CURSED: Ciaran Crowley – VFX Supervisor – Milk Visual Effects

Ciaran Crowley began his career in the visual effects more than 20 years ago at DNEG. He joined Milk Visual Effects in 2018. His filmography includes many films such as THE DARK KNIGHT, INCEPTION, THE ASH LAD: IN THE HALL OF THE MOUNTAIN KING, THE PROFESSOR AND THE MADMAN.

What is your background?
I’m a VFX Supervisor at Milk – I joined in 2018 to oversee the VFX creature shoot for FOUR KIDS AND IT – Dan Films/Kindle Entertainment’s recent feature film for Sky– based on Jacqueline Wilson’s modern-day variation on E Nesbit’s classic novel Five Children And It – for which the Milk team created the protagonist CG sand fairy character, voiced by Michael Caine.

I’m originally from Ireland and graduated from DIT Dublin. I initially followed a design career but was always obsessed by VFX – which led me to a Post Graduate VFX course at NFTS.

How did you and Milk Visual Effects get involved on this show?
We were invited to work on CURSED by Overall VFX Supervisor for the show Dave Houghton. Milk works regularly with large networks such as Netflix and Amazon on high end episodic TV shows such as CURSED.

How was the collaboration with the Showrunners and VFX Supervisor Dave Houghton?
It was a great pleasure to work with Dave Houghton, Frank Miller and showrunner Tom Wheeler. It was very clear what they (and the episode directors including Zetna Fuentes) wanted style wise especially for the wolves – specifically a very dialled up, larger than life wolf. Of course we had his illustrated novel for reference and he wanted the wolves to feel like those. There is one particular wolf from ‘300’ that he was keen for us to channel. We adapted some early concept designs based on this, and our treatment of them, including the lighting, was adopted into the lighting style of the wolf sequences by the DOP, as well as throughout the VFX.

Early on we created a wide range of concept work for Dave, Frank and Tom not only for the wolves but also the fey fire, the waterfall, the Leper kingdom, the Cailleach (cave environment) and Culzean Castles. Frank wanted all of the ‘magic’ to feel elemental rather than ‘hocus pocus’ and so we designed our lighting bolts, fey fire and sword glow accordingly.

How did you organize the work with your VFX Producer?
I worked closely with Jenna Powell (our Milk Visual Effects Producer) who is extremely experienced in this type of episodic production with a variety of different VFX (from environments to creatures to FX). Myself and Jenna had a great relationship with Rebecca Vujanovic the series VFX Producer; which was essential, given that delivery was not sequential episodically.

What are the sequences made by Milk Visual Effects?
Milk handled a variety of work on CURSED, creating 390 shots encompassing a pack of CG wolves developed from concept through to animation, as well as a forest environment in which Nimue fights with them; and a dramatic waterfall environment where a combat sequence takes place at the climax of the final episode.

Milk’s brief also included a number of environments: the CG Culzean Castle and subterranean world environments for the Leper Kingdom; the underground chasm at Cailleach; digi-doubles of heroine Nimue and the Paladins for the waterfall sequence; the green Fey forge fire; and the glow and effects on the sword. The studio also created additional environments and effects, including chopping off the hands of the character Bors.

Nimue is attacked by a pack of wolves. Can you explain in detail about their creation?
The wolves and wolf sequence were overseen by 3D supervisor Adrian Williams along with 2D Supervisors Robin Cape and Fernando Ferrer and 2D lead Alvaro Cajal. One of the most challenging aspects of the overall job was the wolf scene in episode one, in which the Paladins dispatch five (CG) wolves to hunt down Nimue as she is carrying the wrapped sword to Merlin. The beasts trap her, and during the fight, she climbs onto a rock and uses the sword to slay the beasts one by one, beheading two – one in spectacular Frank Miller style. Like the wolves, the environment in the scene is completely CG, with the exception of the actress and rock, which were filmed on greenscreen.

The wolf sequence was shot in the studio, and just prior to the scene, Nimue (Katherine Langford) is running through an actual forest and comes into a clearing, which was essentially a greenscreen studio space with just the rock set in the middle. Milk then had to add the whole of the forest environment around it.

Our team designed the look of the wolves from scratch, and the lighting style and atmosphere they incorporated into those concepts (which included backlit lighting, driven from Miller’s signature comic style) was subsequently used as lighting reference by the DP and director on the shoot. The team referenced Frank Miller’s wolf from his comic “300” and created concept designs for several types of wolf, in both naturalistic and fantasy styles, with the final creatures having a more realistic look but are larger than a typical wolf, to make them more menacing.

The artists began crafting the beasts by first researching wolf fur textures, colouring, and behaviour. Sam Lucas, head of modeling, built the wolf models in Maya, then used ZBrush for the finer details around the paws, face, and mouth, as well as muscle definition. The group used Peregrine Labs’ Yeti for the groom, giving the artists flexibility to play with the look and feel of the fur, and Ziva’s rigging and animation software for the muscle systems.

“The alpha female wolf needed to be white; the second in command, black, and the other three variations were selected from real-life wolves by the client – these were gray and two variations of brown,” explains Crowley. “Since wolves’ fur colour is typically made up of multiple shades, we incorporated three colour maps to drive the initial variations for one wolf’s fur, using root, mid, and tip colour maps that would stipulate how a single hair strand would be shaded. We also added randomised mutant hairs and melanin in the shader to push the individual looks. From there, we also had to make two grooms for each wolf: a dry groom and a wet groom.”

It was imperative that the fur looked and flowed naturally with the dynamics. Likewise, it was important that the bulk and mass of these huge beasts were properly portrayed in the renders with the multiple lighting setups.

Animating the wolves
Chris Hutchison Milk’s Head of Animation oversaw the animation of the wolves with Neil Roche overseeing rigging. Says Hutchison “After receiving the first edit of the sequence we asked our tracking department to give us some very rough tracks to begin our early blocking animation with. This helped with the layout and positioning and to make sure that the tempo and pacing of the sequence would flow and feel as energetically and ferociously as possible. Sliding a basic rig around and putting a very early run and walk cycle on the creatures let us see what would and wouldn’t work cut / pacing wise and allowed us to figure out the world space of the wolves and to make sure that the whole sequence flowed, making sure that the wolves wouldn’t disappear in one shot and suddenly appear in the next. Once Dave Houghton had signed off our early blocking and layout, the official plates came in and we could get started on the full animation and tracking of the sequence.

We sourced hours of video reference and watched as many documentaries about wolves as we could to find snippets of live action reference that we could animate and use in our shots accordingly to make the creatures feel as realistic and believable as possible. Looking at the reference we found some fascinating wolf behaviours and mannerisms that we could use, that related to our shots, especially with wolf pack behavioural patterns and mentalities of the group that we could use as a base to build a library of wolf animation for all of our shots. This helped with consistency amongst the animators and to save time (as we could reuse certain aspects of our library of animation) but also helped us figure out the mechanics and fully explore the physicality of the wolves. We would have a template to start from and could then work the finer details and nuances of the wolf behaviour into the shots as the shots progressed making each shot unique and as threatening as possible.

Even after using real world reference, Frank Miller emphasised that he wanted the wolves to be as intensely vicious and ferocious as possible and wanted us to reference his wolf from ‘300’ with its head down in a strong menacing and intimidating pose. So, with that in mind we finessed our animation to give Frank the performance and look he wanted. In short, the wolves needed to be big, bad and fuelled with a load of aggression and ferocity.”

How did you create the forest environment?
Due to shooting schedules the forest sequence was shot on an interior greenscreen stage with Nimue standing on the altar rock as she fights the wolves. The altar rock was then moved to an exterior set location, so we lidar scanned this whole interior stage area with the rock in place. That was the basis for our forest environment.

It is raining in the sequence – and so we created CG rain (thanks to Merlin’s magic on the weather!) and we created a CG forest foreground for context with a DMP mountain background – to cope with the high level of camera movement in this fight scene.

The sequence is seen by night and under the rain. How does that affect your lighting work?
We were given the lighting plan by production and we recorded the lightning set up on the stage in the rig on a 360 camera array. This allowed Adrian Williams and his team to match the lightning in the shots.

Can you tell us more about the power of the sword?
The fight scene with Nimue wielding Excalibur is a key story point as it is the moment in which the audience realises the magic power of the sword. Frank always said that we should think of the sword as being ‘alive’ as reference guidance.

When Nimue holds up the sword we see the ‘glow’ of the intricate rune patterns for the first time. Our brief was to create a golden glow, like molten steel which reacted as if the sword were alive. Almost like a forcefield.

Merlin takes the green fey fire. Can you elaborate about its design and creation?
We developed several looks for the fey fire. Subsequently a more naturalistic looking design was preferred by production. Frank and Tom wanted all of the ‘magic’ to feel elemental rather than ‘hocus pocus’ and so we designed our lighting bolts, fey fire and sword glow accordingly.

How did you approach your various environments creation?
We got great reference from production for the environments. This was the starting point for our concept artists to develop extensive ideas for approval by Dave Houghton and the creative team.

Culzean Castle – In one revealing scene, the sorceress Yeva casts an incantation that enables Nimue and Merlin to virtually meet for the first time, at Culzean Castle. Here, Nimue is given a look at the past and Merlin’s connection to the sword.

The sequence was filmed among the ruins of a small monastic castle site, which Milk developed into a larger, grander build of the ruins. There was only a little bit of wall standing and so most of the castle was a CG set extension. Therefore, the look and textures of the digital castle needed to match the unusual texture of the existing monastery ruins that appear in the plates. The challenge was building an environment that could sit in many different shots and angles without Milk having to make bespoke separate builds.

Subterranean environments – Milk also built the subterranean environment for the Cailleach, an evil-filled underground chasm where Morgana encounters a spider while retrieving the sword for Nimue.

Milk also built the subterranean environments of the Leper King, which was mostly filmed on a small set and then digitally extended. Says Crowley of the Leper King caves. “These were quite challenging to build, as we had to integrate some floating set walls within the design of the environment. The throne room was imagined as a vast cathedral with a touch of backlighting – with a direct reference to Frank Miller’s comic-art style.” Meanwhile, the artists filled the treasure room with Celtic queen Boudicca’s skeleton along with coffins and copious riches. They also crafted the green Fey forge fire, which Merlin steals.

Which one was the most complicated to create and why?
The waterfall definitely.

Can you explain in detail about the creation of the waterfall environment?
Milk’s culminating sequence in CURSED has Nimue, Merlin, and Morgana trying to escape the Paladins. As they are crossing a narrow footbridge above a huge waterfall, the sword slips from Nimue’s hand and is out of reach, leaving her defenseless. She is shot with an arrow and eventually tumbles from the bridge into a pool of water far below. Not only did Milk create the waterfall and the environment around it, but also the digital takeovers required in the scene. It is a big drama scene in a tiny space, which made it more challenging – with most of it completed and delivered in lockdown”, says Crowley

The sequence was shot outside on a backlot against bluescreen. The set build consisted of the bridge, with everything else created digitally, including the waterfall, digi-doubles of Nimue and the Paladins, the rain, and Merlin’s magical lightning bolts from the storm he whips up as he slowly regains his power.

The artists developed the 3D asset of the environment, while the FX team – lead by Dimitris Lekanis – created the water simulations and the waterfall (in just seven weeks during lockdown), as the latter was broken up into several layers of simulation, including water surface, foam, spray, and mist.

For the digi-doubles, scans of the actors playing Nimue and the Paladins in the scene were provided by production and rigged and groomed, with cloth sims applied to the clothing. These were used in wide shots and for takeovers when the characters fall into the water.

“We wanted to cover all bases in terms of character detail, and what helped us massively was having a full-3D scan of Nimue for our assets team to begin modeling her digi-double. All of the base mesh was done in Maya, then we moved to ZBrush to get all the extra detail in the skin and clothes. The textures were made in Mari and were either hand painted or derived from on-set element reference, with lookdev done in Maya using Autodesk’s Arnold,” Crowley explains. “We then passed the character on to our creature FX team, which handled all types of character deformation, such as cloth and hair simulations; the groom for Nimue was achieved using Yeti.”

In terms of Nimue’s fall, actress Katherine Langford was shot against bluescreen on the backlot on a harness with crash mats; Milk removed the rigs and added the CG waterfall and the CG set extension at the bottom of the waterfall. In addition, the studio did some digi-double takeovers for the dramatic point when Nimue loses her grip on Merlin’s hand and plunges down into the mist. The artists also made digi-doubles for the Paladins that are killed and fall from the bridge during the fight, allowing CG takeovers in several of the shots with added blood splatters in the vein of Frank Miller’s comic art.

Is there something specific that gives you some really short nights?
Probably the waterfall sequence – which we delivered during lockdown.

What is your favourite shot or sequence?
For both myself and my VFX Producer Jenna Powell, the Waterfall sequence was our favourite–it’s the climax of the show! We completed 105 shots on it, all within the lockdown period. Visually Frank said it was his favourite sequence in the series! Which, of course, was lovely to hear.

What is your best memory on this show?
Meeting Frank Miller and finding out he was part of the O’Neill clan (an Irish clan). I hail from Ireland so this struck a chord with me!

How long have you worked on this show?
We began work on CURSED in February 2019 and delivered in May 2020 during lockdown. The whole Milk crew had to transition to working from home within a ten-day period at the end of March! Of course we had to adapt how we worked but our amazing systems team transitioned us brilliantly and they worked extraordinarily hard to make sure everyone was able to work quickly from home. We all adapted quickly into a different routine.

We changed the way we communicated and paid great attention to how we corresponded with the team about creative decisions from remote dailies. We relied more heavily on the HODs disseminating information to the teams. I really enjoyed our morning check ins! We all had to just keep talking a lot!

Shooting took place throughout summer 2019, and post from end of August.

What’s the VFX shot count?
390 shots.

What was the size of your team?
88 – including supes, production, editorial and artists!

What is your next project?
I’m currently working at Milk on a film project. It’s very different from CURSED! (Sadly I can’t say any more about it)

What are the four movies that gave you the passion for cinema?
Anything Norman Reynolds worked on!! (Set designer for SUPERMAN, STAR WARS, RAIDERS OF THE LOST ARK, EMPIRE OF THE SUN). Likewise set designer Nigel Phelps (BATMAN).
I’m also a big fan of Terry Gilliam’s BRAZIL.

A big thanks for your time.

WANT TO KNOW MORE?
Milk VFX: Dedicated page about CURSED on Milk VFX website.
Dave Houghton: My interview of Dave Houghton, Overall VFX Supervisor.
Netflix: You can watch CURSED on Netflix now.

© Vincent Frei – The Art of VFX – 2020

THE TWILIGHT ZONE – Season 2: VFX Breakdown by Digital Domain

Let’s have a look at the variety of work made by Digital Domain on the second season of THE TWILIGHT ZONE:

© Vincent Frei – The Art of VFX – 2020

RADIOACTIVE: VFX Breakdown by Union VFX

Come have a look at the seamless work by Union VFX on RADIOACTIVE:

© Vincent Frei – The Art of VFX – 2020

THE ALIENIST – ANGEL OF DARKNESS: VFX Breakdown by Outpost VFX

Come have a look at how Outpost VFX recreated the period New York and its various locations for THE ALIENIST – ANGEL OF DARKNESS (Click on the picture below to watch it):

WANT TO KNOW MORE?
Doug Larmour: My interview of Overall VFX Supervisor Doug Larmour about his work on THE ALIENIST – ANGEL OF DARKNESS.
Outpost VFX: Dedicated page about X on Outpost VFX website.

© Vincent Frei – The Art of VFX – 2020

COSMOBALL: VFX Making Of by Main Road Post

Be sure to watch this making of by Main Road Post about the visual effects work on the epic Russian film, COSMOBALL:

© Vincent Frei – The Art of VFX – 2020

RAISED BY WOLVES: Opening Titles by Studio AKA

Be sure to watch the beautiful opening titles for RAISED BY WOLVES created by the teams of Studio AKA! This sci-fi HBO Max series is directed and produced by Ridley Scott (click on the picture below to watch it):

WANT TO KNOW MORE?
Studio AKA: Dedicated page about RAISED BY WOLVES on Studio AKA website.

© Vincent Frei – The Art of VFX – 2020

SNOWPIERCER: VFX Breakdown by FuseFX

Let’s go for a ride in the frozen world in the train of SNOWPIERCER with FuseFX who unveils their work on this series:

© Vincent Frei – The Art of VFX – 2020

THE MANDALORIAN: VFX Breakdown by Pixomondo

Let’s go for a trip in a galaxy far, far away with the VFX Breakdown by Pixomondo about their work on THE MANDALORIAN:

© Vincent Frei – The Art of VFX – 2020

THE EIGHT HUNDRED: VFX Breakdown by Rising Sun Pictures

Australian studio Rising Sun Pictures takes us into the middle of the war in the battlefield of Shanghai with this VFX Breakdown about their work on the epic Chinese film, THE EIGHT HUNDRED:

WANT TO KNOW MORE?
Rising Sun Pictures: Dedicated page about THE EIGHT HUNDRED on Rising Sun Pictures website.

© Vincent Frei – The Art of VFX – 2020

LOVECRAFT COUNTRY: Grant Walker – VFX Supervisor – Framestore

Grant Walker began his career in visual effects in 2006 at The Mill. He then joined MPC in 2009 before joining Framestore in 2010.

What is your background?
I come from a family of construction workers. My path has also been in construction; just of digital creatures/characters, not physical buildings. I had a passion for art and films in my childhood, and after a few years on building sites, I decided to try out VFX. I went to the University of Wales Trinity Saint David (formally Swansea Institute) and got a 3d Animation degree before moving to London and becoming a VFX artist. I worked in a number of the big VFX companies in London before finding Framestore 10 years ago. Framestore’s culture for looking after artists has kept me there ever since.

How did you and Framestore get involved on this show?
Framestore landed the work through an existing relationship with Executive Producer Bill Carraro who we had previously worked with on (the Oscar-winning) BLADE RUNNER 2049.

How was the collaboration with the various directors and VFX Supervisor Kevin Blank?
We benefited from being around the team which included showrunner Misha Green when we were on-set for Eps 101, 102 and 108. Those chance conversations, and getting direct thoughts and ideas for what the Shoggoth is, and its importance in the show was invaluable. We had direct access to Kevin Blank over the last 14 months, on-set in Atlanta and with regular video calls and cineSync reviews to present and review animation and WIP’s. These relationships, and getting clear notes and direction, really helped us run the show efficiently and deliver our best work.

What was their expectations and approach about the visual effects?
The expectation was to create an absolutely terrifying monster capable of ripping people limb from limb. HBO is renowned for its incredibly high-quality content, so we knew we would have to pull out all the stops to create something truly spectacular.

How did you organize the work with your VFX Producer?
Stephen Nixon (VFX Producer) and I have worked as a partnership for the last 14 months. To plenty of peoples’ annoyance I don’t like rigid restrictions between peoples roles so we’ve worked to figure things out together. That said, Stephen definitely kept a firm grip on the crew, schedule and budget and I had my eyes on the methodology and the images. The shift to remote working thanks to covid lockdown in March was a big challenge that everyone met admirably. Stephen and the production team kept communication open and helped maintain our focus on priorities and the time we had. Production did solid work to build flexibility into the schedule that maintained pace but supported the crew and the move to working from home during the pandemic.

How did you split the work amongst the Framestore offices?
This project was carried out by the London office, although it has been completed in spare rooms, home offices and garden sheds due to lockdown measures.

What are the sequences made by Framestore?
Framestore’s chief responsibility was all things Shoggoth. We completed sequences in episodes one, two, eight and ten. The later episodes are of particular note due to a special variation on the Shoggoth already seen.

How did you work with the art department for the design of The Shoggoth?
Designs were passed to us from concept artists which included the very talented team in Framestore’s art department and further design changes were made by myself in collaboration with our Animation Supervisor Jed Fisher. The internal skeleton and muscles of the creature were also figured out at this stage which helped inform the rigger of joint positions and other anatomical decisions.

Can you explain in detail about the creation of The Shoggoth?
For the most part the initial build of the Shoggoth was fairly straightforward. The Zbrush sculpt was remeshed in Maya and textured in Mari. The rig (also created in Maya by rigger Leo Schreiber) was a fun and technical challenge. Creatures with large mouths generally need fairly complex rigging setups to deal with the large deformations. A combination of joints and extensive blendshape work were used in order to give the face a broad freedom of movement but also maintain a fleshy feel. After animation the creature lives in Houdini, this gives a huge amount of control over both the geometry and how the geometry can affect the shading.

Can you tell us more about his rigging and animations?
Jed Fisher, Animation Supervisor // The Shoggoth was rigged in a way that allowed for both an animation-friendly version and a highly-detailed version of the rig to see more accurately how the model would look in shot. A modular approach was taken to the rig and in part the way animation was dealt with. The rig had the flexibility to turn on and off segments and features so work could be more streamlined. And a similar approach was taken in early stages of animation where a library of modular clips were created. For example limb and claw animations, tongue animation, locomotive cycles, behaviours, passive and aggressive. These become great starting blocks for quickly fleshing out ideas in a shot.

Did you receive specific indications and references for the animation?
Jed Fisher, Animation Supervisor // The brief was that the creature was otherworldly. It had a mysteriousness to it but was also built as a perfect killing machine because everything was a weapon; its jaws, its claws, its insect-like meta arms and its spiked club-like tail. It could display adaptive behaviours, so it could stalk like a big cat but also charge and posture like a gorilla. We looked at a lot of reference from the animal kingdom. It was about pooling on reference and animating in a way that felt correct for the shoggoths motivation in any given shot.

Can you elaborate about the face creation and animations?
Jed Fisher, Animation Supervisor // The face had to look fleshy and be able to stretch accordingly to how the shoggoth would open its jaw. It needed to feel as if it was sliding over bone and being triggered by muscle. Several shapes were created to form one motion, giving the impression of flesh gliding over bone and muscle. The eyes extending from what you would call its face right over to its back were not a classical eye rig setup – they were animated so the whole of the eye would be swallowed by a membrane with the actual eye underneath still moving and looking. This animation would then drive a more complex FX pass adding nuances to each eye blink performance.

Can you tell us more about his mouth and the drool?
Hernan Llano, CG Supervisor // We knew that doing sticky, viscous fluids on very fast moving creatures is always tricky and heavy to compute, so we started doing RnD very early on. As with any complex task we did break it up into different smaller problems that were easier to manage.

The drool is divided in three main setups; an internal drool that creates all the nice detail between the teeth and the interior of the mouth, a more sticky and viscous drool that consisted of tendrils hanging from the gums and mouth and finally a more liquid drool that was able to leave the mouth as drops and sheets of saliva. The base of all three setups were fully procedural allowing us to achieve the shapes using non-dynamic approaches for maximum art directability, and once we were happy with the general look, we would run them through simulations to create the final behaviour that you can see in the show.

How did you handle so many eyes on the same creature?
Hernan Llano, CG Supervisor // It was a fairly complex problem that had to be solved between rigging, animation and FX/CFX. Animation would take care of the rotation and scale of the eyes, and then in FX we had to make sure that we could keep those rotations and changes in scales but at the same time update their position so they would remain attached to the skin after the muscles were simulated.

That was just one part of the problem because the eyes should also affect how the skin behaved, so we ended up making a setup that would create some sort of feedback loop where the skin affected the position of the eyes, and the eyes would affect the behavior and wrinkling of the skin.

Can you tell us more about his textures and shaders?
As mentioned before the textures were created in Mari and the look development was carried out in Houdini (rendering with Arnold). The shading on the creature was a complicated setup due to its translucent skin. We used multiple maps plus combinations of attributes on the geometry to drive the levels of transmission. For example as the skin stretches it becomes more translucent. Also we knew the Shoggoth was going to get pretty messy at times. We used attributes on the geometry to drive adding geometry, textures and procedural shaders for the blood, mud and dust that landed on the Shoggoths. Different combinations of these layers were used depending on the shots requirements.

Owen Braekke Carroll, 2D Supervisor // The Shoggoths’ translucency was look-dev’d in CG, but rendered in multiple layers to allow for flexibility on a shot-by-shot basis. This allowed artists to control how much of the Shoggoths internal structure was visible as it moved, allowing for creative application of the effect to sell different lighting, locations and action. Dust, blood and mud could be controlled after render in the same fashion, letting us tweak the visibility and degree of coverage across sequences for continuity and dramatic visual effect.

How was simulate their presence on-set?
There was a prosthetic head and arms that were based on the Shoggoth designs. We chopped up the creature’s ZBrush model which the show’s art department in Atlanta used to mock up a foam approximation of the Shoggoth to use on set. It looked like a big green Kermit the Frog, but it was the right size and scale to give the actors – and our animation team – a reference. Animation Supervisor Jed Fisher and I helped block out one specific shot for a later episode, using the foam Shoggoth arms and head, in a car park in Atlanta at 1am. Our producer captured what we were doing on an iPhone and we put it in front of Kevin (Blank) and Misha (Green) to help inform staging of the action required.

The creatures are mostly seen in the dark. How does that affects your lighting work?
Henrique Campanha, Lighting Lead // The first word that comes to mind is NOISE. Working in low light conditions is a concern for any lighter, as the rendering time to obtain a clean scene of noise can increase considerably. At this point, having 6000 procs on the farm available to us was a great help (thanks Framestore for that). Photographically speaking, the general darkness mood brought us a good challenge. Like almost everything rare in the universe tends to be more valuable, the general absence of light that we had in most of the shots, made every light added in the scene stand out. So we needed to evaluate and carefully direct each beam of light that we put in the scene. It was intense and work that required fine-tuning for our amazing lighting team to get the best look for our beloved Shoggoth.

Which sequence or shot was the most challenging?
Episode eight has a sequence which is very exciting and very violent. It was particularly challenging due to the interactivity with the shot elements. We pre-visualised the sequence precisely and this proved to be essential to deliver a coherent edit that maintains the energy and performance required for Misha’s vision. It has some very long shots which required many layers of blood and destruction.

Is there something specific that gives you some really short nights?
Stephen Nixon, VFX Producer // There was nothing quite as terrifying as reading a call-sheet which includes a list of creatures that could be lurking in the woods we were shooting in; especially Chiggers (or berry bugs). And the smell of DEET lingers for a very very long time.

What is your favorite shot or sequence?
It has to be episode eight again; it’s a sequence that’s a lot of fun and there’s some really nice moments where you get to see the Shoggoth up close and personal. It has to be my favourite sequence, that said we are still working on episode ten which has a really nice confrontation between two Shoggoths which is also very exciting.

What is your best memory on this show?
For me, every time I see a difficult shot that’s really starting to work I feel a lot of happiness/relief. Some shots have so many elements and balancing them all correctly can be very challenging and the work is a testament to the team’s talent and ability. I also have to mention how incredibly hard the whole Lovecraft team has worked in some very difficult times. When Covid struck and we all started working from home I was concerned that the team dynamic would be negatively affected but we soldiered on and have delivered some of our best work.

How long have you worked on this show?
The project, start to finish was about 70 weeks – with half the work being delivered while our teams have been working remotely.

What’s the VFX shots count?
It was a total of 66 shots from Framestore. This isn’t a huge amount but the complexity of those shots in which we animated the Shoggoth meant it was a pretty complex project.

What was the size of your team?
There were approximately 50 people working on our sequences for Lovecraft Country from start to finish. Plus the team in the art department who worked on the Shoggoth and on a lot of the show’s other creatures and beings.

What is your next project?
Urrrr? I haven’t really thought about that yet. Something less violent I think.

What are the four movies that gave you the passion for cinema?
STAR WARS – A NEW HOPE
TERMINATOR 2
JURASSIC PARK
LORD OF THE RINGS – THE FELLOWSHIP OF THE RING

A big thanks for your time.

WANT TO KNOW MORE?
Framestore: Dedicated page about LOVECRAFT COUNTRY on Framestore website.

© Vincent Frei – The Art of VFX – 2020