PROJECT POWER

Great ready for tons of action and super powers in this trailer for PROJECT POWER:

The VFX are made by:
Framestore
Distillery VFX
East Side Effects
Image Engine
Outpost VFX
Territory Studio

The Production Supervisor is Ivan Moran.

Directors: Henry Joost, Ariel Schulman
Release Date: August 14, 2020 (Netflix)

© Vincent Frei – The Art of VFX – 2020

BLOODSHOT: Motion Graphics reel by Cantina Creative

Come have a look at the motion graphics work made by Cantina Creative on BLOODSHOT:

WANT TO KNOW MORE?
Cantina Creative: Dedicated page about BLOODSHOT on Cantina Creative website.

© Vincent Frei – The Art of VFX – 2020

WESTWORLD – SEASON 3: Martin Hernblad – VFX Supervisor – Important Looking Pirates

Martin Hernblad has been working at Important Looking Pirates since 2017. He has worked on projects such as LOST IN SPACE, KRYPTON, GAME OF THRONES and WATCHMEN.

What is your background?
I have been tinkering with 3D for 12 years now, including game development studies in Sweden, visual effects in New Zealand, and advertising in Switzerland. Along the way I took a liking to the generalist art, specifically creating images from scratch with whatever tools you have available. For the last three years I have had my home at Important Looking Pirates VFX in Stockholm, working in a variety of different roles and have enjoyed each one.

How did you and ILP get involved on this show?
We have a long relationship with Jay Worth and Liz Castro going back to 2011 and we also worked on S1 and S2. ILP was responsible for the Dolores skeleton and Robot face in S1.

How was the collaboration with the showrunner, the directors and VFX Supervisor Jay Worth?
It was a very smooth run for us, the feedback from Jonah [Jonathan Nolan] ensured we stayed true to the story, and Jay made sure our quality of work was to the highest standard. Our goal was simple: create the best looking sequence and minimize any unnecessary need for our clients to get involved, so they could then focus on finishing this incredibly VFX-heavy season of the show. This negated the need for weekly calls, and allowed us to focus on making our work look as believable as possible within the context of the Westworld style and story.

What was their expectations and approach about the visual effects?
Our clients had done a great job on set preparing for the work to come, providing a great range of on-set material for us and a detailed brief for each shot. Naturally there were still a few unanswered creative questions in the beginning but this was for us to problem-solve as we proceeded with the work.


How did you organize the work with your VFX Producer?
Our Production Manager Natalia Przezdziecka handled the overall schedule and detail planning for the show so that I could focus on the creative side of things. We have our own inhouse scheduling tool that handles the broader schedule, and rely on Shotgun milestones to then detail plan each artist’s tasks. We worked closely together to ensure we were meeting our weekly targets / priorities, and that we stayed on budget. Natalia, along with our VFX Coordinator Chelsea Mirus, would ensure a smooth day to day, managing our team, keeping track of all notes and deliveries, as well as maintaining close communication with Liz Castro and her production team. Måns Björklund our Executive Producer talked about budget and I talked creatively with Jay.

Can you explain in detail about the creation of the Dolores skeleton?
In terms of modeling, texturing and look-dev the work was quite straight forward. We did need to update the Dolores skeleton from our season one model to fit into our Houdini based pipeline and make some texture improvements along the way. Our approach was being flexible with her body shape and silhouette during shot production. Due to the short turnaround of the work we decided to forego additional concept work on the sequence, and instead added a set of custom controls to the rig which enabled lighters to easily fine tune and adjust the silhouette and scale of many of the robotic elements in the rig. Adding these as ‘overrides’ effectively in the rig and allowing lighting control over these pieces meant we could skip a more traditional ‘shot sculpt’ step in the pipeline, and also avoid disruptive updating and recaching of the source asset and rig. Additionally, since the data was published as anim information we could easily push that data to other shots either for the whole body or for specific sections of the skeleton.


The skeleton have been already seen in the previous seasons. Did the showrunners asked for some changes or upgrades?
As more and more shots began taking shape, it became apparent that the exact same skeleton from season one would not be appropriate for this sequence. In the original assembly scene of Dolores, her robot body was meant to be delicate and fragile looking, mirroring the state of her character at that point in the story. In season three we’ve come a long way, Dolores has become a more powerful and confident character which gave us a great opportunity to convey that in her robot body. This included changes to her proportions, pose, body language and silhouette, many of them custom for each shot.

Can you tell us more about the rigging and animations?
We used the same overall motion system for both the bodytrack rig and the robot rig, this allowed our animators to take over the matchmove animation directly. Almost all shots required additional animation polish and some were animated from scratch. In addition, the story calls for Caleb to insert the mind pearl into Dolores’ robot face, which is a design that before has not been seen in the series. Our techanim and previs team had a great time designing a cool looking mechanism that would fit well within the style of the series.

Did you use procedural tool for the internal animation of the skeleton?
Our rigging builds at ILP are done procedurally with a modular rigging system, however we did not use proceduralized motion for the skeleton itself.

How did you create the shaders and textures for the skeleton and the CG Dolores?
Dolores’ digidouble was done using fairly standard techniques starting with proper scan data and photography of the actress. The render and groom was done in Houdini/Arnold. Since the robot body was a reprise of our original season one asset, we didn’t want to drastically change the look of the robot body, so our work mostly involved updating the look and shading using our latest pipeline, and tuning it to the sequence to achieve the desired look.


How did you handle the lighting and matchmove challenges?
In terms of lighting, the trick was being flexible and saving as much time as we could due to the short turnaround. Having a good foundation of light rigs and templates helped, but the true key was communication. Each artist made sure everything flowed naturally from rig/animation all the way to comp, in many ways owning the shot and being responsible for its completion. We were also able to save a lot of time and effort by using our shot sequence render tool to be able to push out several shots from the same angle; this minimized iteration time and gave us more time to focus on the more complex and challenging shots. The matchmove was outsourced to Yannix who did a great job of capturing her body motion.

ILP already did the head opening in the first season. How did you upgrade this effect?
We were able to use our boy skull from season one as a base, but many aspects needed to be revised and changed to fit Dolores. Changing the shape, proportions, color and lighting helped us transition to the skull of an adult woman, and we designed and created a brand new mechanism to retrieve the pearl. Since we already had a great reference from season one, this was a nice time to say; ‘What else can we do with it?’. So we had a great time finding the right look for the robot skull that would suit Dolores’ character.

How did you manage the challenge when the head closes and switches to the real actress?
This was a combination of multiple approaches. We started by creating a digidouble face of Dolores and matched it as close as we could within the time constraints we were facing. The CG face served as a good base and is visible in the shot in all areas where we could not project the plate, as well as when the top face sections are moving down. Some fantastic compositing work created the bridge between the CG and live action, using projections where we could and hand animating the edges of the face sections magnetically sealing. The key was identifying where the audience would be looking, and making sure that we especially nailed those areas.

Which shot was the most challenging?
I believe this will vary depending on who you ask, but one that sticks out for me is certainly when Dolores pulls on the skin sleeve over her robotic arm. Our very talented shotsculpt artist Gustav Åhren worked tirelessly to make that shot work, and with all the technical and creative problems it entailed.

Is there something specific that gives you some really short nights?
COVID-19 hit in the middle of this show, and about 2-3 weeks before deadline the entire ILP office moved to working from home overnight. This certainly made me a little bit nervous since the way we worked relied on constant communication between each individual. However, everyone in the team instantly stepped up and made it work no matter what, not to mention our epic tech team for making sure we were able to do so.


What is your favorite shot?
That’s a hard question, I always tried to think of it as a sequence instead of individual shots. We get so attached that I have to remind myself to take a step back and think about what someone watching this for the first time will think. Off the top of my head I would say the shot where Dolores has just stood up from breaking free of the chain, and starts walking past Caleb towards the Delos box. It was not a particularly difficult or long shot, but I just love her pose and body language which translated beautifully from Evan Rachel Wood’s acting to the CG body.


What is your best memory on this show?
Lots of good memories, many of them during afterwork beers with the crew. One of my favorite ones is when I saw the very first slapcomp of the face closing shot. I just kept staring at it, knowing it was going to turn out fantastic.

How long have you worked on this show?
For this sequence, we had 5 weeks to complete the shots, from basic layout to final versions.

What’s the VFX shots count?
For season three we had 40 shots, 33 of which made up the robot Dolores sequence.

What was the size of your team?
In total there were 36 Pirates involved in the show in one way or another, with a core team of about 15.

What is your next project?
Currently working on American TV series – that I can’t disclose the name of yet.

What are the four movies that gave you the passion for cinema?
Personally this is an ever-changing state, but right now the movies that remind me of why I continue to do this are THE FELLOWSHIP OF THE RING, ZERO DARK THIRTY, SPOTLIGHT and SICARIO. Next year they will be different (although LOTR will be hard to knock off the list).

A big thanks for your time.

WESTWORLD SEASON 3 – HOST BREAKDOWN – IMPORTANT LOOKING PIRATES

WANT TO KNOW MORE?
ILP: Official website of Important Looking Pirates.

© Vincent Frei – The Art of VFX – 2020

WARRIOR NUN: VFX Breakdown by The Embassy

Canadian studio The Embassy present their magical and creatures work on the Netflix series, WARRIOR NUN:

WANT TO KNOW MORE?
The Embassy: Dedicated page about WARRIOR NUN on The Embassy website.
Michael Blackbourn: My interview of Michael Blackbourn, VFX Supervisor at The Embassy.
Netflix: You can stream now WARRIOR NUN.

© Vincent Frei – The Art of VFX – 2020

The Yard VFX Showreel

Paris based studio The Yard VFX have released their new showreel featuring their work on FORD V FERRARI, MINUSCULE 2, RENEGADES and more:

© Vincent Frei – The Art of VFX – 2020

WESTWORLD – Season 3: Animation VFX Breakdown by DNEG

The team of DNEG talk in detail about the animation work on the various robots for the third season of WESTWORLD:

WANT TO KNOW MORE?
DNEG: Dedicated page about WESTWORLD – Season 3 on DNEG website.
Jeremy Fernsler: My interview of Jeremy Fernsler, VFX Supervisor at DNEG.

© Vincent Frei – The Art of VFX – 2020

I KNOW THIS MUCH IS TRUE: VFX Breakdown by FuseFX

Come have a look at the invisible work of FuseFX on the HBO series, I KNOW THIS MUCH IS TRUE:

© Vincent Frei – The Art of VFX – 2020

FAR CRY 6: Cinematic Title Sequence

Don’t miss this beautiful and stylish title sequence created by Patrick Clair for the new Ubisoft game, FAR CRY 6:

© Vincent Frei – The Art of VFX – 2020

GREED: VFX Breakdown by Outpost VFX

Outpost VFX reveals how they created a lion for the movie GREED:

WANT TO KNOW MORE?
Outpost VFX: Dedicated page about GREED on Outpost VFX website.

© Vincent Frei – The Art of VFX – 2020

WARRIOR NUN: Michael Blackbourn – VFX Supervisor – The Embassy

Michael Blackbourn began his career in visual effects in 2003 at Spin VFX, he then joined The Embassy in 2006. He has worked on many projects including IRON MAN, DISTRICT 9, ELYSIUM and CAPTAIN AMERICA: THE WINTER SOLDIER.

What is your background?
I’m Michael Blackbourn, I originally trained in classical and 3d character animation and I’ve worked in nearly every role and medium animation can be applied to. For the past 18 years I’ve brought to life stories in animation, videogames, and visual effects for commercials, TV and feature films.

How did you and The Embassy get involved on this show?
We got involved early on as Winston, the president of The Embassy, and Simon Barry – the showrunner of WARRIOR NUN – have been acquaintances for years and have been looking for the right opportunity to work together and this show was a perfect fit. For Netflix, we had already delivered successfully on their show LOST IN SPACE and they were eager to work with us again.

How was the collaboration with the showrunner, the directors and Production VFX Supervisor?
I was the production VFX supervisor for the show. The Embassy was the sole vendor and we were responsible for all aspects of the visual effects production. It was a perfect match to work with Simon Barry and Netflix on Warrior Nun. They were very receptive to the creative energy we invested in imagining how all the creatures and magic would look.

What was their expectations and approach about the visual effects?
Netflix and Simon came to us for our ability to deliver feature-film quality work. We regularly apply the lessons we learned on IRON MAN and DISTRICT 9 and THE HUNGER GAMES to our commercial and TV effects. They knew we could turn around the number of shots and keep the work at the same high bar we hit in all of our efforts.

How did you organize the work with your VFX Producer?
We tried to plan as much as we could up front, but as with most complex projects we had to continually reevaluate schedule and the number of artists to ensure we always met our deadlines. The great thing about the Embassy is that we do work on commercials. It means we always have a core group of artists that can be flexible in how they work and meet the demands of short or changing timelines.

Can you elaborate about your work on the main title sequence?
The title sequence was handled by our Creative Director David Casey and one of our CG Supervisors Paul Copeland. Working with a small team they developed a whole variety of creative approaches that would fit the tone of the show. We collaborated with the showrunner to dial in the right feeling he was looking for and our experience in directing commercials helped the main title sequence come together smoothly.

Where was filmed the various parts of the series?
The series was filmed on location in various parts of Spain which included; Malaga, Sevilla, Rhonda, Cordoba, and Marbella. Most locations took advantage of Spains amazing history, but a handful of sets were created for the catacombs, crypts below the Vatican, and the Nun’s base.

How did you work with the art department to design the magical effects and the creatures?
We worked from a brief from the showrunner and took over from there. We needed to realize a lot of different kinds of portals and phasing through objects and phasing the camera through solid rock. We relied on our own design sense of what looked cool and fit the style of the show and then we pitched Simon and Netflix on it.

Can you explain in detail about the creation of the creatures?
We had two major creatures to create for the show. Both went through a concept phase and The Embassy hired Carlos Huante (MEN IN BLACK) to help execute the design. This enabled us to make quick iterations to dial in what the showrunner and Netflix we’re looking for. Once the concept was nailed down, we then moved on to realizing them in 3d. Each creature came with its own challenges.

The first, the Wraith, is a ghostly apparition that has a sense of bony features and skull inside a swirling red mist of a body. That body ends in tendrils that need to be able to latch on to actors in the show. As the concept work could only get us so far as a still we needed to get the asset into 3d early on to start working on how the red mist of a body would churn and flow. We used a hybrid setup that involved cloth dynamics of long tatters of fabric that we then converted to a volume and built up a swirling cloud simulation on top of that.

We initially thought the second creature, the Tarask, would be a little more traditional. It is a large demon beast with a sense of burned metallic skin with an inner fire. It was modelled and sculpted in 3d and then a lot of shader work was developed to get the right feeling to the skin. As our first shots with this creature were coming together we added a layer of simulation to the Tarask as well. As it comes out of a portal it was meant to be fiery and have embers and sparks and smoke come with it. Once everyone saw how those effects really made an impact on the Tarask’s presence we rolled the setup for all those effects into a set of elements that were generated for all shots. So everywhere the Tarask went, he brought his heat with him.

Can you tell us more about their rigging and animation?
Paul Copeland, one of our CG Supervisors did all the character rigging. We used our setups and tools refined from our experience on previous projects to get all the right controls and flexibility in the models for the animators. As I mentioned above we took advantage of cloth tools to drive some of the motion for the Wraiths. The animation was all done with hand keyframes either in empty plates or using an actor in a grey suit as reference. As Wraiths and giant heavy Tarask demons are difficult things to cast actors for or mocap, we opted to do all our work as keyframe animation as we would’ve spent more time attempting to adapt mocap to fit these characters.

How did you create the various shaders and textures?
We carefully dial in all our shaders to match real-world properties of materials. At The Embassy we got our start doing robots and car commercials and have always been very mindful of how surfaces reflect light and sit in their environments. All the shaders were created in house using our feature film pipeline tools that hook into Houdini.

How did you manage the internal light from the creatures?
We use Redshift to render our 3d work and as it’s an extremely fast renderer and we’ve learned ways to get noise-free emissive surfaces and sub-surface glow with it. All the lighting for the characters including their internal lighting is rendered in. We include breakout passes to do some balancing in comp but in general, the creatures are rendered as you see them in the final shot. This allows for the maximum time for the compositor to integrate the character into the plate and really polish the shot rather than having to use that time on the 3d character itself.

Can you explain in detail about the creation and animations of the magical effects?
All the creature magic effects that were consistent from shot to shot were rendered as 3d elements, much of it simmed in Houdini. This includes The Wraith’s cloudy body and the Tarasks sparks and smoke. When the creatures needed to have an extra layer of interactivity to tell the story of the magical effects in a shot, that is where we relied on comp to carry the day. Phasing through walls, going through portals, the crackle of electric light from a magic knife, these were the types of things that it made sense to keep in comp as we could dial them in quickly and have greater flexibility in how they told the story.

How did you handle the interactive lights for the magical effects?
We rendered light passes and used compositing to get the final balance and timing.

Can you elaborate about your set extension work?
For WARRIOR NUN, we worked on both pure matte painting type extensions and 3d extensions. The matte paintings were shots where we could rely on the compositor to work with a combination of extra plates and elements to tell the story. It was only when we needed to build an entire St. Peter’s square and fill it with a crowd and collapsing buildings that we created 3d elements for the shots. This all came together in a complex shot where we needed to tell the story of a thousand years of time passing to show a location as it was in the past and now. That shot was a heavy one using every trick available to us as it was an aerial and we needed to go from a fully 3d past state to a modern city that was a shot plate.

Which sequence or shot was the most challenging?
Our biggest challenge was when Ava has to phase through solid rock and the camera stays with her to get an ‘inside’ view. There just isn’t a lot of starting points or other work to reference on what someone would look like while doing that, mid teleportation. It was made doubly difficult as the narrative required the delivery of lines in that state that needed to have an emotional payoff. We opted to give it a confined look of being squeezed in a dark space while also having a sense of the structure of the rock to be able to sell movement through it. The plates of Ava were also treated with the same phasing look we use on exterior shots where she quickly dashes through objects and walls. In the end, it came together beautifully and I think we achieved a unique look for these sequences that is something new.

Is there something specific that gives you some really short nights?
Not really, the show went quite smoothly.

What is your favorite shot or sequence?
A lot of the show takes place in the dark, at night, when scary things are scariest. One sequence however was set in the past during a flashback in full sunlight, and we got to really reveal our Tarask demon. He grabs an actor’s head and makes quick work of him. That shot came together in a way that really sells the FX and stands out to me.

What is your best memory on this show?
The people. We had an amazing team of artists at The Embassy, and collaborating with Simon and the rest of the crew at RDF and Netflix was outstanding. The work itself was a joy as it was a really fun subject matter but telling a creative story like this with great people makes it all worth doing, and worth doing again the next time.

How long have you worked on this show?
We started concept work in November 2018 and finished our last shots in May 2020. So for the Embassy and me personally a year and a half, for most of the artists about nine to ten months.

What’s the VFX shots count?
684.

What was the size of your team?
At the high point we were around 40 at the studio.

What is your next project?
We’re currently working on a short film and a series of commercials and some upcoming work for Netflix.

What are the four movies that gave you the passion for cinema?
THE SEVEN SAMURAI, PULP FICTION, NAUSICAA OF THE VALLEY OF THE WIND, and ALIENS.

A big thanks for your time.

WANT TO KNOW MORE?
The Embassy: Dedicated page about WARRIOR NUN on The Embassy website.

© Vincent Frei – The Art of VFX – 2020