Progression of an Animated Shot in Disney's Tangled by Jamaal Bradley

I still meet people who think cre­at­ing 3D anim­a­tion is easier than film­ing the real thing. “But the com­puter does all the work” they usu­ally say. Next time I’ll show them this pro­gres­sion break­down of a scene from Disney’s Tangled. There are so many steps and iter­a­tions involved to just anim­ate char­ac­ters, and this is really just one part in the big­ger pic­ture, where shad­ing, light­ing envir­on­ments and char­ac­ter anim­a­tion rigs have to be cre­ated. Admit­tedly, there are scen­arios where going 3D may be cheaper than film­ing, but when it comes to char­ac­ter anim­a­tion this is almost never the case.

let me see »

no comments yet

VFX Wave Rigging by Florian Witzel

There’s a lot of fas­cin­at­ing tech­no­logy involved in VFX, but some of the tools at the artists’ dis­posal are just mind­blow­ing. Take a look at these wave rig­ging break­downs by Florian Witzel. You read that right: it’s a way of rig­ging waves, as in ocean waves. I didn’t know artists had this kind of con­trol over nat­ural phenomena.

let me see »

no comments yet

Details! How to create them...

You must watch this superb break­down of a high-fidelity sci-fi-scene. It starts humble enought, but you will be blown away at the end. It has everything from advanced matte paint­ing to 3D and the over­all effect is bey­ond any­thing I’ve seen in a long time.

let me see »

no comments yet

VFX destruction at it's best

To con­clude our week of sim­u­la­tion I present you the latest and frankly quite fant­astic demon­stra­tion video by Ray­Fire, the industry stand­ard in destruc­tion sim­u­la­tion. All the cool destruc­tion sequences from you favor­ite recent block­busters were prob­ably made with the help of this 3ds max plugin.

let me see »

no comments yet

In the world of pro­fes­sional 3D some tools just refuse to die. These days there are so many options to pro­duce high-fidelity CGI anim­a­tions one might won­der why some of the older (or ‘clas­sic’) pack­ages, like Sof­tim­age, are still around. But when you take a deeper look at some of the infra­struc­ture around these pro­grams, you get an idea why artists refuse to let them go.  Eric Mootz writes plu­gins exclus­ively for Sof­tim­age that are so power­ful they might jus­tify get­ting the base pro­gram just to be able to use them. Take a look at his emPoly­gon­izer for example. There might be sim­ilar solu­tions for other 3d-suites, but I won­der if they are as full fea­tured and eleg­ant. let me see »

no comments yet

Fluid Simulations - Nils Thürey

When Hol­ly­wood needs out­stand­ing fluid sim­u­la­tions, they go to a small Ger­man com­pany called Scan­line VFX and their lead developer Nils Thürey. His work is truly at the very fore­front of liquid sim­u­la­tion and his ‘little’ demo-videos are noth­ing but awe-inspiring. I’d bet you couldn’t tell these were 3D-animations if they were embed­ded into some real­istic envir­on­ments. The clip after the jump is really just a glimpse of the work he’s pos­ted and I strongly urge you to watch his other videos as well.

let me see »

no comments yet

MPC creates all digital mouse and traps

MPC once again chose to go all digital and use a pleth­ora of pro­pri­et­ary in-house tools to real­ize this great spot for a brand of cheese. They recre­ated a room full of mouse-traps and a mouse to have fun in it, and it all looks com­pletely photo-realistic.

let me see »

no comments yet

Ghost Recon Alpha Short (VFX Breakdown) by Mikros Image

To pro­mote the latest Game in the Ghost Recon fran­chise, Ubisoft chose to pro­duce a com­plete short-film. It has all the action of futur­istic war­fare and is real­ized with real act­ors and in a real set­ting. It was quite the under­tak­ing and the res­ult is pretty neat (if you are into that kind of stuff). You can watch the full movie (23 minutes long) here and see the (in my opin­ion) even more inter­est­ing VFX break­downs after the jump.

let me see »

no comments yet

Incredible Steadicam Shot - Behind the Scenes of Hugo

The title really says it all. Hugo was quite the thing, and the cam­era work was espe­cially out­stand­ing. This outside-view of one of the more impress­ive steadycam shots gives a good idea of how these little won­ders of cine­ma­to­graphy are achieved.

let me see »

no comments yet

Stadium-Crowd Breakdown

Justin Bates provides one great VFX-breakdown after the other. This time has shows how to mul­tiply 15 extras into a com­plete sta­dium crowd. Crowd mul­ti­plic­a­tion is a task almost any VFX-artist will have to tackle even­tu­ally, and watch­ing this short demon­stra­tion is a very good starting-point.

let me see »

no comments yet