Loki – Season 2: VFX Breakdown by Rising Sun Pictures

The teams of the Australia-based studio Rising Sun Pictures present how they have created and animated Miss Minutes and much more for the second season of the Marvel Studios series, Loki:

Click on the picture to watch the reel.

WANT TO KNOW MORE?
Rising Sun Pictures: Dedicated page about Loki – Season 2 on Rising Sun Pictures website.

© Vincent Frei – The Art of VFX – 2024

Dogman: VFX Breakdown by MPC

It’s time to unveil the seamless visual effects work made by the teams of MPC in Paris and Bangalore on the latest movie by Luc Besson, Dogman!

WANT TO KNOW MORE?
MPC: Dedicated page about Dogman on MPC website.

© Vincent Frei – The Art of VFX – 2024

Framestore VFX Showreel 2023

Framestore invite us to a visual experience in their latest VFX Showreel! Immerse yourself in the exciting world of visual effects in 2023, showcasing their expertise in advertising, movies (Barbie, Wonka), and animated creatures (Guardians of the Galaxy Vol. 3):

© Vincent Frei – The Art of VFX – 2024

Halo – Season 2

The trailer for the new season of Halo is here, and it promises an intergalactic epic with the legendary Master Chief back and ready to face unprecedented challenges in a galaxy in turmoil.

The VFX are made by:
Crafty Apes
Cúbica VFX
El Ranchito
Fillscrn
Image Engine
Incessant Rain Studios
Ionart Studio
Luma Pictures
Monkey Rave Production
MPC
Rocket Science VFX
Torpedo Pictures
The Yard VFX
WeFX

The Production VFX Supervisor is Wojciech Zielinski.
The Production VFX Producer is Mike May.

Directors: Otto Bathurst, Dennie Gordon, Debs Paterson, Craig Zisk
Release Date: February 8, 2024 (Paramount+)

© Vincent Frei – The Art of VFX – 2023

BAFTA 2024: The nominations for Special Visual Effects

The BAFTA has announced the nominations for the Film Awards 2024!

Here are the 5 nomines for Special Visual Effects:

The ceremony will take place on Sunday 18 February.

© Vincent Frei – The Art of VFX – 2024

The Buccaneers: VFX Breakdown by Absolute Post

Immerse yourself in the wintery magic of the invisible visual effects of The Buccaneers made by the London-based studio Absolute Post that unveil its expertise in the delicate art of adding snow, transforming ordinary scenes into enchanting snowy landscapes:

WANT TO KNOW MORE?
Absolute Post: Dedicated page about The Buccaneers on Absolute Post website.

© Vincent Frei – The Art of VFX – 2024

Indiana Jones and the Dial of Destiny: Nicolas Hernandez – VFX Supervisor – Important Looking Pirates

In 2021, Nicolas Hernandez explained the visual effects work of Important Looking Pirates on the first season of Foundation. Then he worked on Obi-Wan Kenobi, Resident Evil and Willow.

How did you and ILP get involved on this show?

Initially the production VFX producer, Kathy Siegel, approached us because of ILP’s excellent relationship and collaboration with Lucasfilm on previous shows. As a fan of the franchise, an admirer of the director’s work, and having previously collaborated with Andrew Whitehurst on a couple of shows (Ex Machina, Annihilation), I wouldn’t have passed up the chance to be involved.

What was your feeling to be back in this iconic universe?

Personally, I felt incredibly fortunate to be part of the most famous archaeologist’s last adventure. Indiana Jones holds a special place among my favourite movies and evokes some fond childhood memories. The whole team at ILP, shared a common feeling of gratitude for the opportunity to contribute to such an iconic franchise.

How was the collaboration with the Director James Mangold and VFX Supervisor Andrew Whitehurst?

Collaborating with the production VFX Supervisor, Andrew Whitehurst, was a great experience. His constructive feedback, expertise, and open-mindedness to creative suggestions made our collaboration truly enjoyable and rewarding. While Andrew effectively conveyed the director’s vision, we were also fortunate enough to have a couple of reviews with James Mangold, the director himself.

What was their approach to the visual effects?

The director’s focus was for the VFX to serve storytelling. So, very early in the project, there was a strong desire to do previs or rough temp of shots in order to feed the edit as quickly as possible.The goal was to ensure that the sequences were working in context of the cut. Also both the director and VFX Supervisor fully supported and valued the intentions behind rough work in progress and welcomed suggestions, which was greatly appreciated.

How did you organise the work of your VFX Producer?

ILP’s production team, orchestrated by the Executive VFX Producer Måns Björklund, VFX Producer Emma Cummins and VFX Production Manager Bradley Jordan worked their magic ensuring the project and the team journey was as smooth as possible. Bradley and I collaborated closely with the skills supervisors for most of the show planning, and we diligently tried to plan, replan accordingly and stick to our defined internal milestones. Our priority was to establish key and hero shots that would define the sequence look and feel. This approach played a crucial role in planning.

What are the sequences made by ILP?

In total ILP worked on 8 sequences.

We designed the majority of shots above water as the protagonists sailed through the Aegean Sea. CG sky, sea, boat extensions, and wake FX were on the menu. 

Their journey then took place underwater as they were looking for an artefact hidden in a sunken Roman trireme. The wreck dive demanded complex and intricate CG : environment, trireme wreck, digi doubles with diving equipment, underwater creatures like eels and fishes, and a wide range of underwater FX. 

Back on the boat with the treasure, we helped the protagonist escape from the pursuing Nazis by doing CG sky, sea, boat extensions, wake FX, gun shots, smoke, embers, exploding dynamite and melting wax FX simulations.

The adventure continues to the cave of Dionysus, where we extended and enhanced the environment.

Finally as the protagonists ventured deeper within the cave, we added CG creepy crawlies such as centipedes, beetles, tarantulas and cobwebs to a tight passage leading to Archimedes’s sarcophagus dressed with a few more CG critters.

Can you explain in detail about the creation of the boats and the ocean?

Production provided a partial 3D scan of the boats, accompanied with reference photography, we also had 3D scans of the set build of the cabin / deck used on stage. The CG Boats assets were created for set extension (hull, props and bow) and for full CG kind of shots. Most props, rope, railing, diving platform, fenders … etc had to be replicated. Plates were filmed either in a harbour, using a real boat, or in a blue screen stage, on a practical set build section of the deck or cabin (depending on the boat). In both cases the CG sea was expertly crafted by Timo Von Wittken, Light Supervisor; Timo used ILP’s ocean toolset to achieve a realistic and controllable water surface and perfectly mimicked the look referenced from the reference plates. The area around the boat, especially the wake and foam, was additionally simulated and blended within the CG water. For continuity sake, we often had to replace the majority of the real water, as the natural waves in the harbour were relatively flat.

How did you create the digital doubles?

The creation of the digital doubles was a close collaboration between Build, Rig, Animation, Groom and CFX. 

We received 3D scans, and generic shared assets from ILM of the stunt divers and the actors. Adrian Tsang and Nicolas Giraud, Build Supervisors, oversaw the creation of the 4 digital doubles and their exhaustive diving equipment. Special attention was given to the asset groom and lookdev to ensure they looked good once underwater (simulated and light absorption constraints).

All characters were wearing similar diving suits so Matteo Di Lena, Rig Lead, created a « diver » template that was used as a base to easily compose different bits and props on all of them. The divers were oxygenated and connected to the boat by breathing tubes. The tubes were procedurally built rigs with different lengths by assembling tileable pieces of geometry and attaching them to a tentacle based curve rig, which gave animation a fair amount of flexibility to achieve some complex underwater motion in certain shots.

Martin Eneroth, Animation Supervisor, and his team of animators keyframed the CG divers. Various underwater diving references and stunt divers footage helped us to set their performance. The breathing tube and the various props were a mix of animation and FX.

Nora Hänsenberger, FX lead, did a fantastic job simulating many parts of the characters hair, vest, props, mask straps, moving props and secondary motion to the breathing tube…

To mimic underwater behaviour and give buoyant, slowed down underwater feel to the divers, forces used to simulate the hair and parts of the diving suits had to be manipulated. Reduced gravity and volume advection with added turbulence were the main tools used to simulate buoyancy and current-like motion. We also generated some tension based attributes to add some subtle winkles when the diving suit was compressing and stretching.

Can you elaborate about the filming of the underwater sequences?

The underwater sequence was filmed using two different approaches : dry-for-wet and in an underwater stage.

For the Dry-for-wet the actors were filmed at high frame rate in a blue screen stage, while wearing a minimalist diving suit. We then had the challenge to matchmoving their actions, replacing and simulating their hair, adding visors to their goggles, breathing cables and making props and features appear as if they were underwater (such as mask straps and other objects). Dry-for-wet was predominantly utilised for closeup, as the actor’s performance played a crucial role in the storytelling.

Another method was to film in a tank of water at Pinewood studio with professional stunt divers. This was for close up and mid kind of shots. Art department built a small section of the wreck but there was a massive amount of enhancement work required. Adding breathing cables and face replacements was often required.

For both approaches we ended up adding simulated FX breathing bubbles, particulate, sediment, volumetric beams from the divers torchlights and obviously integrating them with our CG underwater environment and sea life. 

Anything that couldn’t be filmed ended up being full CG.

How did you create the shipwreck and the massive underwater environment?

We collected and gathered an exhaustive amount of photographs and video references of Roman trireme, wrecks and all sorts of underwater elements : seabeds, rock formations, marine plants and algaes, sea life… We began by modelling the entire underwater floor as simplistic proxy geometry, as the geography had to be quite specific. The trireme wreck was modelled plank by plank and splitted in 2 : the prow section was suspended on the first ledge 30m deep, while the stern section, the largest portion of the wreck, rested in the deepest area, 80m deep down. A small section of the wreck built by the art department for the tank shots had to be integrated into our build.

We leveraged ILP’s environment pipeline which enabled us to easily mix and combine procedural approaches with more hand-placed workflows. Stefan Andersson, CG supervisor, ensured technical workflows were streamlined and optimal.

After ensuring that the geography complemented the storytelling, we proceeded to detail the environment and wreck geometry, heavy scattering of our library of underwater assets (including rocks, plants, sargassum, sand, and seagrass) and procedural shaders. Gustav Alexandersson, led the development and look of the underwater and wreck and ensured all scattered assets were able to react to moving objects, such as the divers, eels, and even the 3D camera.

We also had to populate the wreck with a large quantity of props : amphorae, Roman skeleton, armors, shields, weapons, wooden beams, plants… Most parts were animatable using either ptc or rigs, so we could adjust the layout and nail any specific framing or animate any object as required

Finally to add life to the environment fishes were scattered at shot by shot basis. We studied references of moray eels feeding on fishes, which showcased their aggressive and fascinating behaviours, and successfully proposed incorporating some of these interactions into a few shots.

Can you explain in detail about the eels creation and animations?

Niklas Wallén, concept artist, designed the entire eel family, including adults, teenagers, and eelvers, by combining features from the fangtooth moray and giant moray species. We modelled and sculpted the adult plus the baby eel and designed the textures to be as procedural as possible. Stripes, colour and overall detailing was done solely by combining procedural noises, giving us the ability to generate unlimited texture variations.

The eels rigs were built using ILP’s proprietary procedural rigging tools. The underlying rig structure was built using a mocap style pipeline in mind allowing crowd and sim cycles to be mixed and, or interpolated with hero animation. Animation wise we studied references extensively and wrote a versatile tool to ease and manage scenes with up to 50 animated eels. As the animation rigs were hooked up to a motion path like system and we had the ability to easily control many aspects of their swim. Speed, amplitude of their undulations, floppiness of their dorsal fin, their banking when turning … individual eel performance could be easily art directed. Martin and the team of animators truly did a wonderful job.

Eels were animated for shots requiring hero FG / MG performance and for the majority of the shots we diligently mixed animation and simulated Eels.

Indeed, Corbin Mayne, FX Supervisor, created an intelligent particle system to solve the motion path of the eels, using a combination of goal seeking, flocking and proactive collision avoidance. The eels use their size as a hierarchy system, so the smaller eels will flock together more and scatter to avoid the larger ones, who are far more independent and goal-focused. Then their body and facial motion and skinning is procedurally generated using curves and a volumetric awareness of the available space. Finally, a skin simulation is applied on top to add dynamics to the motion. Tension information was also computed and used at render time to introduce dynamic wrinkling based on compression and stretching of their body.

What was the main challenges with the eels?

Managing the sheer number of eels and ensuring readability and continuity of their action were the main challenges with the sequence. Often, a single note addressed in one shot could have repercussions on the surrounding shots.

How does the underwater lighting affects your work?

Johan Gabrielsson, Light Supervisor, did a tremendous job setting up a controllable and accurate underwater lighting template. After a lot of evaluation and testing we decided to replicate the underwater lighting directly in 3D instead of going into full deep renders and achieve the look in comp. In fact all lights created, from the sun and sky to flashlights, behaved like they do underwater. They start off with the full-colour spectrum, then the different colours get absorbed based on the distance they travel until only blue is left. This made it possible for us to get an accurate look based on the depth where we placed the cameras. We validated colours using colour charts and we also implemented artistic overrides for depth and distance from the camera. This workflow was pivotal to the project success and helped us get quicker iterations and more accurate preview. Volumetrics, minutiae, breathing bubbles, eels, fishes were separated and rendered with some deep alpha information for maximum control in comp.

Viktor Andersson, Compositing Supervisor, and his team also did a fantastic job. As the dry-to-wet and water tank source material was filmed in a controlled environment, there was a lot of fine tuning and colour grading required to mimic the colour wavelength absorption relatively to the depth level. Volumetrics and murkiness required a lot of balancing and refinement in Comp. Storytelling and visibility was key so we had to find the best compromise to keep the shots as realistic as possible without damaging the action clarity.

Additional effects such as animated caustics (synchronised with the 3D sunlight volumetrics) and underwater lens aberrations were key to blend the divers into the CG environment seamlessly and realistically.

Which sequence or shot was the most challenging?

The wreck dive sequence presented significant challenges. Many shots required custom layout, extensive animation, and intricate FX; And to complicate the task all disciplines were interdependent.

The FX team lead by Corbin Mayne, FX Supervisor, faced the task of maintaining motion congruity across all simulations, which is crucial underwater as everything is affected. From hair and cloth to plants, bubbles, dust and particulates, all elements were driven by an underlying « water current » simulation based on the character’s motion. Recreating the diver breathing bubbles, in particular, proved to be quite tricky due to their distinct scale-specific behaviour. Large bubbles wobble and bend almost like cloth, and as they break down into smaller bubbles they become increasingly more rigid in their spherical shape.

Is there something specific that gives you some really short nights?

Several of the underwater full CG shots presented significant challenges. The balance of underwater visibility versus photorealism, also choreographing the action for storytelling necessitated making a few tricky compromises along the way.

What is your favourite shot or sequence?

It’s challenging to pick just one, but the wreck dive, particularly the part where the eels’ nest is disturbed, is in my humble opinion a really exciting sequence. It is also a funny callback paying homage of Indi’s deepest fears of snakes.

What is your best memory on this show?

Watching the trailer for the first time! Seeing a few ILP shots with John Williams’ iconic score was a very special moment. Also receiving feedback from Steven Spielberg was a nice surprise.

How long have you worked on this show?

The journey started mid December 2021, and finished toward the end of March 202, so over 15 months in total.

What’s the VFX shots count?

Approximately 250 shots.

What is your next project?

I’m afraid I can’t disclose any information, but it’s going to be a fun one for sure.

A big thanks for your time.

// Indiana Jones and the Dial of Destiny – VFX Breakdown – Important Looking Pirates

Click on the picture to watch the reel.

© Vincent Frei – The Art of VFX – 2024

Indiana Jones and the Dial of Destiny: VFX Breakdown by ILM

Hold on to your hats and explore ILM‘s technical prowess in rejuvenating the iconic Harrison Ford for Indiana Jones and the Dial of Destiny! Immerse yourself in the meticulous details of the techniques used to bring the famous archaeologist back to his younger days, not forgetting their work on the film’s impressive opening and final sequences:

WANT TO KNOW MORE?
ILM: Dedicated page about Indiana Jones and the Dial of Destiny on ILM website.
Andrew Whitehurst: Here is my interview of Production VFX Supervisor Andrew Whitehurst.
Disney+: You can now watch Indiana Jones and the Dial of Destiny on Disney+.

© Vincent Frei – The Art of VFX – 2024

22nd Annual VES Awards: The Nominees

The Visual Effects Society has announced the nominations for the 22nd Annual VES Awards!

The winners will be presented at the 22nd Annual VES Awards on February 21, 2024 at The Beverly Hilton Hotel in Los Angeles.

Congratulations and good luck to everyone!

OUTSTANDING VISUAL EFFECTS IN A PHOTOREAL FEATURE 

DUNGEONS & DRAGONS: HONOR AMONG THIEVES
Ben Snow
Diana Giorgiutti
Khalid Almeerani
Scott Benza
Sam Conway

GUARDIANS OF THE GALAXY VOL. 3
Stephane Ceretti
Susan Pickett
Alexis Wajsbrot
Guy Williams
Dan Sudick

INDIANA JONES AND THE DIAL OF DESTINY
Andrew Whitehurst
Kathy Siegel
Robert Weaver
Julian Hutchens
Alistair Williams

OPPENHEIMER
Andrew Jackson
Mike Chambers, VES
Giacomo Mineo
Dave Drzewiecki
Scott Fisher

THE CREATOR
Jay Cooper
Julian Levi
Ian Comley
Charmaine Chan
Neil Corbould, VES


OUTSTANDING SUPPORTING VISUAL EFFECTS IN A PHOTOREAL FEATURE

JOHN WICK: CHAPTER 4
Janelle Croshaw Ralla
Reina Sparks
Jonathan Rothbart
Javier Roca
Gerd Nefzer

KILLERS OF THE FLOWER MOON
Pablo Helman
Brian Barlettani
Sam Bassett
Brandon Keys McLaughlin

NAPOLEON
Charley Henley
Sarah Tulloch
Luc-Ewen Martin-Fenouillet
Simone Coco
Neil Corbould, VES

NYAD
Jake Braver
Fiona Campbell Westgate
R. Christopher White
Mohsen Mousavi

SOCIETY OF THE SNOW
Félix Bergés
Micaela Gagliano
Laura Pedro
Ezequiel Larrú
Pau Costa


OUTSTANDING VISUAL EFFECTS IN AN ANIMATED FEATURE

CHICKEN RUN: DAWN OF THE NUGGET
Jon Biggins
Jim Lewis
Charles Copping
Matthew Perry

ELEMENTAL
Peter Sohn
Denise Ream
Sanjay Bakshi
Stephen Marshall

NIMONA
Archie Donato
Yancy Lindquist
Theodore Ty
Anthony Kemp

SPIDER-MAN: ACROSS THE SPIDER-VERSE
Alan Hawkins
Christian Hejnal
Michael Lasker
Matt Hausman

TEENAGE MUTANT NINJA TURTLES: MUTANT MAYHEM
Matthieu Rouxel
Marie Balland
Jacques Daigle
Vincent Leroy


OUTSTANDING VISUAL EFFECTS IN A PHOTOREAL EPISODE

AHSOKA: Season 1; Dreams and Madness
Richard Bluff
Jakris Smittant
Paul Kavanagh
Enrico Damm
Scott Fisher

LOKI: Season 2; Glorious Purpose
Christopher Townsend
Allison Paul
Matthew Twyford
Christopher Smallfield
John William Van Der Pool

MONARCH: LEGACY OF MONSTERS
Sean Konrad
Jessica Smith
Jed Glassford
Khalid Almeerani
Paul Benjamin

THE LAST OF US; Season 1; Infected
Alex Wang
Sean Nowlan
Stephen James
Simon Jung
Joel Whist

THE MANDALORIAN; Season 3; The Return
Grady Cofer
Abbigail Keller
Victor Schutz IV
Cameron Neilson
Scott Fisher


OUTSTANDING SUPPORTING VISUAL EFFECTS IN A PHOTOREAL EPISODE

A MURDER AT THE END OF THE WORLD; Season 1; Crypt
Aaron Raff
Tavis Larkham
Douglas Stichbury
Mat Ellin

CITADEL; Season 1; Secrets in Night Need Early Rains
Wesley Froud
Scott Shapiro
Aladino Debert
Greg Teegarden

TED LASSO; Season 3; Mom City
Gretchen Bangs
Bill Parker
Lenny Wilson

THE CROWN; Season 6; Dis-Moi Oui 
Ben Turner
Reece Ewing
Oliver Bersey
Joe Cork

WINNING TIME: THE RISE OF THE LAKERS DINASTY; Season 2; BEAT LA
Raymond McIntyre Jr.
Victor DiMichina
Javier Menéndez Platas
Damien Stantina


OUTSTANDING VISUAL EFFECTS IN A REAL-TIME PROJECT

ALAN WAKE 2
Janne Pulkkinen
Johannes Richter
Daniel Ko?czyk
Damian Olechowski

CYBERPUNK 2077: PHANTOM LIBERTY
Jakub Knapik
Pawe? Mielniczuk
Maciej W?odarkiewicz
Kacper Niepokólczycki

IMMORTALS OF AVEUM
Joseph Hall
Kevin Boyle
Dave Bogan
Julia Lichtblau

MARVEL’S SPIDER-MAN 2
Jacinda Chew
Jeannette Lee
Bryanna Lindsey
Alan Weider

MORTAL KOMBAT 1 
Christopher Chapman
Scott Quinn
James DeSousa
Jeff Palmer
Matt Gilmore

OUTSTANDING VISUAL EFFECTS IN A COMMERCIAL

Accenture; Changing Tree
Simon French
Vic Lovejoy
David Filipe
Matteo La Motta

Apple; Air Pods Pro; Quiet The Noise
Iain Murray
Oscar Wendt
Dean Robinson
Sergio Morales Paz

Coca-Cola; Masterpiece
Ryan Knowles
Antonia Vlasto
Gregory McKneally
Dan Yargici

Jean Paul Gaultier; Divine Perfume 
Stéphane Pivron
Cécile Hubin
Guillaume Dadaglio
Mathias Barday

Virgin Media; Goat Glider
Ben Cronin
George Reid
Sam Driscoll
Christian Baker


OUTSTANDING VISUAL EFFECTS IN A SPECIAL VENUE PROJECT

HYPERSPHERE 360; SeaWorld Abu Dhabi
Daren Ulmer
Cedar Connor
Lindsey Sprague
Ryan Kravetz

POSTCARD FROM EARTH
Aruna Inversin
Eric Wilson
Corey Turner
Bill George

REMBRANDT IMMERSOVE ARTWORK 
Andrew McNamara
Sebastian Read
Andrew Kinnear
Sam Matthews

THE MARVELS: GOOSE THE FLERKEN CAT
Tim Kafka
Mari Suarez
Toya Drechsler
Sebastian Niño Florez

ZOOTOPIA: HOT PERSUIT
Blaine Kennison
Jeanne Angel
Darin Hollings
Aaron Arendt


OUTSTANDING ANIMATED CHARACTER IN A PHOTOREAL FEATURE

AQUAMAN AND THE LOST KINGDOM; Topo the Octopus
Thomas Ward
Andrew Butler
Felix Slinger-Thompson
Jacob Burstein

GODZILLA MINUS ONE; Godzilla
Kosuke Taguchi
Takashi Yamazaki

GUARDIANS OF THE GALAXY VOL. 3; Rocket
Nathan McConnel
Andrea De Martis
Antony Magdalinidis
Rachel Williams

WONKA; Oompa Loompa
Dale Newton
Kunal Ayer
Valentina Ercolani
Gabor Foner

OUTSTANDING ANIMATED CHARACTER IN AN ANIMATED FEATURE

ELEMENTAL; Ember
Gwendelyn Enderoglu
Jared Fong
Jonathan Hoffman
Patrick Witting

ELEMENTAL; Wade
Max Gilbert
Jacob Kuenzel
Dave Strick
Benjamin Su

SPIDER-MAN: ACROSS THE SPIDER-VERSE; Spot
Christopher Mangnall
Craig Feifarek
Humberto Rosa
Nideep Varghese

TEENAGE MUTANT NINJA TURTLES: MUTANT MAYHEM; Superfly
Gregory Coelho
Anne-Claire Leroux
Simon Cuisinier
Olivier Pierre


OUTSTANDING ANIMATED CHARACTER IN AN EPISODE, COMMERCIAL, GAME CINEMATIC OR REAL-TIME PROJECT

DIABLO IV; Inarius and Lilith Cinematic; Lilith
Matt Onheiber
Jason Huang
Maia Neubig

SHADOW AND BONE; Season 2; No Funerals; Nichevo’ya the Shadow Monster
José María del Fresno
Matthieu Poirey
Carlos Puigdollers
Guillermo Ramos

THE LAST OF US; Endure & Survive; Bloater
Gino Acevedo
Max Telfer
Pascal Raimbault
Fabio Leporelli

THE NEVERS; It’s a Good Day; Robot Dog
Christian Leitner
Bernd Nalbach
Sebastian Plank
Martin Wellstein

Virgin Media; Goat Glider; The Goat
Sam Driscoll
Kanishk Chouhan
Suvi Jokiniemi
Chloe Dawe


OUTSTANDING CREATED ENVIRONMENT IN A PHOTOREAL FEATURE

GUARDIANS OF THE GALAXY VOL. 3; Knowhere
Omar Alejandro Lavrador Ibanez
Fabien Julvecourt
Klaudio Ladavac
Benjamin Patterson

INDIANA JONES AND THE DIAL OF DESTINY; Underwater Wreck Environment
Johan Gabrielsson
Adrian Tsang
Stefan Andersson
Martin Eneroth

JOHN WICK: CHAPTER 4; Place de L’Étoile
Manuel Gaudreau
Fabrice Vienne
Vignesh Ravi
Laurent Makowski

THE CREATOR; Floating Village 
John Seru
Guy Williams
Vincent Techer
Timothée Maron

OUTSTANDING CREATED ENVIRONMENT IN AN ANIMATED FEATURE

CHICKEN RUN: DAWN OF THE NUGGET; Chicken Island
Charles Copping
Matthew Perry
Jim Lewis
Jon Biggins

ELEMENTAL; Element City
Chris Bernardi
Brandon Montell
David Shavers
Ting Zhang

SPIDER-MAN: ACROSS THE SPIDER-VERSE; Mumbattan City
Taehyun Park
YJ Lee
Pepe Orozco
Kelly Han

TEENAGE MUTANT NINJA TURTLES: MUTANT MAYHEM; Midtown Manhattan
Olivier Mitonneau
Eddy Frechou
Guillaume Chevet
Arnaud Philippe-Giraux


OUTSTANDING CREATED ENVIRONMENT IN AN EPISODE, COMMERCIAL, GAME CINEMATIC OR REAL-TIME PROJECT

LOKI; Season 2: 1983; World’s Fair White City
Christian Waite
Ben Aickin
Francesco Ferraresi
Pieter Warmington

STAR TREK: STRANGE NEW WORLDS; The Broken Circle
Nathaniel Larouche
Owen Deveney
Mujia Liao
Alex Morin

THE LAST OF US; Look for the Light; Salt Lake City
Pascal Raimbault
Nick Cattell
Jasper Hayward
Kristine-Joeann Jasper

THE LAST OF US; Post-Outbreak Boston
Melaina Mace
Adrien Lambert
Juan Carlos Barquet
Christopher Anciaume


OUTSTANDING VIRTUAL CINEMATOGRAPHY IN A CG PROJECT

GUARDIANS OF THE GALAXY VOL. 3
Joanna Davison
Cheyana Wilkinson
Michael Cozens
Jason Desjarlais

MIGRATION
Guylo Homsy
Damien Bapst
Antoine Collet
David Dangin

SPIDER-MAN: ACROSS THE SPIDER-VERSE
Rich Turner
Randolph Lizarda
Daniela Campos Little
Thomas Campos

THE CREATOR
Roel Coucke
Christopher Potter
Amanda Johnstone-Batt
Jeremy Bloch


OUTSTANDING MODEL IN A PHOTOREAL OR ANIMATED PROJECT

GUARDIANS OF THE GALAXY VOL. 3; The Arête
Kenneth Johansson
Jason Galeon
Tim Civil
Artur Vil

PETER PAN & WENDY; Jolly Roger
Patrick Comtois
Thomas Gallardo
Harrison Stark
David Thibodeau

SPIDER-MAN: ACROSS THE SPIDER-VERSE; Spider HQ
Dongick David Sheen
Mark JeongWoong Lee
Mikaela Bantog
René Völker

THE CREATOR; Nomad
Oliver Kane
Mat Monro
Florence Green
Serban Ungureanu


OUTSTANDING EFFECTS SIMULATIONS IN A PHOTOREAL FEATURE

NAPOLEON
Koen Hofmeester
Gianmichele Mariani
Clair Bellens
Hernan Llano Duque

NYAD; Stormy Waters
Korbinian Meier
Sindy Saalfeld
David Michielsen
Andreas Vrhovsek

THE CREATOR
Ludovic Ramisandraina
Raul Essig
Mathieu Chardonnet
Lewis Taylor

THE NUN 2
Laurent Creusot
Sebastien Podsiadlo
Michael Moercant
Benjamin Saurine


OUTSTANDING EFFECTS SIMULATIONS IN AN ANIMATED FEATURE

ELEMENTAL
Kristopher Campbell
Greg Gladstone
Jon Reisch
Kylie Wijsmuller

SPIDER-MAN: ACROSS THE SPIDER-VERSE
Pav Grochola
Filippo Maccari
Naoki Kato
Nicola Finizio

TEENAGE MUTANT NINJA TURTLES: MUTANT MAYHEM
Louis Marsaud
Paul-Etienne Bourde
Serge Martin
Marine Pommereul

THE SUPER MARIO BROS. MOVIE
Simon Pate
Christophe Vazquez
Milo Riccarand


OUTSTANDING EFFECTS SIMULATIONS IN AN EPISODE, COMMERCIAL, GAME CINEMATIC OR REAL-TIME PROJECT

CITADEL; Secrets in Night Need Early Rains; Ocean Water
James Reid
Mathew Rotman
Filipp Elizarov
Nardeep Chander

INVASION; Season 2; A Voice from the Other Side
Zybrand Jacobs
Alex Marlow
Tim Jenkinson
Tobias Grønbeck Andersen

LOKI; Season 2; Science/Fiction; Spaghettification
Rafael Camacho
Jonathan Lyddon-Towl
Julien Legay
Benedikt Roettger

THE MANDALORIAN; Season 3; Lake Monster Attack Water
Travis Harkleroad
Florian Wietzel
Rick Hankins
Aron Bonar

WILLOW; Children of the Wyrm; Crone Duststorm and Magical Effects
Michael Cashmore
Robert Zeltsch
Jiyong Shin
Audun Ase


OUTSTANDING COMPOSITING & LIGHTING IN A FEATURE

GUARDIANS OF THE GALAXY VOL. 3
Indah Maretha
Beck Veitch
Nathan Abbot
Steve McGillen

JOHN WICK: CHAPTER 4; Apartment Massacre Videogame Style
Javier Roca
Julien Forest
Thomas Bourdis
Dominik Kirouac

SPIDER-MAN: ACROSS THE SPIDER-VERSE
Bret St.Clair
Kieron Cheuk-Chi Lo
Kelly Christophers
Rowan Young

THE CREATOR; Bar
Phil Prates
Min Kim
Nisarg Suthar
Toshiko Miura


THE CREATOR; Spaceships
Ben O’Brien
Juan Espigares Enriquez
Wesley Roberts
Hayes Brien


OUTSTANDING COMPOSITING & LIGHTING IN AN EPISODE

THE LAST OF US; Endure and Survive; Infected Horde Battle
Matthew Lumb
Ben Roberts
Ben Campbell
Quentin Hema

THE LAST OF US; Infected; Boston
Casey Gorton
Francesco Dell’Anna
Vaclav Kubant
Natalia Valbuena

THE MANDALORIAN; Season 3; The Return 
Sam Wirch
Tory Mercer
Donny Rausch
Erich Ippen

WILLOW; Children of the Wyrm
Jeremy Sawyer
Steve Hardy
Martin Tardif
Miguel Macaya Ten


OUTSTANDING COMPOSITING & LIGHTING IN A COMMERCIAL

Accenture; Changing Tree
David Filipe
Matteo La Motta
Jordan Dunstall
Taran Spear

Coca-Cola; Masterpiece
Ryan Knowles
Greg Mckneally
Taran Spear
Jordan Dunstall

Smirnoff; Cocktail
Vittorio Barabani
Peter Hodsman
Giacomo Verri
Marc Greyvenstein

Starfield
Jimmy Bullard
Ajit Menon
Ruairi Twohig
Karim Moussa


OUTSTANDING SPECIAL (PRACTICAL) EFFECTS IN A PHOTOREAL PROJECT

I’M A VIRGO
John McLeod
Scott Kirvan
Alec Gillis
Carl Miller

MISSION: IMPOSSIBLE – DEAD RECKONING PART ONE
Neil Corbould, VES
Ray Ferguson
Keith Dawson
Chris Motjuoadi

OPPENHEIMER 
Scott Fisher
James Rollins
Mario Vanillo

SOCIETY OF THE SNOW
Pau Costa
Carlos Laguna
Guillermo F. Aldunate
Eloy Cervera


EMERGING TECHNOLOGY AWARD

BLUE BEETLE; Machine Learning Cloth
JohnMark Gibbons
Allen Ruilova
Momme Carl
David Minor

ELEMENTAL; Volumetric Neural Style Transfer
Vinicius C. Azevedo
Byungsoo Kim
Raphael Ortiz
Paul Kanyuk

THE FLASH; Volumetric Capture
Stephan Trojansky
Thomas Ganshorn
Oliver Pilarski
Lukas Lepicovsky

WISH; Dynamic Screen Space Textures for Coherent Stylization
Brent Burley
Daniel Teece
Brian J. Green


OUTSTANDING VISUAL EFFECTS IN A STUDENT PROJECT (AWARD SPONSORED BY AUTODESK)

AU 8ÈME JOUR
Flavie Carin
Agathe Sénéchal
Alicia Massez
Elise Debruyne

L’ANIMAL SAUCE AIL
Aurélien Duchez
Ysaline Debut
Diane Mazella
Camille Rostan

LOUP Y ES-TU ?
Célina Lebon
Louise Laurent
Emma Fessart
Annouck François

SILHOUETTE
Alexis Lafuente
Antoni Nicolaï
Chloé Stricher
Elliot Dreuille

© Vincent Frei – The Art of VFX – 2024

Mission: Impossible – Dead Reckoning Part One: VFX Breakdown by ILM

Embark on a captivating journey with this really cool VFX Breakdown by ILM, unveiling their invisible visual effects that transformed intense action scenes such as a train fight and the now famous breathtaking cliff jump for the latest Mission Impossible movie:

WANT TO KNOW MORE?
ILM: Dedicated page about Mission: Impossible – Dead Reckoning Part One on ILM website.

© Vincent Frei – The Art of VFX – 2024