3D and VFX

3D PROCESS

MODELLING > SCULPTING > UV LAYOUT > TEXTURING > RIGGING > ANIMATION > GAME ENGINE

  •  Autodesk options: Maya, Mudbox, Substance Painter, Sketch Fab

Build Stronger VFX Breakdowns for Your Portfolio

How to Model and Light a Detailed 3D Scene

Ofir Tal Buchris is studying 3D animation for her second year at IAC (Israeli Animation College) in Tel Aviv. She has also studied painting and drawing at Frame By Frame with Ben Ozeri and recently participated in a workshop led by Adam Goldstein (lead texture artist at Framestore).

Becoming a Technical Director at Pixar

Exclusive Interview: How redchillies.vfx and SRK brought ZERO to Life

Liquid symphony: Exploring directed velocities in Chaos Phoenix

From US Army to Hollywood: interview with VFX artist Robert Alomar

This is Halloween: How Frame48 designed a Muse video built for horror fans

Approaches to Fluid Simulation in Visual Effects Using Nuke

Beginner’s Guide to Creating a Game-Ready 3D Creature from Scratch

VFX’s Julius Lechner about creating truly immersive environments The Batman

Embark on a Journey into the Exciting World of VFX

VFX

 

GDC Talk – “Art Directing VFX for Stylized Games”

Tips from the world of VFX

Interview With Blade Runner 2049 & Vikings Compositor / VFX Artist Brittany Piacente

Meet the company transforming real-time content creation

UK-based VFX company On-set Facilities has developed an impressive, and apparently unique, system that creates visually stunning live VFX from green-screen shoots.  The system uses a VR games engine, which combines the foreground image, the CG background, the matte and the camera tracking data and feeds it to Nuke where the final composition is output.

 

 

Useful Tools for 3d Artist

My name is Sterling Osment, I am a self taught VFX artist – with a innate passion for creating visual effects in CG, it all started a long time ago when I was involved with a small startup studio in Brisbane Australia, we were using SGI’s, Lightwave and Softimage. I was exposed to the high end pipeline very early and immediately was interested in the media creation of this style. I attended a Alias Maya 1.0 and Max function / presentation – I was blown away.

Would you give us a little “top 5” list of tools?

  1. Houdini
  2. Maya
  3. Zbrush
  4. A big brain with octopus arms ( for multitasking )
  5. A heap of patience mixed with connections and friends that share the same kind of CG interests.

Art of VFX News

Vivid Festival Transforms Sydney with Light and Motion

Beyond The Wall: The Story of Six VFX Studios Behind the Epic “Game of Thrones”

17 favorite movies before and after visual effects

The 10 best visual effects breakdowns of 2016

Blade Runner 2049: Art of VFX Interview
Art of VFX interviews VFX producer, Karen Murphy, on her role on Blade Runner 2049. “Blade Runner is the holy grail of SCI FI and you have to have a lot of guts to even sign up for the task”.  Karen Murphy began her career in the visual effects almost 25 years ago. She has produced the effects of many films such as TITANIC, WILD WILD WEST, HUGO and FURIOUS 7.

This is What Home Movies Look Like When Your Parent is a VFX Artist

The 5 Miserable VFX Jobs That Make Movies Possible

CREATING THE ICONIC STAR WARS LOOK:  Exclusive Interview with Christian Alzmann, ILM’s Senior Art Director

The Core Skills of VFX

Maya or Māyā (Sanskrit माया māyāa[›]), a term found in Pali and Sanskrit , has multiple meanings and can be translated to mean something of an “illusion” (or more accurately a “delusion“)  wikipedia

25 Great CGI movie moments of all time – link

Animal Logic: The Lego Movie – link

Mike Green Lightwave to Zbrush and Back Again

        MACROGRAPH’s Videos

Want a job in VFX? Take notes from these 5 pros

VFX veterans look back on their early careers and share their most important lessons.  Visual effects (VFX) encompasses many different interests and skill sets. That variety is exactly what makes working in this industry so attractive, but it also raises a lot of questions when you’re starting out and looking for your first real gig: How should I approach potential employers? What exactly do they look for? How will I differentiate myself? What qualities will make me successful?  To get some answers, we spoke to five CG pros about their earliest days in the business and asked them to share the most important lessons they learned with us.

Click on Autodesk Digital Magazine for the link

Click on Autodesk Digital Magazine for the link

Autodesk Digital Magazine

AEAF  Animation and Effects Awards Festival

VFX Artists Touch Heaven and Earth for ‘Thor: Ragnarok’  Teams at Rising Sun Pictures and Fin Design + Effects created exciting sequences, VFX and animation for Marvel’s ‘Thor: Ragnarok’, spanning heaven and earth, distant planets and dream worlds.

CELEBRATING CREATIVITY: Issue Two

CG SOCIETY

Create 3d Characters web site link and facebook

CREATIVE CRASH

DUNCAN BRINSMEAD

Creating a sizzling showreel sting

VFX Blog link

PULLDOWN IT

Pulldownit is a brand new dynamics solver which allows for the creation of fractures as well as massive rigid bodies simulations. By using its technology digital artists are able to simulate fast and easily the collapse of buildings, cracking surfaces or fracturing any kind of brittle material.

3dar

Douglas Trumbull

John Whitney

MAXON CINEMA 4D FIRES-UP CANTINA CREATIVE VFX WORKFLOW -THE HUNGER GAMES: MOCKINGJAY PART 2

EXCLUSIVE INTERVIEW WITH CHRISTOPHER NICHOLS (DIRECTOR OF CHAOS GROUP LABS)

Interview with Lillian Paterson: VFX attachment on Pacific Rim: Uprising.

3D / VR / AR / XR – Khronos Sydney Chapter

‘Data-Driven Real-Time Crowd Simulation’  Rowan Hughes

Visualisation of data in 3D, design and aesthetics based how that impacts through good design.  How can we impact on processes through better visualisation, VR, design building from personal experience outwards to the design process.   How data structures are being deal with including narrative structures and visual impact.  In 2018, we are going to start our meetup with invited speakers, talking about WebGL, Cinematic VR, Collaborative AR/VR and beyond.

In order to create plausible virtual humans it is important to model their movement and interactions with their environment in an accurate and realistic manner.  A lot of time and effort is spent by artists and engineers modelling user interactions with virtual agents with which the user acts directly. Virtual crowds, however, form an important component of virtual worlds. It is generally not feasible to author scripted behaviours and interactions for individual members large virtual crowds, and it typical to rely on systems that allow for autonomous navigation and behaviour. In this talk, we look at some solutions developed over the course of Rowan’s research.

We present a novel algorithm to model density-dependent behaviours in crowd simulation. Previous work has shown that density is a key factor in governing how pedestrians adapt their behaviour. This paper specifically examines, through analysis of real pedestrian data, how density effects how agents control their rate of change of bearing angle with respect to one another. We extend upon existing synthe vision based approaches to local collision avoidance and generate pedestrian trajectories that more faithfully represent how real people avoid each other. Our approach is capable of producing realistic human behaviours, particularly in dense, complex scenarios where the amount of time for agents to make decisions is limited.

Masters looking at real time rendering, skin.  This talk is looking at Crowd Simulation in VR, improved behaviours inluding pedestrian steering.

Rowan’s research included creating models from Captured Data, the use of Particle Systems, Holonomic Collisions Avoidance for Virtual Crowds, the use of Mocap (the process of recording the movement of objects or people) on the shoulders for shoulder orientation.

Holonomic Locomotion:  Holonomic robots are omnidirectional robots that can move in any direction from any orientation, creating an incredibly mobile robot. So, it’s easy to move the robot in a congested area. A four wheel drive (4WD) omnidirectional robot can be built using either mecanum wheels or omniwheels. Both wheel types are similar in that they have rollers mounted around the wheel’s circumference allowing for sideways movement of the robot. The difference between the two types is the angle at which the rollers are mounted at. This article looks at omnidirectional robots constructed with both types of wheels and includes software code for providing this control. The robots are constructed using the VEX Robotics building system.

Previous models turned like cars, holonomic models, side and back stepping.  How close do you need to be, how to turn and when to turn for an animation database.  If have a bunch of obstacles, know when they are going to hit based on the orientation and know how to orient the character.  Looking for less collisions and better behaviour.

Geometric models are efficient, solving in 2D space with circles and boxes with maths equations.  Went with a synthetic vision, each agent in the simulation renders the scene from their point of view.  The scene is rendered for every character, if there are 2000 characters then rendered for all of the characters and this data, the visual perception data is used to solve the collision problems.

Prioritise non-collision at all cost.  Two parameters to consider are the time to collision (TTC) and rate of change of bearing angle. Fragment shader gives the time to collision – ttc, if I’m going this way and your going that way, how soon are we going to collide.

Rate of change of bearing angle is not changing we are going to crash into each other. Increasing will pass in front of you, decreasing will pass behind you.  Time to interaction.

Two ways to avoid, decelerate and turn.  Looked at left and right avoidance angle, turning angles, velocity, current density for all the characters.  As density increases, slow down and take bigger turning angles.

Parallel reduction, CUDA will sample every pixel and decide which is the worst one, that is the one to react to.   Dealing with the most dangerous pixel in real time.

Do some calculations on the CPU and works out the goal velocity.

Humans are rendered as cones, which works well because can see over the shoulders with boxes and spheres cannot see over and do not work so well.

Track algorithm  RVO Tracking Algorithm, ORCA. Reciprocal Velocity Obstacles,  Optimal Reciprocal Collision Avoidance

Studies for virtual crowns.  Work on Crowd phobia, older people and how crowds affect their spatial memory, how people navigate such as how big and how dense does it need to be before you go all the way around.

A Creative Flight plan……and how 99% of the time we’re off course

Paul is going to finish up the Sydney ACM SIGGRAPH events for 2017 with a talk about projects, research, and planning. You’re probably very familiar with his work on Guardians of the Galaxy vol. 2Avengers: Age of UltronAllegiantInsurgentIron Man ThreePrometheus, and so many others. He’s an engaging and entertaining speaker, you should come listen to him talk and look at his pictures.

https://www.youtube.com/watch?v=f5HvD9GkcDY

Incredible Visual Effects of Prometheus

The Divergent Series: Allegiant – Animal Logic designs over 250 shots on Allegiant

Hologram Table Effect

Attempting to make something photo real and at the same time come up some ideas for the problems which could be a director saying ‘I do not really know what I want to do’.  Had discussions around what to do, a new exploration and exploring shapes.

Holographic table – blend between organic and high teck. How much to give the audience and how much to tease them. Holding a cloud of light. Test on a black screen then have their own problems when put into a set.

Working on the UI elements – when there is a frame work sent to the art department to design the graphic and then animate all the elements as motion sequences. They were not all flat cards, giving them volumetric space.

When all the elements are put on top of each other they accumulate in light and gets flat very quickly.  The use of back face culling for graphics such as culling out the landscape behind giving a sense of volume, cheating the depth of field and relighting the characters. Giving it a sense of shape and volume, designed as a volume, not for one camera and can then move cameras around, rendering any angle and giving reflections. Grading down the objects beside the holograms to give them a sense of shape.

Constantly roughing out the graphics and going back and forward between graphics and the editor.

GUARDIANS OF THE GALAXY

GUARDIANS OF THE GALAXY VOL. 2: PAUL BUTTERWORTH – VFX SUPERVISOR – ANIMAL LOGIC

The fractal nature of Guardians of the Galaxy Vol. 2  By Mike Seymour  

Matt Ebb – Guardians of the Galaxy 2

The Palace Interior 

Using crazy fractals, thinking about how can we light it to make it different and a bit interesting.  Fractals give fine detail and are uncontrollable, need to be able to manipulate them to find the structure you want. Selected pieces, carved that section out and use it.  Instead of using the houdini cloud and typologies it, they took the point cloud information using lidar scans and were able to build up the set quickly.

cineSync to link up quicktime and can draw on pictures

Light studies, change the time of day and put a light sky around it and remapped it. Relighting and regrading.

Simple geo structures with complex fractals, instanced it with spheres usually giving a rough surface then worked out how to take the normals off the fractals and bent the surface, manipulating the surface to appear smooth.

Cosmic Catch Effect

Real hands replaced by DG hands with fluid effect simulation with pulses running up the hands and seeing through the hands.

Alien Garden

With Matte Paintings you can get a lot of detail in very quickly and is harder to change.  Decided to build the garden with assets that can be generated and used the fractal generator that was being used. Made the garden realistic, to look like plants and when signed off shifted the colours about 10% to gave it a bit of an alien look.

Original set with actors on it then a background plate as a layout, tree assets and sky plates with the ground plates being replaced and rototed off.  Needed to shoot some more plates, the lighting did not match so well with what had already been comped, then needed to relight some of the actors, 3D light, 3D pull down exposures on some things.  Removal of elements because the sound had already been done. The matching up and pulling together of shots from different times.

Colour cast has to be fine tuned and colour graded.

FAMILY MOMENTS – Diorama Creation

From concept art to taking the live action, track it, take out the vectors and put through Houdini and scatter particles with the live action colours.

How are they transitioning between all the story parts, where is it coming from and how is it shaped.

Took the basic ideas and started shaping the characters and built up the detail.

Rendered everything at 4K, the camera was so sharp when CG was rendered out at the resolution of the film it was looking softer against the actors.  Scaled down the CG to match the same kind of sharpness of the camera.

If you were to add up all the hours that were applied to the show it would take you about 37 years, not including rendering.

SOME OTHER INTERESTING POINTS

In camera is always better, production design, liaising with crew and matching and choose  elements with the camera, know how the camera would resolve it and it is invaluable.

The more set the better, for the actors who are not staring blindly into a scene.  This works well in a film that is well written and well planned for production design, now the turn around is getting quicker and there is going to be a lot of change.  A director that is good with scripts and writing, does not do vfx and can run on the fly with it and shape the film in the last 2 or 3 months with running cuts and marketing testing.  The stress is on the post production companies.

Tend to design a team that is gorilla based, multiple talents and plan for expanding at the end when you can thrown a lot of fire power at it.  Design in such a way, need an asset set up where you can reshape and get a result quickly which is probably not matte painting.  People tend not to shoot movies very well, lack of structure, proper script, inventing the story and use move multi camera set ups.

Not too many options, people get confused, gave three ideas with options they really liked and take out the one they like least.  Not ‘no’, offer options, cannot do this, we can do this.  Not tell all the problems, say this is the problem.  Job is to offer solutions. Towards the end of the film, everyone want to get to the end, just like everyone else. Do you like a, b or c.

Movies that explore new territory, not cover areas that the audience already knows, as an audience were ahead of the story and knew what was going to happen.  Lacked mystery and twists with an inability to connect with the key characters, not believing the journey they are going to go on.  The story rushed and disjointed. Have been there so why are we making this.

Ant-Man | VFX Breakdown | DNEG

‘Outlaw King’ Method Studios Breakdown Reel

 

Projection-mapping on moving surfaces

https://www.youtube.com/watch?v=f5HvD9GkcDY

Incredible Visual Effects of Prometheus

Opel Ampera-e – Maybugs – VFX breakdown

 

Student Andreas Feix used NUKE to help him create a six-minute stereoscopic short in just one year. His efforts won him a Visual Effects Society Award, a place in the Electronic Theatre, and helped him secure a job at one of London’s top studios. Head of Education Nicki Morris has the story.

Game of Thrones: The Frozen Lake (HBO)

‘Game of Thrones’ Visual Effects – Inside ‘Battle of the Bastards’

The Best CGI Movies In 2016

The Mill BLACKBIRD

HBO’s “The Newsroom” – Intro Sequence

https://www.youtube.com/watch?v=WUBXmEWudnA

The Visual Effects Of Iron Man[Full Documentary]

Sense of Presence: The Future of Virtual Reality

Autodesk Maya Special Features by Duncan Brinsmead – Part 1

Autodesk Maya Special Features by Duncan Brinsmead – Part 2

These ARE the Droids You Are Looking For… wireframe

Spoil Boy (test render)

Exclusive Interview with Dennis Muren, ILM Special Effects master talks  about his creative journey and multi-award winning work on movies like Star Wars, Terminator 2, and Jurassic Park

Why CG Sucks (Except It Doesn’t)

Kung Fury VFX Breakdown – “Great balls of fire”

Kung Fury VFX Breakdown – “Miniature Madness”

DAWN OF THE..STUFF. FULL LENGTH TRAILER

The Hobbit: The Desolation of Smaug – Bringing Smaug to life

Top 10 Landmark CGI Movie Effects

3ds Max 2015 extension 1 – Working with Alembic

https://www.youtube.com/user/pjacksonwingnutfilms/playlists

The History and Science of the Slit Scan Effect used in Stanley Kubrick’s 2001: A Space Odyssey

 

The WETA Effect, or, Why Special Effects Peaked in the 90’s. – StoryBrain

Pixels: Taj Mahal sequence – VFX breakdowns

Steven Dupuy FX Show Reel 2015

VFX Before and After Star Wars The Force Awakens PART 1

VFX Before and After Star Wars The Force Awakens PART 2

VFX Before and After Star Wars The Force Awakens PART 3

VFX Before and After Star Wars The Force Awakens PART 4

Star Wars: The Force Awakens – Comic-Con 2015 Reel

JURASSIC WORLD BREAKDOWN REEL

https://www.youtube.com/watch?time_continue=64&v=LQohxydZC4A

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