Archive for February, 2009

Tips: Controlling blur on soft matte edges

Wednesday, February 25th, 2009

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9mins 53secs, 24.6meg Quicktime 840×526 h.264 mov


Here is a cool tip that was passed on to me by one of our supervisors on Australia.  The idea is to use a colour lookup curve to shape how the edges of your matte are blurred, pushing the white pixels out to the edge or pulling them back into the core of your matte.

 

As always, if you have any questions or tips post them here. I would be especially happy if you have your own blog and can show how to replicate these techniques in other software. I just don’t have enough time or knowledge to do the tutorials in each application.

 

 

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Review: The Spirit

Sunday, February 22nd, 2009

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A short post this Sunday with some thoughts about “The Spirit”.  I realise that The Spirit has been out for a while in the USA but it is a relative new release in Australia (yay for delayed release schedules).

 

Credit: Lions Gate LLC. Image The Orphanage.

There are two reasons I went to see The Spirit.  Firstly, it obviously shares a lot in common with Sin City and frankly, Sin City kicks so many types of buttocks that there may actually be a law about it.  The second reason is that a couple of mates worked on the film with Rising Sun Pictures (RSP) in Adelaide and I am happy to pay bucks for films that mates work on.

 

I will also say that I knew before going on that this wasn’t a serious movie and I fully prepared by having a nice big Coke and some cheesy snacks at the ready.

 

Lights down, movie starts . . . ooookay.  Maybe it gets better.  Maybe I am missing something.  Give it time.  Why are there only 8 people in the cinema?  I know it has been getting bad reviews, but let’s all give it a go, eh?  Oh dear.  Oh dear, oh dear.  Just what the hell is going in?  Who is he?  Why are they fighting?  That bit isn’t funny.  Who is she?  Do I care?  Why is she dressed like a Japanese Maiko?  Why are they dressed like Nazi’s.  Why is that hot latino chick acting so badly?  Surely it has been 2 hours?  It’s over, thank God.  What?  Only 90 minutes . . . you have to be kidding me.

 

I will go on record as saying that I liked the film visually.  Not quite as unique and intense as Sin City, but definitely it’s own style.  No, it was just a bad movie.  How do I define bad?  Well, when I think 90 minutes is over 2hrs and I am waiting for the movie to finish, it’s bad.  When I literally don’t care about any of the characters, it’s a bad movie.  When I don’t know who is doing what or why they are doing it, it’s a bad movie.

 

Well, I am sure you have your own opinions, but for me The Spirit was almost the definition of style over substance.  It looked amazing but had nothing to say, and that’s a shame . . .

Thoughts: Getting involved with fanfilm projects

Wednesday, February 18th, 2009

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Okay, okay.  You may have strong feelings about fan films.  Me?  I am kind of up in the air as I have seen some shockers and I have seen some amazing work.  Either way though they always involve people who are doing it for the sheer love of making something that they believe in and are willing to get off their bums and give it a shot, and I always give that two thumbs up.

 

Check out the recent Half Life 2 fanfilm “Escape From City 17 – Part One” which has been doing the rounds recently.  Short, sweet, focused and with very passable VFX all made for $500.  As far as I know most of the hero 3D models are meshes straight from the game.  The match-moving is top notch which opens up a lot of possibilities for set-extensions.  If you have solid tracking, suddenly you aren’t limited by what you see.  Having said that, the locations were well chosen and more importantly, the whole thing captures the atmosphere of Half Life 2.  I will go on record as saying that Half Life 2 has been the most immersive game experience I have yet had.  So much care was taken with everything, from the look to the models, to the texturing and, possibly the most overlooked factor, the sound.

 

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3D: Useful 3D skills for the VFX compositor

Sunday, February 15th, 2009

 

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I mentioned in my last post that a lot of compositors come from non-3D backgrounds.  Being a 2D medium, compositors often come from working with Photoshop or editing software such as Avid and Final Cut Pro.  As such, a lot of compositors might not have a full appreciation of the 3D pipeline.

 

As I suggested, my opinion is that whatever your job in the pipeline, it is a good idea to have at least cursory knowledge of the skills that bookend your position.  That way you will be able to communicated effectively with your workmates and be more efficient.

 

Sometimes, depending on the production, you may find yourself needing particular minor things done and you need them done quickly, not when someone finally has a chance to get to them.  The following are reasonably basic skills that can really help out a compositor:

 

Import match-moved camera data.

At some point, if 3D is being integrated into live action, a Match Move artist (using something like PFTrack or Boujou) will have produced a final locked-off match move solve and camera setup that is being used by the 3D guys.  Knowing how to, at the very least, set projects and open files in Maya is something that everyone in VFX should know.

 

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