VFX Sverige

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VFX Sverige collects the latest VFX/CGI/2D/3D projects in Sweden and some other interesting ones too.

Paranorman | Laika

The follow up to Coraline from Laika. A stop-motion comedy/thriller titled ParaNorman, due out in August of 2012. Here’s the first trailer, in which we meet Norman, the only kid in town who can communicate with the zombies overrunning the city.

Filed under: 2D, Animation, Feature film, ,

Pythagasaurus | Aardman

As always, brilliant stuff from Aardman. Sit back and enjoy

 

 

Director: Peter Peake
Cast: Bill Bailey, Martin Trenaman and Simon Greenall

Filed under: Animation, shortfilm,

Never Extinguish | Ash Bolland

Coolest skate film right now…

 

Rune Glifberg joins burn units Jonas Skrøder, Dany Hamard and Hugo Maillard as they defeat the elements on the streets of Buenos Aires.

Create. Inspire & stop at nothing.

‘Never Extinguish’ — a burn production, directed by Ash Bolland.

Behind-the-scenes photos from the film are up on our Facebook: http://on.fb.me/vURU8n

VFX and animation by Aussie shop Cutting Edge with additional VFX/concept design by Umeric. Agency: Publicis Italy, production: Curious Film Sydney, music: Al Boorman, editor: Daniel Lee.

Filed under: 3D, VFX,

Diablo 3 | Blizzard

Amazing inspiration from Blizzard.

The Black Soulstone Cinematic

Making of…

Filed under: 3D, Games, ,

Weetakid | North Kingdom

New game from North Kingdom.

 

Weetakid – an intergalactic mobile gameplay for kids

 

weetakid

We helped BBH London to develop a iPhone based game app for Weetabix called “Weetakid.”

gameplay 1

The game sees users take control of Weetakid, a happy and lovable yellow creature whose magical world has been robbed of all its energy by the Evil Eater, the galaxy’s villain. Weetakid and his sidekick Nibbles must then go on a quest to retrieve the items stolen by the Evil Eater.

gameplay 2

An AR marker printed on the back of Weetabix will enable kids to fuel their Weetakid character for game play by feeding it a bowl of Weetabix every morning. At a certain point in the game, players are prompted to point their device’s camera at the back of the Weetabix Yellow Box. The game then launches into an augmented reality sequence whereby Weetakid appears.

Download the app and try for yourself here!

Filed under: 3D, Games,

Psyop – The Great Happyfication.

Watch and read about Psyop’s fantastic work behind the latest Coca-cola spot Experience The Great Happyfication.

Interview from Fxguide

‘The Great Happyfication’, Psyop’s latest six minute short for Coca-Cola, delves this time into a singing and dancing world inside the Happiness Factory, via agency Wieden+Kennedy Amsterdam. We chat to Psyop creative director Todd Mueller, producer Amanda Miller and 3D lead Kyle Cassidy about how the design and animation studio produced the spot.

fxg: You’ve delved into the Happiness Factory world a few times now – what was it that you wanted to create and where did you want to go with The Great Happyfication?

Todd Mueller: We wanted to have much more of a spoken narrative, an actual dialogue-driven and musically driven story. We wanted to take the world and turn it into as much a storybook as we could. We worked hard on creating on a poem and found a way to thread the key story points that are in the poem through each of the worlds within the Happiness Factory, and having each character featured for one of the key principles of happiness.

It was actually a bit of an odd challenge – start with the task of telling a good story, multiply it by the fact that we have to do it in this world with these characters and then put it to song, and then make it to so it relates to the world that we’re in, and try to come out with something that’s coherent. The main goal was a sing-a-long storybook about happiness.

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Download Video


Psyop breaks down The Great Happyfication.

fxg: What was the design process here, given that you were drawing on the previous film?

Todd Mueller: A lot of it was going back to the previous character designs to a degree, so that they could have more personality than they had before. Most of the characters, except for the cheerleader Wendy, were always more of a generic kind of worker bees. Only the cheerleader had been designed as a hero character.

Kyle Cassidy: From all the past spots, there are different characters involved, so the rigs tend to have different standards to them. So there was a lot of re-working on the assets and textures for certain angles and to enable them to do more. The main character Pete was the one we created from scratch.

fxg: From a planning point of view, what approach did you take to the concepts, storyboards and animatics?

Todd Mueller: There was a lot of storyboarding and songwriting and back and forth on that. At one point the kissy puppy moment happened first, but now that’s later down the factory. We worked with an extremely talented choreographer, Travis Payne, to help us nail the penguin back-up singers and their dancing. He was choreographing Michael Jackson’s last tour before he died. The choreography had a knock-on effect for our animatics, because there would be scenes in the dance routine that would need to be wider than what we had considered or tighter. Like anything, as you’re visualizing and drawing out the story, the shot choreography and composition become an important part.

fxg: So how did the dancing form part of the project?

Todd Mueller: It was all key-framed. I worked closely with Travis, and got my dancing shoes on as well. We had three talented dancers and we wanted the dancing to accentuate the lines, the theme, and have little gestures that would echo the meaning. We videotaped it on a stage for reference and animated off that. Even our characters were not human and moved in a very non-human way, it was still a really great utility to have that dancing reference. I’ve done a couple of other things without the choreography where you think, ‘Oh I’ll just keyframe it from my mind!’, but it’s never as good as having people there and seeing it with your own eyes and having fun with it. It also ended up being an inspiration to our animators, right Kyle?

Kyle Cassidy: Yeah, I would say so – part of the technical challenge of doing mocap on something this where they had odd shapes, if you look at the short and stubby legs, it can be hard to utilize all of the mocap to capture the subtleties of the animation. So it’s definitely a credit to the animators to be able to keyframe all the stuff by hand.

fxg: How was the production managed in terms of the crew size and talking to the agency?

Amanda Miller: We had about four weeks of previs and six weeks of animation. We had a great client in Coca-Cola who understood the need to have that previs process and lock things in as early as we could.

fxg: From a technical point of view, what kind of tools were being used the animation, lighting and rendering?

Kyle Cassidy: We used Maya, which had been used in the previous spots. The comp’ing was done in After Effects. We had the same sets and environments and we were keen to keep the same look. We’d set up some key rigs with lighting and then the lighters would go in and tweak it to the camera angles, and bring their own expression into it as well. We had six lighters and five compositors.

fxg: Another side of the film are of the effects – the snow, fur, greenery and grass. Was there a particular approach to those things?

Kyle Cassidy: One of the particular challenges was the kiddy puppies with the fur – that can always be a challenge because of rendering resources, caching and dynamics. With the grass we had two avenues to explore – whether to use hair fur or use Maya’s paint effects. In the past spots they had used paint effects, and we found it was a lot easier to do it that way. To render the grass, we couldn’t get it to work on the farm too well so we had to render locally. It was a good week and a half to two weeks rendering everything out, but at the end of the day all the love and care that went into it.

For the snow, a lot of that was generated through After Effects Particular, so the compositors helped take a lot of the load off us in 3D. The crowds were always going to be hard to get done with the compressed schedule. In the past they’d done projections onto cards with animated cycles. I took that and put my own spin on it, setting up the characters and multiple angles and rendering all the cycles out as image sequences from both sides of the stadium, since it had different lighting on both sides.

Once we had all that we were able to place cards throughout all the stands. I wrote a script that would randomize the assignments of all the different cycles we had. At the end of the day, the crowd was probably the easiest part of the entire process!

Psyop credits

Director: Psyop
Psyop Creative Directors: Todd Mueller, Kylie Matulick
Executive Producer: Kim Wildenburg
Producer: Amanda Miller
Assistant Producer: Chase Masterson
Animation Lead: Dan Vislocky
3D Lead: Kyle Cassidy
Compositing Leads: Danny Koenig, Jason Conradt
Storyboard Artist: Josh Weisenfeld
Editor: Brett Nicolletti
Lead Flame: Miles Essmiler
Lead Desktop Compositor: Danny Koenig
Compositors: Sohee Sohn, Falko Paeper, Cris Kong, Jason Conradt, Joseph Chan
Modelers: Wendy Klein, Rie Ito
Riggers: Sean Kealey, Vadim Kivayev
Animators: Matt Ornstein, Matt Connolly, Minor Gaytan, Chris Meek, Jakob Frey, David Bokser, Lindsey Butterworth, Sashdy Arvelo, Frantz Vidal, Kevin Koch, Jason Shum, Yvain Gnabro, Michael Cawood, Michael Warner
Texture: Wendy Klein, Rie Ito
Lighters: Kyle Cassidy, Katie Yoon, Robby Branham, Ryan McDougal, Barry Kreigshauer, Stephen Delalla, Yuichiro Yamashita
Particles: Kiel Gnebba, Wayne Hollingsworth, Victor Garza
Script: Jesse Kretschmer

Filed under: 3D, Animation, Commercial, ,

9 Pro tips to break into the VFX business

Interesting reading for anyone who wants to break into the vfx industry from Julie Miller @ MovieLine

9 Pro Tips For Breaking Into Visual Effects From Jurassic Park’s VFX Pioneers

Leader image for 9 Pro Tips For Breaking Into Visual Effects From Jurassic Park's VFX Pioneers

If there’s anyone who knows about breaking barriers in the visual effects industry, it’s Dennis Muren, Phil Tippett and John Rosengrant, whose computer-generated dinosaur effects on Jurassic Park forever changed the FX landscape, earned them Academy Awards and famously caused George Lucas to tear up with joy. But their work pioneering new technologies did not begin or end with Steven Spielberg’s 1993 classic. The artists have worked on some of Hollywood’s most technologically innovative titles including Star Wars, E.T.: The Extra-Terrestrial, Predator, Terminator 2: Judgment Day, A.I. Artificial Intelligence and Avatar.

While together last month to promote the Jurassic Park Ultimate Trilogy ( available today), Movieline picked the brains of the VFX legends to get nine pro tips for breaking into the visual effects biz.

You want to understand to the filmmaking process from the point of view of the director — even if you want to do special effects.”

1. Learn about the filmmaking process from a director’s perspective. This means make your own movies!
Muren: “Study art, photography, nature because you want to have ideas for full shots in your head. Not parts of shots but the whole finished thing, even though you may not be [responsible] for all of that. You want to understand to the filmmaking process from the point of view of the director — even if you want to do special effects.”

Tippett: “I would encourage that — an art and film history background. And there’s no excuse for not making your own movie. You’ll learn so much if you just come up with a little story that has a beginning, middle and an end. If you commit to doing it, you’ll learn so much more by doing that than most people going to school.”

2. Listen to the voices in your head.
Tippett: “If you make your own film, it really helps that you know what a cut means. A cut is very important to know because it helps structure things. The sounds, too. When we started on Jurassic Park, I spent a week or so with [sound designer] Gary Rydstrom because it was very important for Steven to have the voices for the characters. That was very helpful to inform our performances. Once you have the voices in your head, then you can work to the voices. That knowledge is essential.”

3. Understand how VFX fit into the storytelling process.
Rosengrant: “Recognize that we help tell a story and that’s what’s most important first. Understand that our role is to maybe embellish that story and make it more interesting. But know how you fit into telling that story because it’s very collaborative.”

4. Don’t just imitate your visual effects heroes. Dare to be original.
Rosengrant: “I see people trying to get into effects who are trying to copy something instead of understanding the real anatomy of the art. All of this comes into play. I think that’s what makes Jurassic Park work.”

5. Think of your best friend as your worst enemy .
Muren: “Your best friend is your enemy when it comes to breaking into the industry. I think it’s a very competitive time now, with film schools churning out so many effects people, that you’ve got to be better than your best friend.”

Tippett: “They could be thinking the same thing about you — that ‘I have to be better than you are.’ Just strive for the best. Tenacity. Don’t give up. Keep plugging away at it. Find out if you’re good at it. You may not be good at it.”

6. Rest assured that visual effects is now a viable career option.
Muren: “When we were starting out, there was no visual effects career. There were maybe 20 people in all of L.A. and maybe the world who did visual effects. They would hire people from different unions to sort of flesh out something.These guys were old-time expert guys that really didn’t know anything like we do because they did it so seldom. It’s amazing now that it’s actually a business and you can look at it as a job.”

7. Don’t listen to the job entry horror stories — there are visual effects pros out there who want to nurture (and not just torture) up-and-comers.
Tippett: “It depends on where you start out. Most of us try to be good to the people just starting out. You don’t want to burn out artists. You want to encourage them.”

Muren: “I hear a lot about that, too. That it’s really going on and [companies] are really taking advantage of it because there are so many people that want to do it. That’s unfortunate and I hope it doesn’t happen often.”

8. Don’t be surprised when the visual effects industry is not as glamorous as you imagined.
Tippett: “I think one of the more bitter pills to swallow is the intensity [of VFX]. Because you think it’s one thing and it’s cool and sexy and it’s fun. Then you sit down and look at the dailies and someone says, ‘That’s wrong, that’s wrong and that’s wrong. Fix that, fix that.’ It’s just like [mimes choking someone.] Someone tells you, ‘Just fix it. I’ll see you tomorrow.’ It’s not like what people imagine.”

9. Get ready to continually adapt.
Rosengrant: “[The new visual effects guys] are jumping onboard now after so many years of things evolving. We think back 18 years ago with Jurassic Park; during that 18 year period, things have been moving like a freight train. So when you get on that freight train now, you’ve got to have all of this other knowledge behind you. Study what went on in the past but get ready for a train ride.”

Bonus: Exercise tenacity and passion.
Tippett: “If someone tells you not to do it and you do it anyway, that’s a good sign. Because it’s going to take that tenacity. […] We were all obsessed [when we started out] too. It wasn’t a career ‘choice.’ It was like, you can shoot me or I can do special effects.”

Filed under: Feature film, VFX, , ,

3 | Lost liner

Lost liner has been busy this summer making these films for 3.

Credit list:

Agency: Storåkers
Agency producer: Linda Rundqvist
Agency creative: Björn Carlberg
Agency creative: Henric Almquist

Production Agency: Colony
Producer: Jenny Sernholt

Production company: Lost Liner

Director: Ulf Lundgren
Creative producer: Niklas Gunnarsson
Coordinator: Erika Reilly
Design: Pär Andersson, Stefan Berglund
Modelling: Pär Andersson
Animation: Johan Sonestedt, Jonas Forsman
Rigging: Hannes Nordin
TD: Martin Öhgren
RnD: Björn Lundgren
Comp: Martin Öhgren

Filed under: 3D, CG, Commercial, ,

Attack the block | Fido

New articles about Fido’s work Attack the block. First one in Swedish 2nd in English… Enjoy the readin

Att skapa ett monster

Biohöstens värsta filmmonster hittas i den brittiska sci-fi-thrillern “Attack the Block”. I filmen anländer de från yttre rymden, i verkligheten kom de från Stockholm. Vi har träffat effektstudion Fido på Södermalm för att höra mer om arbetet.

- Storyn bakom är att det inte skulle ligga så mycket jobb alls bakom de här monstren. De var “men in suits” som filmades. När det väl kom till kritan visade det sig att regissören var inte speciellt nöjd med hur de såg ut, förklarar Mattias Lindahl, Visual Effects Supervisor på Fido.

- Vi började titta på pälsen, försökte få till den här spike-iga looken. Sen visade det sig att han (Joe Cornish, reds.anm) tyckte inte riktigt om hur käftarna såg ut heller. Så vi ändrade dem också helt. Vad du ser i slutändan av filmen är mer eller mindre 100 procent CG, fast gjort utanpå det riktiga.

- Tänderna ser bra ut, problemet var bara att den kunde inte artikulera speciellt bra. Man ville att den skulle gå från hopbiten, försöka sniffa, morra och typ stort vrål… Den klarade inte av alla de här grejerna.

Eftersom monstren inte har några ögon, åtminstone inte vad som syns, arbetade man mycket med tänderna så att de nästan blir som ögon, förklarar Mattias Lindahl. Pälsen gjordes mer spiky och färgkorrigerades – tanken med monstren är att de är svartare än svart.

Hur pass tidigt blev ni inblandade i projektet?

- Jag var faktiskt redan involverad i filmen när jag jobbade på Double Negative i London. Det var tänkt att jag skulle hålla i projektet från deras sida, men då hade jag redan bestämt mig för att flytta hem till Sverige, så jag drog mig ur. Sen drog projektet ut på tiden, så i slutändan kunde inte Double Negative göra jobbet själva för de hade slut på resurser. De ringde till oss och bad om hjälp, så vi tog över jobbet till stor del. De gjorde fortfarande en relativt stor del, det var väl en 50/50 split.

- Vi blev kontaktade i augusti 2010, vi levererade i februari 2011. Men själva det faktiska jobbet tog väl fyra månader. Det är mycket strul om att faktiskt komma till skott, det var mycket delande om vad som ska göras. Ska vi göra CGI eller…

- Du ser att det är en stor gummihand i förgrunden och väldigt syntetisk päls. Vi ändrade om helt i CGI, lade på klor, och när varelserna dör ser vi tänder som “släcks”. Munnen ser väldigt plastig och gummiaktig ut, ingen speciell form på den.

Var det tänkt från början att det skulle göras CGI på det här sättet?

- När jag blev först involverad i London var snacket att vi skulle göra det mesta i grading. Vi skulle grada ner highlights i pälsen. Men då hade regissören räknat med att han skulle få allt det här gratis, att det skulle funka, men det gör det inte uppenbarligen så grading skulle inte ha gjort speciellt mycket. Så det blev mer jobb än vad de hade tänkt sig.

- Här är ett att de största skotten. Vi har multiplicerat monstren. Samma sak här, två stycken monster i dräkter. Vi har lagat golvet för det var filmat på set build istället för riktig korridor, för att göra golvet bredare. Vi har lagat golvet och lagt på en jäkla massa mer monster.

Dessutom lades klor till, samt en extra led för att mjuka upp rörelsen. Mycket arbete ligger bakom för att få den snygga slowmotion-scenen så realistisk som möjligt.

- Det är fullständigt upplyst. Man ser allting, vad som hände också är att resten av monstren filmades mot greenscreen, och en så kallad “poor man’s motion control”. Motion control är en kamerarörelse som kan programmeras så att den gång på gång på gång gör precis samma rörelse. Om man inte har pengar nog, gör man precis samma sak på en dolly. Eller försöker göra likadant, vad som händer då är att det är en himla massa rörelse i olika leder som man är tvungen att stabilisera bort för att få det att passa.

Mattias Lindahl går vidare med att presentera den största utmaningen i filmen, som är en en av slutscenerna.

- Här hade de filmat fyrverkerier på riktigt i rummet, men sättet som det var filmat på gjorde det omöjligt att få loss fyrverkerierna från platen… Vi var tvungna att få loss elementen för att kunna stoppa in monstren bakom. Vi var tvungna göra om dem helt med CG, inte bara det utan få dem att passa precis med de elementen som var filmade för Joe, regissören, tyckte väldigt mycket om det riktiga. Det kom väldigt sent. Det var lite klurigt.

Hur jobbade ni med regissören? Hur mycket är er egna vision? 

- Just det här projektet var det väldigt långt gånget i projektet. Det var inte så himla mycket mer input mer än just utseendet på munnen hade vi ju input på, för att få den att funka på bästa sätt. Det var bara lite lösa idéer om vad som skulle göras. Vi gjorde konceptjobb på det för att få det klart.

- Här har vi lite konceptjobb som vi gjorde tidigt, för att visa formen och tänderna som låg bak i munnen, och försöka visa lite mer vilka uttryck man skulle kunna göra med den här munnen. Vi gjorde även en så kallad motion study, där man kollar på hur pass mycket munnen skulle kunna öppnas. Vi hade en idé som inte riktigt kom igenom i filmen, som en vit haj som kan liksom haka av sitt käkben… Ormar har det också. För att verkligen få ut tänderna.

Även med muskulaturen inne i munnen kom inspirationen från djurvärlden:

- Det är nån slags misch-masch… Vad var det vi sa? “Monkey fucked a fish”, var vad vi kom fram till. Men det måste ju kännas som nånting som kan finnas. Det är ju naturligt att titta på djur och ta olika element. Det unika är ju att det är inte ofta man ser håriga monster. Det fanns en diskussion om kladd eller inte. Regissören ville inte alls tänka åt Alien-hållet.

Är det här det största projekt som ni har gjort?

- I distribution skulle jag nog säga att det är det näst största vi har gjort. “Kick-Ass” till exempel som vi gjorde innan den här, var såklart mycket större i tittarsiffror, men där gjorde vi en mindre del av jobbet.

Hur mycket har ni annars jobbat med just film?

- Normalt har vi kanske en 40/60 split mellan film och reklam. “Håkan Bråkan” var väl den första svenska digitala karaktären i en film, som vi gjorde.

På Mattias Lindahls meritlista finns storfilmer som “Batman Begins”, “Die Another Day”, “10.000 B.C.” och flera Harry Potter-filmer. Fido har, efter bland annat “Låt den rätte komma in” och “Kick-Ass”, fått i uppdrag att skapa en del av effekterna till den kommande “Underworld”-filmen.

Var det “Låt den rätte komma in” som var er väg in i Hollywoodfilm?

- Ja och nej, det handlar mycket om kontakter också. Jag har jobbat mycket i London i många år, och många förfrågningar kommer den vägen. Men absolut, jag tror att “Låt den rätte komma in” har fungerat väldigt bra för oss, det är väldigt många som har sett den, den har vunnit fantastiska priser.

Vilka filmer har de bästa effekterna enligt dig?

- Det är väl de som inte syns. De man inte tänker på. Rendition-effekter används väldigt annorlunda idag. “Avatar” är väl höjdpunkten av vad som har gjorts idag. Till såna saker som man aldrig ser, som att fixa till några hus för att få dem tidsenliga, till exempel. En film som jag jobbade på, “The Bourne Ultimatum”, är ett väldigt bra exempel. Det var före min tid på Fido. Man går från den och tänker inte på att man sett effekter överhuvudtaget. Men det var genomgående genom hela filmen. Jag tycker mest om såna här små aspekter som faktiskt inte syns att man har gjort.

Till sist, hur ska det perfekta filmmonstret vara? 

- Det ska skrämma brallorna av en.

Se “Attack the Block” på bio från den 28:e oktober.

Av Alexander Dunerfors
(alexander@moviezine.se)

 

 

 

 

 

When aliens a-tech!

Effects behind London’s toothy invaders in ‘Attack the Block’

By Mike Seymour and Ian Failes, Fxguide;

When aliens invade a housing project in a rough neighborhood of South London, they probably didn’t expect a gang of teens to lead an uprising.

But “Attack the Block,” British director Joe Cornish’s debut feature, is not your typical alien invasion movie — the sleeper movie became a cult hit on the sci-fi circuit and the talk of last week’s Comic Con in New York. And the creatures were not your typical men in suits, either.

On set, the teens faced stuntmen on stilts wearing monster suits, complete with animatronic jaws. But after the shoot, Cornish wanted something even darker and more menacing, something the soft fur of the suits wasn’t quite able to achieve.

Read more at http://www.thedaily.com/page/2011/10/24/102411-tech-bts-attackblock-1-2/

Filed under: Compositing, Feature film, Post production, VFX,

BF3 in game trailers | dice

Check these fabulous in-game trailer from Swedish game developer Dice and their upcoming Battlefield 3.

 

Filed under: 3D, Games,

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My name is Måns Björklund and i'm the one behind this blog, VFX Sverige. This blog is a project that I do on my spare time. To get in contact with me, click here. here.

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Why VFX Sverige? I've always been interested in vfx and especially 3D. I felt that there was no place where all the projects produced or projects that have some connection to Sweden was collected. The idea is that you will submit new links to your new projects to me, and I will upload it on the blog. So tip me so I can keep VFX Sverige updated with the latest VFX projects.

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