Yesterday I’ve heard the sad news that the mythical Cinefex publication was going to end!
I wanted to thank their entire team for their excellent work over the past 40 years! I became one of your fans in 1997 with the issue 71 hidden in a small bookshop in Lausanne, Switzerland. I haven’t missed a single issue since and reading your articles has strengthened my decision to be part of this exciting industry, first as a compositing artist and then as a consultant. The Art of VFX was born out of this passion and I owe you a lot for that.
Thank for your hard work Gregg, Jody and Joe!
Here is their message:
CINEFEX (1980-2021)
A year ago this month, Cinefex celebrated its 40th anniversary.
Historically, it was a publishing landmark few magazines achieve, and we were immensely proud of our accomplishment and grateful to those whose support and dedication helped us to achieve it.
Then the world upended.
Within weeks, the coronavirus pandemic swept across the planet, deadly and implacable; and to this date, its inexorable march through countries, communities and families remains largely unchecked.
The human toll has been devastating, but so, too, the toll upon businesses, countless numbers of which shut down due to economic necessity or government mandate.
More than 100,000 of those businesses, in the U.S. alone, will never reopen.
We are deeply sad to announce that Cinefex will be among them.
The pandemic deprived us of subject matter, retail outlets, and, most critically, advertisers, many of whom, like us, struggled to remain afloat in a climate of intense turmoil and uncertainty.
We did our best to weather the storm, but ultimately the storm prevailed.
We have just shipped the final issue of a magazine that has documented and celebrated one of the most vibrant and exciting art forms in entertainment history. It has been our great honor and privilege to do so. We bid you a fond farewell.
WANT TO KNOW MORE? Simon Stanley-Clamp: Here is my interview of VFX Supervisor Simon Stanley-Clamp about Fate: The Winx Saga. Cinesite: Dedicated page about Fate: The Winx Saga on Cinesite website. Netflix: You can watch now Fate: The Winx Saga on Netflix.
Left to Right: VFX Supervisor Craig Wentworth; Animation Supervisor Patricia Binga; VFX Producer Adam Harrison
Here is the press release:
Emmy Award-winning visual effects company Zoic Studios is expanding its Vancouver studio, bringing on Craig Wentworth as VFX Supervisor, Patricia Binga as Animation Supervisor and Adam Harrison as VFX Producer. The hires come on the heels of a year of significant advancements at the intersection of creativity and technology for the company, despite the challenges amidst pandemic-spurred production shutdowns. In 2020, Zoic was awarded a coveted Epic MegaGrant to continue in-house virtual production R&D, furthering the company’s 20 year legacy in the space that originated with their proprietary ZEUS pipeline in 2009. Their innovations in LED technology for virtual filmmaking is already being leveraged on top series including the latest DC superhero drama for the CW, “Superman & Lois,” and the upcoming fantasy drama “Sweet Tooth” coming to Netflix.
Wentworth joins Zoic from Method Studios, bringing over 25 years of experience in visual effects production for feature films, television dramas, commercials, and documentaries, spanning work on top projects including the Lord of the Rings trilogy, and episodic hits like “The Boys” and “For All Mankind.” Binga boasts a diverse background in animation, coming to Zoic from Ziva Dynamics and Pixomondo where she led projects such as Midway, Goosebumps, and A Dog’s Way Home. Harrison comes to Zoic after several years at Pixomondo, where he worked on HBOMax’s “Raised by Wolves” and the Apple TV+ series “SEE,” among other projects.
Notes Zoic Studios Co-Founder, Executive Creative Director Andrew Orloff, “We are incredibly proud of our team continuing to make significant creative and technical achievements despite the challenges of the pandemic to the production industry. I’m excited to expand that team with an amazing lineup of talent who will continue Zoic’s advancements in real time content and film quality visual effects for television.”
Australian native Wentworth brings an extensive history in visual effects, with experience working alongside pioneers in the industry including Peter Jackson and Sam Raimi. He served as a Lighting TD and Sequence Lead on the last two films of the Lord of the Rings trilogy before joining the innovative group on the Battle of Helm’s Deep sequence in The Two Towers. Eventually, Wentworth led the team behind the Battle of Pelennor Fields sequence in Return of the King, which, at the time, featured the largest number of digital creatures ever put on screen. Wentworth made his way to North America, where he worked at Sony Pictures Imageworks as a Digital FX Supervisor on numerous feature film projects with the award-winning Image-works Leadership, earning a personal VES nomination for Outstanding Compositing in the Tom Cruise sleeper hit Edge of Tomorrow. Most recently, he served as a Visual Effects Supervisor at Method Studios on popular features like Aquaman and Extraction. He graduated from Queensland University of Technology with a Bachelor’s Degree in Communication and Film and Television Production and began his career as a CG Generalist in Australia.
Binga brings a vibrant passion for the Animation industry that has continued to flourish over two decades. From hand animated cartoons to visual effects animation for feature films and television, she has done it all. Approaching her work with integrity and creativity, her genuine desire to continue to push her craft–and her team–has allowed her to continue to evolve as an artist. Entering the world of animation in a less than traditional manner, Patricia pivoted her studies in architecture to entertainment, applying her drafting skills to bringing images to life through animation. She boasts 16 years of experience working on a wide range of projects including films such as Jurassic Park 4, Star Trek Beyond and Chappie, and top series such as “For All Mankind,” “Legion” and “The Magicians.”
Harrison has over 12 years of experience managing projects for feature films, episodic, and games. He has worked with companies such as Marvel, Disney, Microsoft, Warner Brothers, and EA Sports to create award-winning projects involving CG animation, motion capture, live action, visual effects, and motion graphics. As a VFX Producer at Pixomondo, he received a VES nomination for Outstanding Supporting Visual Effects in 2019 for a sequence he produced for SEE. Prior to Pixomondo, Harrison was the Senior Producer at Goldtooth Creative, a boutique digital agency specializing in video game trailers and cinematics. He received his Diploma in Entertainment Business Management from Vancouver Film School and a BFA with a major in Writing from the University of Victoria.
I’m a Brooklyn native who wanted to be a cartoon growing up and became a visual effects artist as an adult. I started as a compositor and got my first big break on Rescue Me, a post 9/11 TV series about firefighters in New York. I learned the ropes of on set supervision through the prism of how I would like to receive the footage as compositor. Often I would also comp the shots I supervised. Over 200 credits, later I ended up on Bliss.
How did you and Molecule VFX get involved on this series?
One of the shows I worked on along the way was a series called The Path. The pilot was directed by Mike Cahill. He and I are exactly the same age, his enthusiasm is infectious, and we just clicked together on a personal level. When I found out he was directing Bliss, I reached out to him. We also knew the Post Producer, Isabel Henderson, from several past projects. So it was a friendly and comfortable fit for everyone. Bliss had a wonderful and talented VFX Supervisor, Michael Glen, who did all the prep and on-set supervision. He gave me and my team a really tasteful direction throughout the post production process and actually did some of the shots himself right at our facility alongside the artists.
How was the collaboration with Director Mike Cahill?
Mike is a Renaissance man. He not only wrote and directed the project, but he was very hands-on in every aspect of the film from the production design, editing, storyboards for animation, he even did some of the temp comps. Oftentimes, I have to translate a director’s notes to a specific action list for my artists. But Mike speaks VFX and his notes are crystal clear to everyone on the team. He’s also incredibly effusive with his praise when we nail something, which inspires everyone. He’s a very effective leader.
What was his approach and expectations about the visual effects?
There were some things that Cahill and Glen had already worked out, like the Brain Box and the Hologram people. This was communicated to us very clearly and there was little exploration required, mostly fine tuning. There were other things like the World Blending that required more of a collaboration. When Mike knows what he wants, it’s easy because he knows how to tell us. When Mike isn’t sure what he wants, it’s also easy because he trusts us to present him options and knows how to guide us from there. I think his expectations were for us to mirror his enthusiasm and engage as creative partners.
How did you organize the work with your VFX Producer?
Our producer, Michael Fernandes, did a fantastic job keeping the train on the rails. He not only managed the artist resources and communicated with Post, but he gave really good creative input on shots. Fernandes is very detail oriented, which suits him well on his traditional role of budgets and schedules, but he also has a keen eye for details within a given shot. I knew that by the time he presented something to me that it was truly ready for creative review, which was a huge benefit to me and the show overall. We organized shots by category, primarily for consistency. So for instance, we had a Holograms team, a World Blending team, a Brain Box team, a Van team, etc. Of course there was some overlap, but this allowed us to be efficient internally, especially when reviewing a series of shots within a sequence.
How was split the work amongst the The Molecule offices?
We did the show entirely in NY. Interestingly, we did half the show in our Studio facility and finished it remotely, due to the pandemic.
Our heroes have powers in this reality. How did you work with the SFX and stunt teams about that?
I have to give Michael Glen credit here. He planned and supervised the SFX wire work for the roller skating scene, the puppeteered robot chef arm, the explosions during the world blending, etc. He did a fantastic job on set and came back with some excellent plates.
Can you tell us more about the smashing of the van?
This was a fun sequence. We had a few ideas about how to execute it, we thought about doing some kind of transition from the real van to the practically smashed van that they shot. In the end we replaced the entire van in CG to keep it all seamless. We modeled, textured, lit, and animated it in Maya and did the simulation of the crushing in Houdini. We had a couple separate passes for shattering glass and steam that we also did in Houdini. I’m so proud of how our CG team brought this all together. Obviously Comp did some nice sweetening to tie it into the footage convincingly, but our CG team were the heroes on this.
How did you create the various environments?
The Production Design and locations were pretty brilliant. We did some Matte Painting.
Can you elaborate about the creation of the various impossible camera moves?
Early in the film, there is a great shot from the interior of an office that flies through the window and out to a wide shot of the exterior office building. That was shot with a steadicam at the stage, walking through a cut out in the wall and a drone at the location, We had to 3D track both shots, and essentially blend the two tracks where they overlapped to create a hybrid camera move that spanned both takes. We did have to completely rebuild the interior of the office in 3d space when the drone flies outside to make the transition work.
Can you explain in detail about the “ghost” characters creation?
The “Ghosts” or the telepresence effect in the second act of the film had to be world defining as an everyday mundane tool in their society, like smart phones are to us. When Cahill described that the entities should feel like something that takes up physical space, we recognized the need to avoid the typical look of a hologram broadcast (for example, Princess Leia) and instead, the holograms would take on prismatic light bending properties. This would also mean that the ghosts would take on the lighting as well as the shadows of the world around them. With that in mind, we landed on a look that was not entirely additive and the holograms would emit chromatic aberrations and distortions of their own, like looking at refractions inside a jewel. Achieving this look required many hours of rooting of the target person to be “ghosted” then painting the background and sometimes people behind them. We made extensive usage of Mocha tracking and sometimes Camera Tracking in Nuke and Syntheyes for all the painted clean plates to be accurately occupying the space behind the ghosts.
Later in the movie, the two realities are mixing up. Can you explain in detail about its creation?
The World Blending scene was approached as a sort of invasion of reality. We took the previous ghost effect and added the idea that they were now phasing into real solid objects. As our two heroes run through chaos, the objects and people now that were becoming “real” would pose a real danger of colliding into them. Timing was important and we went through many variations of speed and cadence of the objects appearing. There was one shot of a man with a molotov cocktail running towards the camera that we used as our hero shot. Eventually we landed on the concept of making it look like he was running through a membrane from his world into this world. That really resonated with Cahill so we built upon that. We added some glitches and brought it to final. That became the template for other shots. Some of these shots had over 50 grouped objects animated at various speeds to make the effect work. This was by far the most challenging scene in the film as there were many moving parts and objects and they all required precise timing and painted clean plates for all.
Which sequence or shot was the most challenging?
The Van crushing was probably the most technically challenging. There were lots of moving parts and hand-offs there within the CG department. Renders were a bit of a bear so revisions were not super quick. But ultimately we knew what we were going for so it was basically a straight line to get there, albeit slow and tricky. World Blending was the most challenging creatively, because we needed to create the look, which evolved over time. So there was a bit more zig zagging to land on the final effect.
Did you want to reveal any other invisible effects?
At the end of the film, Owen Wison’s character reconnects with his daughter who was waiting for him at a park bench. That whole scene was shot on greenscreen but I think you would be hard pressed to tell that wasn’t shot on location. The plates and the comps were really on point.
Is there something specific that gives you some really short nights?
I think it went quite well overall. We did spend more time detailing out the specifics of the liquid that the brains floated in then the brains itself.
What is your favorite shot or sequence?
There’s one shot of a robot Chef arm pouring honey on a dessert that is not even the most technically impressive or complex shot, but it’s such a nice blend of SFX and VFX design. The result is really understated and elegant, and I think so convincing that it just sails by, like of course there’s a real robot arm there, makes perfect sense.
What is your best memory on this show?
This was one the last projects we worked on in our facility before going remote, so I have really fond memories of doing dailies for Bliss in the screening room with the whole team.
How long have you worked on this show?
We worked on this show for around 6 months.
What’s the VFX shots count?
There were a little over 200 VFX shots. Some of them were fairly simple but a large percentage of the shot count was fairly complex.
What was the size of your team?
There were 36 of us working on Bliss. We had our Comp Supe, John Sung leading a team of 24 Compositors. We had our CG Supe, CJ Chun leading 4 CG artists. There was our Matte Painter Jina Lee, and three support people for me, Michael Fernandes, and my partner Andrew Bly. We all worked in concert with Michael Glen.
What is your next project?
I’m currently wrapping up post a period drama Genius: Aretha on Nat Geo, and I’m on set for an action show, The Equalizer which just premiered on CBS after the SuperBowl. Next for me will be S2 of Starz’ breakout hit P-Valley.
What are the four movies that gave you the passion for cinema?
These might not be the most unique deep cuts, but I would say that as a kid, Star Wars was a film that captivated me and pulled me deep into that universe. I remember seeing Batteries Not Included in the theater and having a really emotional reaction to these little flying alien robots. As I got a little older, The Godfather felt so grand in scope and drama, like a stylized world that I could inhabit. When I was in college at SVA studying Computer Art, The Matrix was a film that really gave me a red pill on the power of VFX to tell a story.
A big thanks for your time.
WANT TO KNOW MORE? Molecule VFX: Official website of Molecule VFX. Amazon Prime Video: You can watch Bliss on Amazon Prime Video now.
Great addition at Pixomondo with the VFX veteran Bryan Godwin as the Head of Studio for their Los Angeles office!
Here is the press release:
Pixomondo, the Oscar and Emmy-winning visual effects and virtual production company, has hired VFX veteran Bryan Godwin as Head of Studio for its Los Angeles facility.
Pixomondo (“PXO”) has eight global offices, including Los Angeles, which also serves as headquarters for the group. Godwin will build on Pixomondo’s success on the West Coast, which includes such recent feature film and television projects as Raised By Wolves, Perry Mason, Westworld, The Orville, Goliath, Greenland, Midway and many more.
Godwin brings with him two decades of business and artistic experience at Shade VFX, which he founded in 2009, and more recently at DNEG in Los Angeles. Godwin’s VFX Supervisor credits include Joker, Sonic the Hedgehog, and Wolverine. Under his leadership,Shade won an Emmy for its work on Westworld and Godwin was personally Emmy-nominated for his work on Daredevil.
Over the years, Pixomondo and Shade have worked on many of the same projects, including Westworld, Here & Now, Marco Polo and the feature films Live By Night and Justice League. Both companies earned separate Emmy nominations for their work on Westworld.
“Pixomondo is a natural fit for me – a place where I can flex all the knowledge I’ve acquired as a creative, technical artist and executive,” said Godwin. “These past experiences have led me to this new role. I’m excited to roll up my sleeves and jump in.”
Godwin’s announcement comes just as Pixomondo opens its first virtual production studio and LED volume in Toronto, Canada, with plans underway to open other facilities across North America, Europe, and China.
“It is critical to embrace Virtual Production because it really is the future,” Godwin continued. “Pixomondo is very much on the forefront of this technology and I’m thrilled to be at a company that is embracing that as a mission statement.”
Pixomondo CEO Jonny Slow added, “We are absolutely delighted to announce the addition of Bryan to PXO on the West Coast. To grow PXO successfully, we need to ensure that our senior team can operate in a culture that was carefully constructed by (founder) Thilo Kuther to put the creative process, and emphasis on innovation, at the heart of everything we do.
“As a creative and as an entrepreneur, Bryan is an exact match, and he joins at a time when we are accelerating the evolution of PXO into new techniques and embracing new technology in a big way. Bryan’s leadership is a fantastic addition to our team, and we look forward to working with him for many years to come.”
Upcoming Pixomondo projects include the Roland Emmerich film Moonfall, the Tom Clancy thriller Without Remorse, actor David Oyelowo’s feature directorial debut The Waterman, Season 3 of The Orville, and the fourth seasons of Goliath and Star Trek: Discovery.
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