reacts depending on the incidence of light.

What were the biggest challenges in creating the film’s shark?

One of the big challenges was being able to recreate the aquatic environment. In water, colors and contrasts vary greatly depending on the depth, turbidity, and distance between objects and the camera. Since sharks are obviously never stationary, all these parameters constantly change with each shot.

How did you achieve realistic movements and behavior for the shark?

We meticulously studied the morphology and movements of sharks. For each shot to be faked, Augustin Paliard, our Animation supervisor, had selected specific video references corresponding to the behaviors we wanted to reproduce. Each animator thus automatically had these references at the start of their work on a given shot.

How did your team ensure that the textures and details of the shark were realistic and credible?

Just like for the animations, we accumulated a large number of references to analyze the appearance of sharks. We quickly realized that the texture of the skin could vary significantly depending on the light and orientation of the shark: sometimes matte, sometimes satin, even metallic. Florian Wolff, CG supervisor, and Maxime Chaix, Compositing supervisor, worked closely together to set up a method to reproduce these different renders.

Another crucial parameter was the influence of water on colorimetry. It is important to note that the turbidity of the water affects the depth at which colors disappear: red disappears between 0 and 5 meters, orange between 10 and 15 meters, and yellow between 15 and 25 meters. For the shoot, I specially designed an immersed chrome ball, and for each shark shot, I asked a diver to follow the shark’s trajectory with this ball and a color chart. This allowed us to capture all the colorimetry variations that we could apply to our CGI sharks.

Were there any unique techniques or innovations developed specifically for the shark’s visual effects?

One of the major challenges was the sequence known as « the crypt, » where our heroes find themselves surrounded by hundreds of sharks. Xavier’s reference was the documentary 700 Sharks in the Night. To achieve this sequence, we had to develop a specific crowd manager allowing us to create hundreds of sharks swimming fin to fin.

What were the most difficult scenes involving the shark to create and why?

Perhaps the shark shots under the Seine. With visibility, in theory, of less than a meter under the Seine, it was clear that we had to adjust the water’s turbidity depending on the shots while maintaining a high level of credibility. We had to create harmony between wide shots requiring better readability and close-up shots, without it seeming artificial.

Can you explain the process of digitally recreating Paris for the film?

As it was impossible to shoot the triathlon sequences on the Seine, we filmed them in a 100 meters by 80 meters tank located on the backlot of Alicante studios.

We then had to reintegrate Paris and its Seine docks for these shots. We used several methods depending on the shots. First, we performed a Lidar scan of the entire play area, about 2.5 km of docks, to accurately model the docks. During the three days of shooting the plates with hundreds of extras on the docks in front of the Paris City Hall, we had a boat for the VFX, which allowed us to capture a maximum of plates.

We had previously discussed in detail with Riwanon Lebeller, the film’s editor, who had prepared a first edit of these sequences for us. This allowed us to precisely target the shots to be filmed.

What were the main challenges in matching the recreated Paris with the real locations used during the shoot?

Digital District handled the production of these sequences. The first difficulty with this type of shot is harmonizing the lighting. The lighting in Spain is not the same as in Paris.

Another difficulty was connecting the water in the tank where our actors were with the ones of the Seine. It was necessary to harmonize the water in the tank, which could have different shades in terms of color and waves, with that of the Seine. Additionally, it was essential to add Paris’s reflections on this water.

Can you tell us stories or anecdotes about the behind-the-scenes production of visual effects?

As I mentioned earlier, Xavier regularly sent us videos to provide us with references. And we can say he had a certain talent for finding videos of vacationers being attacked by sharks. I must admit that I did not pass on some of these videos to our teams for fear of seeing them faint.

Were there any memorable moments or scenes from the film that you found particularly rewarding or challenging to work on from a visual effects standpoint?

I think it’s the crypt sequence. I find it very graphic with Nicolas Massart’s lighting and these hundreds of sharks.

How long have you been working on this film?

Between preparation, shooting, and post-production, that is from July 2022 to May 2024, I worked on the film for almost two years.

How many VFX shots are there?

677 in total – 288 at MPC, including 110 shark shots – 319 shots at Digital District – 70 shots at UFX.

What is your next project?

I’m sorry, I can’t disclose this project for confidentiality reasons. You’ll have to be patient 🙂

A big thanks for your time.

WANT TO KNOW MORE?
MPC: Dedicated page about Sous la Seine (Under Paris) on MPC website.
Netflix: You can now watch Sous la Seine (Under Paris) on Netflix.

© Vincent Frei – The Art of VFX – 2024