The Lord of the Rings: The Rings of Power – Season 2: Main Title by Plains of Yonder

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The new season of The Lord of the Rings: The Rings of Power kicks off with a beautiful main title sequence, crafted by the team at Plains of Yonder. From Seattle to Middle-earth, this cinematic scene sets the tone for an unforgettable adventure!

WANT TO KNOW MORE?
Plains of Yonder: Dedicated page about The Lord of the Rings: The Rings of Power – Season 2 on Plains of Yonder website.

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© Vincent Frei – The Art of VFX – 2024

Terminator Zero: Making of by Netflix

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Ever wondered what it takes to build a futuristic world? Join the cast and crew of Terminator Zero as they reveal the artistry, challenges, and triumphs of bringing this thrilling animated sci-fi series to life with the animation and VFX made by Production I.G.!

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© Vincent Frei – The Art of VFX – 2024

The One: VFX Breakdown by Vine FX

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Discover how Vine FX, based in Cambridge, brings an urban environment for the Netflix series, The One, to life with invisible visual effects:

WANT TO KNOW MORE?
Vine FX: Dedicated page about The One on Vine FX website.

WATCH IT ON

© Vincent Frei – The Art of VFX – 2024

Alien: Earth

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In the silence of space, no one can hear you scream… But on Earth, terror is just beginning. The countdown to 2025 has begun. Alien: Earth takes you back three decades before the events of the 1979 classic. Prepare for the chilling origin story where the nightmare first touched down!

Director: Noah Hawley
Release Date: 2025 (Hulu)

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© Vincent Frei – The Art of VFX – 2024

A Quiet Place: Day One

Ever wonder how the terror of A Quiet Place: Day One is created? Join VFX Supervisor Malcolm Humphreys in this featurette as he reveals the stunning visual effects that make the silence deadly!

The VFX are made by:
ILM (VFX Supervisors: Jeff Sutherland, Malcolm Humphreys)
Important Looking Pirates
Cadence Effects

Director: Michael Sarnoski
Release Date: June 28, 2024 (USA)

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© Vincent Frei – The Art of VFX – 2024

Supacell: VFX Breakdown by Ingenuity Studios

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Dive into the world of Supacell, where the visual effects crafted by Ingenuity Studios bring superhuman abilities and portals to life!

Click on the picture to watch the reel.

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

WATCH IT ON

© Vincent Frei – The Art of VFX – 2024

Young Woman and the Sea: VFX Breakdown by CGEV

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Discover how invisible visual effects made by CGEV enhanced Young Woman and the Sea, the inspiring tale of Gertrude Ederle’s historic swim across the English Channel!

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© Vincent Frei – The Art of VFX – 2024

Alien – Romulus: Eric Barba – Production VFX Supervisor

In 2019, Eric Barba unveiled the visual effects process for Terminator: Dark Fate. Afterward, he contributed to The Killer. Now, he’s discussing the VFX behind Alien: Romulus, the next installment in the cult classic series.

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

Reallly a dream project – Aliens is one of my favorite films, and Alien left an indelible mark on my 12 year old psyche – it scared the hell out of me and gave me nightmares. Fede’s vision was what excited me most – getting back to the look and feel of those films. I really wanted to help him see his vision through, and push the artistry. The Alien world was started by a great script, and great art work (Geiger). Fede and Rodo had delivered a great script, so wanting to help make it great artistically was what excited me.

How was the collaboration with Director Fede Alvarez?

Fede is a true renaissance man – so working with him was quite amazing. He is just so creative and intuitive with his choices, and like all great directors, never stops pushing the boundaries. He is also very open to his teams input, and willing to listen. So it makes for a very artist friendly collaboration.

Director Fede Álvarez on the set of 20th Century Studios’ ALIEN: ROMULUS. Photo by Murray Close. © 2024 20th Century Studios. All Rights Reserved.

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

Well, like every film these days, you are trying to make the vision and budget meet. That means a trade off sometimes on where you need to park the work, and which VFX Companies you might choose. In our case we leaned to ILM Sydney as they are a sister company. As we grew we added other partners – Weta FX, Image Engine, Fin Design + Effects, Wylie Co. and Atomic Arts.

What were the biggest challenges in designing the Xenomorphs and Facehuggers for Alien: Romulus compared to previous Alien films?

Fede wanted the Xeno in our film to be close to the original, but because every Xeno takes on some traits from its host, they do evolve. It was an amazing artist at the DNEG Art Dept that nailed it for Fede.

Director Fede Álvarez on the set of 20th Century Studios’ ALIEN: ROMULUS. Photo by Murray Close. © 2024 20th Century Studios. All Rights Reserved.

How did the visual effects team balance practical effects with CGI to maintain the iconic look of the Xenomorphs and Facehuggers?

We always started with the plan of shooting as much as possible – then enhancing. Where we couldn’t shoot – we planned on a CG version. Having the live action photography around such shots, gave us the guide of how to match Gallo Olivereas’s photography. What Legacy Effects built and brought to set was amazing, but they couldn’t always move at the speed or with the agility required – so that became the line. The same goes for what Weta Workshop brought with their amazing collection of puppet Facehuggers. We shot and used as much as we could, and then added more where needed.

Were there any new technological advancements in visual effects that played a crucial role in bringing the Xenomorphs and Facehuggers to life in this film?

There are always challenges in matching to live action – especially when you are creating the lighting from scratch like in an all CG shot. CG lighting and the magic that a DP like Gallo brings – that’s a challenge, two different worlds that have to match. So the technical challenge becomes more of an artistic challenge – one that is usually equally difficult to achieve. In our case it was just good old fashioned artistry – lot’s of versions and tenacity. It made the execs at some VFX companies squirm a little, but it was worth it.

How did the team ensure that the Facehuggers’ movements and interactions with actors were as realistic and terrifying as possible?

Fede gave us freedom to try things, and when that wasn’t working he would be more specific. It’s really the openness Fede has – willing to let his team step up to the challenge and bring ideas to the table. He is very collaborative, and willing to entertain different options. We both operate that way, and in the case of CG Animation, we even brought in Andy Jones to help with his insight and experience.

Can you discuss any specific scenes where the visual effects for the Xenomorphs or Facehuggers were particularly challenging or innovative?

There is a scene where Rain is in the elevator shaft moving up in zero G. She then get’s caught with gravity pulling her back down and chaos ensues. That sequence is a mixture of techniques, including full CG. The CG Xeno’s created by ILM in that sequence cut perfectly with the animatronic versions done by Legacy Effects. In that whole sequence we used a two story vertical set, a 5 story horizontal set, a LED wall, animatronic Xeno’s and CG Xenos’s. Set extensions galore, wire rig removals and plenty of CG atmosphere effects to blend into the practical on set effects. We really threw everything at to make it work including a CG Rain, and Andy digital double.

Were there any design elements or features of the Xenomorphs and Facehuggers that were deliberately updated or altered for this new installment?

There were, but those were mostly small changes that were driven by Fede’s artistic direction.

How did you approach the design of the spaceship and space station to ensure they felt both futuristic and realistic within the context of the story?

In approaching the space ships and space / rings / planet. The overall goal was to make them every bit as part of the story as a Xeno or Facehugger. Fede wanted our space to be darker, scarier and more empty than what we have seen in other space films. We studied the original films and how their miniatures were lit, and what that language of lighting miniatures on set means. I asked that we try and make our ships look as much like the miniatures as possible, more matte and less shiny. We also made the depth of field shallower than it should be for the scale of the ship. Gallo shot a lot of the film on master primes with a t-stop of 1.3, I asked our teams to do the same. Like our photography this helped with the exposure being more contrasty and gave us that shallower depth of field we would have had if we had shot miniatures – which was a problem in the past, but we embraced the look to give the CG Space shots a more miniature old school feel.

What were some of the biggest challenges in creating the visual effects for the spaceship and space station, especially when it came to maintaining a sense of scale and detail?

Unlike the Corbelan or Probe, we didn’t have a physical model to start with. We did have an amazing 3D model that our Concept artist Alex Nice was able to do paint overs on – and help ILM develop the look. Small things like lights – panel detail and rust – those cues were challenging just from the sheer size of the model. The ILM team worked for many months on trying to get the right look, and then when it started to feel right – we asked them to keep it mostly back lit – and so when we saw detail if felt right, but you weren’t looking at every tiny bit of the model. We used the planet and rings to help silhouette the ship and station whenever possible. We wanted scary dark space – let your mind fill in the blanks.

How did lighting and texturing play a role in making the spaceship and space station appear as realistic and immersive as possible? Were there any particular techniques you used?

As mentioned above, the first two movies and Galo’s lighting were key. But the biggest challenge with working with a CG team is that they tend to want to show off what they have done – over light things so you can see all the wonderful detail. Rendering passes has been the biggest help and detriment to CG believability in my opinion. Before separate passes, artists had to actually LIGHT the CG to match the live action. Once there were many passes to send off to compositors, the ownership of reality was challenged – and that ownership – and the pride that goes with it – was lost. So I would remind the teams to use as minimal lights as possible – and then remove one more to be sure. If the raw lighting renders weren’t perfect, then they probably weren’t ready for compositing. We didn’t want bounce lights, only true ray traced global illumination – just like what we got on set. This sounds logical, but challenged the pipelines and how they do things. Ultimately the artists really got excited about how things were looking, and then we were off.

Did you use any practical models or miniatures for the spaceship or space station sequences? If so, how did they enhance the final visual effects?

As mentioned above, Ian Hunter’s team and Pro Machina built the Corbelan and Probe as guides for our CG models. We shot the miniature Corbelan in front of an LED wall for a hand full of shots, two of which made it into the film.

What are the advantages and challenges of using miniatures in combination with digital effects for space scenes, particularly when depicting the intricate details of the spacecraft?

Combining the artistry from different mediums is a huge win. The artistry that goes into a physical build and finish of a model is very different than the artistry that goes into just a digital build. The model makers bring a style and a handcrafted feel that the original films had, and some of the newer ones are missing. So when you combine the two, you get a CG model that is grounded in physical look and reality, and one that would have never looked like it does if we didn’t have the physical one to build from. It was a win win. It also gives photography of that model to help the CG teams calibrate to.

In bringing the iconic android Rook to life, which techniques and technologies were most crucial in achieving the realistic visual effects that pay homage to the Alien franchise while introducing new elements?

Originally Fede wanted Rook to be a fully working puppet. Legacy Effects was tasked with creating the Rook animatronic Puppet. It was designed to be animated on set with puppeteers. We all knew the challenges that might bring, and together had to figure out how we would enhance the puppet, and what CG techniques we would need to use to do so. ILM was on board as our main partner, and we discussed a fully CG replacement of Rook’s face. But our budget didn’t allow a fully 3D approach, so we investigated another simpler approach. Fede was extremely familiar with the Deep Fake software, and he even trained a Deep Fake model for our testing. We ultimately decided on Metaphysic AI to help us transfer the head cam captured facial performance to the puppet. This is simplifying the many months process, and there were many hurdles and challenges along the way. Metaphysic for example had to help us re-target the eyelines of Rook – as the puppet was a bit off. They also had to figure out the best way to re-target the captured performance, and be able to dial it down where needed. These proved challenging but helped us push the machine learning technology to solve our problems.

Were there any unexpected technical or creative challenges encountered during the production?

Yes, our money printer stopped working.

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?

As I mentioned before, this film had to artistically be as good as the first two. One of the hardest and most rewarding were the creation of the planet rings. While seemingly simple, they proved challenging for both ILM and Weta – but the biggest challenge was getting them to look like something that we haven’t seen before – ironically the original reference we pulled from the BBC – HOW SATURN GOT ITS RINGS, proved to be the inspiration and artistic guide. Nature is the biggest artistic influence after all.

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

I think for me the goal of nailing the directors vision, and hopefully exceeding it. Fede is extremely proud of this film as am I, and because he is proud of it, then I have done my job. Visual effects is a team sport, and I am very proud of what this amazing amalgamation of talented artists has wrought.

How long have you worked on this show?

2 amazing years.

What is your next project?

Vacation ….

A big thanks for your time.

WANT TO KNOW MORE?
ILM: Dedicated page about Alien: Romulus on ILM website.
Atomic Arts: Dedicated page about Alien: Romulus on Atomic Arts website.
Image Engine: Dedicated page about Alien: Romulus on Image Engine website.
Weta FX: Dedicated page about Alien: Romulus on Weta FX website.
Wylie Co.: Dedicated page about Alien: Romulus on Wylie Co. website.

© Vincent Frei – The Art of VFX – 2024

Borderlands: Scott Stokdyk – Production VFX Supervisor

Back in 2021, Scott Stokdyk covered the visual effects behind Finch. This time, he’s here to delve into the live-action version of the acclaimed video game Borderlands.

How did you get involved on Borderlands?

I got a call during the end of principal photography to fill in for a VFX Supervisor who had left the show

How was the collaboration with Director Eli Roth?

It was great – I think directors who have distinguished themselves in the Horror genre have a great handle on visual storytelling (i.e. Sam Raimi, Peter Jackson, etc…), and I was able to pretty quickly get in alignment with Eli’s ideas. His acting background also came in incredibly useful when he was giving Claptrap animation comments (or when we video recorded him acting out some of the performances).

How did you organize the work with your Producer?

Deven LeTendre was incredibly organized & had setup so many things on the show before I even started – I inherited and benefitted from all her pre-production prep. I think we both relied on our skills of flexibility & resilience as things changed during post-production, because the work had to be re-organized several times.

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

Again, most of this was setup before I started, but I was incredibly happy to immediately jump in and work with the team from Framestore Australia (formerly Method) for a lot of the early development (Claptrap, Firehawk)… other previously contracted VFX vendors onboarded as sequences were turned over & development ramped up.

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

Since I came to the project at the end of shooting, I had limited sway over the methodology, and just helped guide the last VFX shots & elements. Probably the biggest shooting influence I had was to advocate for shooting real stunt cars for the big chase scene. I think that stunt drivers in real cars give something that is hard to synthesize in CG.

How did you approach the visual design of Pandora to stay true to the game’s aesthetic?

The producer Avi Arad had an extensive library of artwork from the game… and we had tons of support from Gearbox as well, with assets & style guides. One of the clever things they did in the games was to be efficient about reusing assets in different visual ways… for example, they might have tires stacked in many unique weird ways, to create complex sculptures out of a relatively simpler asset. My directive to the VFX teams was to imagine that a psycho had set-decorated the world, and run with that…

What challenges did you face in translating the unique art style of Borderlands into a live-action format?

The advantage that a first-person game has is being able to art direct to a fixed lens, and to fill mid-ground with architecture that works compositionally across a wide number of positions… in our cinematic universe, we had to art-direct to a wider variety of framings & setups, and work with what was already filmed, so we didn’t have the same amount of artistic control in VFX in post.

Can you explain the process of creating the desert landscapes of Pandora?

Anything shot in Budapest served as a baseline of reality to enhance… how much it was pushed into « otherworldly » was the subject of a lot of discussions and debate. We went from a more naturalistic look to tweaking it at the end to bring in more fantasy/game elements.

Sometimes when enhancing a real landscape, less is more… you want to do just enough to push it from being earth-like… but we had to balance this with reflecting signature Pandora game landscapes that would be recognizable to Borderlands fans.

How did you balance realism with the stylized look of the Borderlands universe?

I think from even before I came on, everyone was trying to get design elements from the game into the Borderlands movie as real physical objects. Interestingly, some things don’t translate as well as others, but it wasn’t always predictable what would or wouldn’t work… I think some of our best successes were when we went back to real-world inspiration for game elements, such as the Vasquez area of California, with its iconic jagged rock formations.

What were the key considerations in designing Claptrap’s visual effects?

Claptrap was comic relief in the movie, and as an annoying sidekick, he was sometimes seen as an afterthought by the other people in the story. We loved him in VFX because he was meant to take some of the seriousness out of the post-apocalyptic style that defines the landscape. I personally wanted to respect the weirder parts of the game as much as possible, and Claptrap was definitely unique and quirky.

How did you ensure Claptrap’s movements were both mechanical and expressive?

We started with a base of physical balance in the motion, and layered expression on top – a lot of the nuance was done with the arms and hands, but the eyes offered other opportunities to mimic human emotions. We also liked to use the top flaps as eyebrow raises or shoulder shrugs.

I wanted to start from the Illusion of Life « flour sack » animation concept, where simple forms & poses can convey complex expressions. I also wanted to keep it plausible that a mono-wheel robot would not tip over… so he would be constantly compensating for his center of mass.

What techniques were used to animate Claptrap’s interactions with the environment?

Mostly Claptrap’s interaction was about moving dirt & pebbles on the ground, and leaving tire tracks.

How did you bring Firehawk’s elemental powers to life on screen?

Firehawk’s powers are meant to be shown harnessing fiery energy to fly & attack. She summons wings that resemble fire when she is flying, and is able to shoot fiery bursts from her hands. Framestore developed a flame base with signature Lilith colors, and layered particle effects on top.

What visual cues were used to represent Firehawk’s control over fire?

We incorporated some of the tattoos that show up in the Gearbox game to indicate that Lilith is in control, and is the source of the power… other than that Cate Blanchett took the lead on poses & physical performance.

How did you ensure Firehawk’s abilities looked visually distinct and powerful?

I was inspired by subatomic particle paths through bubble chambers – it seemed like a nice way to elevate the look of fire… the idea was that Firehawk was able to control energy at a subatomic level…

What role did CGI play in creating the creatures of Pandora?

The creature of Pandora are all CGI (just like the ones in the game!)

There was one practical dead Rakk, but it got cut from the movie…

How did you approach creating the Skags and other creatures unique to Pandora?

Admittedly, creatures don’t play as big a part in the movie as they do in the game, but we wanted to give them the same ferocity & desperation that they have in the game. These are hostile creatures that have to survive on a hostile planet.

How did you incorporate practical effects alongside CGI for more realism?

There were a lot of practical explosions on set, and there was a concerted effort to film in real locations in Budapest rather than shooting over extensive blue-screen. We also opted for stunts with face-replacements over pure digi-doubles when possible.

How did you create the dynamic lighting effects on Pandora to enhance mood and atmosphere?

The biggest area where VFX affected the lighting/atmosphere was in Piss Wash… that was an opportunity to use lighting & piss-steam to obscure & art-direct different views. When the stunt Bandits were shot by 2nd unit, I asked for them to be back-lit as much as possible, and then we leaned-into that by making them even more silhouetted when comping into the steamy scenes.

What were the most complex sequences to create in terms of visual effects?

Anything in the final act where the spaceship crashes were incredibly challenging. Balancing action & storytelling there was complex just because of the huge environment & amount of BG action / characters. It was difficult in concept, choreography, FX, lighting, and basically anything else…

Were there any unexpected technical or creative challenges encountered during the production?

The final battle in Kroms Canyon was the only daytime set piece that was shot on stage & not outdoors in sunlight. Because of this, it had a different lighting feel than the rest of the movie… we had to enhance the set with depth & atmospheric things like steam, and come up with a VFX lighting scheme that was coherent with it. Ultimately, we settled on using indirect soft light in the canyon, and left the direct hard-light outside and above the canyon.

Ariana Greenblatt as Tiny Tina, Jamie Lee Curtis as Tannis, Cate Blanchett as Lilith, Edgar Ramírez as Atlas, Olivier Richters as Krom, Florian Munteanu as Krieg and Kevin Hart as Roland in Borderlands. Photo Credit: Courtesy of Lionsgate

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?

I think all my fondest moments on the show were Claptrap related – that is where I think VFX carried the tone and feel of the game, and he just felt right from the start. As much as everything changed around him, Claptrap always made complete sense to me in the story… and he just made me laugh!

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

I think Claptrap was our biggest success – animating what is basically a box wasn’t easy, but it was an exercise in making the most of animation limitations.

How long have you worked on this show?

I worked from May 2021 to August 2023.

What’s the VFX shots count?

There were a little over 1500 shots… but I’m not sure what the final count was in the last edit.

What is your next project?

I’m in the middle of filming on a big project that I’m really excited about, but can’t talk about it yet!

A big thanks for your time.

WANT TO KNOW MORE?
DNEG: Dedicated page about Borderlands on DNEG website.
Framestore: Dedicated page about Borderlands on Framestore website.
ReDefine: Dedicated page about Borderlands on ReDefine website.

© Vincent Frei – The Art of VFX – 2024

Napoleon

Ridley Scott‘s Napoleon has just gotten bigger and better. The director’s cut adds 48 minutes of new footage that takes you deeper into the mind of the man who shaped Europe!

The VFX are made by:
MPC (VFX Supervisor: Luc-Ewen Martin-Fenouillet)
ILM (VFX Supervisor: Simone Coco)
BlueBolt (VFX Supervisor: Henry Badgett)
Outpost VFX (VFX Supervisor: Joseph DiValerio)
One of Us (VFX Supervisor: Victor Tomi)
Light VFX (VFX Supervisor: Antoine Moulineau)
In-house (VFX Supervisor: David Bowman)
PFX (VFX Supervisor: Javier Menéndez)
Ghost VFX
Freefolk

The Production VFX Supervisor is Charley Henley.
The Production VFX Producer is Sarah Tulloch.

Director: Ridley Scott
Release Date: November 22, 2023 (USA)

WATCH IT ON

© Vincent Frei – The Art of VFX – 2023