Feb 03

These stills were done for a proposed development in Istanbul, Turkey, showing location, ideas, design and experience of the spaces within.

Directed by Nick Taylor of Squint Opera it shows what this new island port has to offer.

The team at Squint Opera (squintopera.com) include:
Lead 3D: James Shaw
3D Team: Steven Fayers, Dan Fells, Bruce Garnham, Nic Hamilton, Jack Hunter
2D Team: Piers Alsop, Max Jones, Simon Hindle

It was made with 3DSMax, VRay & Photoshop

You can view the making of the film of this project on my blog at:
jamesshaw.co.nz/blog/?p=1942
or individually at the following links:
Full Film vimeo.com/35737962
Cruise Ship in Harbour vimeo.com/35778465
Fishing Boat in Port vimeo.com/35778863
Boulevard Tram vimeo.com/35779915
Waterfront vimeo.com/35780248

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Feb 03

The more I see stuff like this, the more I think real-time is the future. For ArchiViz certainly, I think Lumien and Ronen Berkerman are bang on for that tight turn around time and level of quality it’s getting harder to beat. OK, fair enough if you’re VFX you need a greater level of detail and interaction and modification in compositing, but anything else… gaming tech I think is fast becoming the future. They just need to make the design and interface to make it more user friendly.

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Feb 03

Harry Potter and the Deathly Hallows Part 2: VFX breakdown http://t.co/lTOKe5Fj via @AddThis

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Feb 03

Love the pace and putting together of this showreel, just so slick. Great example of motion graphics as well.

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Jan 31

Amazing where this company have come from. There’s an interesting article here about them, from small beginnings to becoming the fastest selling camera provider in the world: www.inc.com/magazine

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Jan 31

I remember this from a previous 3D World magazine issue. Great model, texturing and rendering overall. Didn’t realise he had done a video as well, so here it is:

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Jan 30

Minority report eat your heart out!

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Jan 29

It’s job hunting time again, boo! Just looking through some of the better showreels I can find in search for inspiration and direction. I just have to figure out what skills are missing and what holes to fill. Where to go to from here in a small country like NZ?

Love this showreel from Jelmer Boskma, just for the 3D modeling detail. Had a look at his website and he is into VFX, but seems to be more on the concept art end. Very nice stuff.

Also absolutely love this one from Mike Fudge. Now there’s some very nice clean topography!

Simple but effective I keep coming back to this one for some reason. I think for a starters showreel it’s pretty good and shows some pretty tidy modeling in both poly and subD styles.

The Mill. You can always trust the Mill to come out with some great stuff.

Just came across this the other day from Jorel Latraille. Fantastic example of some great modelling.

And we can’t forget one of my favourite CG artists of all time Marek Denko. Are his skills marketable, I would say hell yeah… but what what VFX say?

Another reel from Waldemar Bartkowiak:

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Jan 28

The following is a run down of how we made a film in Turkey for a proposed seaport development. Most can be viewed through Vimeo in Full HD if preferred, just click on the Vimeo link in the bottom right corner of each video below.

Istanbul Seaport – Full Film

This film was done for a proposed development in Istanbul, Turkey, showing location, ideas, design and experience of the spaces within.

Directed by Nick Taylor of Squint Opera it shows a local fisherman encountering an ocean liner en route to the new seaport development which grows out of the water before his eyes, before he samples what this new island has to offer.

The team at Squint Opera include:
Lead 3D: James Shaw
3D Team: Steven Fayers, Dan Fells, Bruce Garnham, Nic Hamilton, Jack Hunter
Lead Compositing & Grading: Rory Lowe
Motion Graphics: Jack Hunter, James Merry

We experimented with many different aspects of animation in this sequence including using an alpha version of the Pheonix water simulator (seen in the aerial view of the development coming out the water and boats punching out the water in the apartment construction sequence).

It was made with 3DSMax, VRay, Pheonix, After Effects, NukeX and FinalCut.

Seaport Making of – Cruise Ship in the Harbour

This shot’s complexity came from the original footage more than anything. If shooting in Turkey you book a helicopter for a time, and that’s the time you go up regardless of weather. In UK at least you can postpone for when it’s not hazy, cloudy and/ or flat lighting.

So, Rory Lowe (our lead compositor) had some exciting challenges in the compositing (NukeX) stage trying to pull as much as possible out of the footage as you can see in the before and after wipes.

The footage was also horribly compressed from using the wrong codec (a comedy of errors), so things like sharpening had to be done very carefully to not enhance the compression artifacts, but instead the details within the artifact blocks.

The footage was tracked in NukeX and taken into 3DSMax where the camera height was matched to the helicopters altitude. This tracked camera was also used inside Nuke to replace the sky for something a bit more exciting.

In 3D the footage was projection mapped onto a ground plane to get any GI or reflection bounces correct for the ocean liner. This ground plane was a VRay matte object so the alpha was already ready to be pre-multiplied in NukeX. A similar HDRI was used to light from the same direction and match the original footage so any adjustments done in comp would be done to the shot as a whole, including 3D objects.

Lastly the wake was done simply as an animated texture on a plane of a boats wake from top view and included in the alpha. We rendered it with its own multimatte for separate colour control.

Seaport Making of – Fishing Boat into Port

This shot was taken from a pier to avoid camera movement and associated motion blur of pixels etc if stabilised.

The most tricky thing in the shot was again a compositing issue of blending the water seamlessly between real and CG. To do this the boat was rotoscoped frame by frame and composited over the CG. The water was then added back on another adjustable pass with animated blend zones with variable feathering. Finally the foreground CG (pier and rocks etc) was added over the top of this.

In CG the camera was matched by eye by matching horizon lines and rough heights off the water plane.

The boats were either bought or modelled and animated in 3DSMax with position and rotation lists with the second motion slot as noise. Once variables of noise looked good on one, this noise was copied to the others and the seed changed to get variation.

Background buildings and pier were all custom modelled. The rocks and trees had been recycled from other projects. The rocks in the foreground were multiscattered in place and a sea box added with VRay fog to match the colour and grade of the original footage water.

Lighting was done via Peter Guthries HDRI’s and a VRay sun to match the original footage.

Seaport Making of – Boulevard Tram

This shot started as more of a green screen shot where probably 75% was going to be footage and the rest CG. Several takes were taken on an existing boulevard and rotoscoped to blend together at compositionally opportune times. About 6 different passes were used from different takes.

We decided half way through though that the shot would be more effective if we moved everything to the right and exposed more of the CG boulevard to the left. The camera height was recorded off shooting and matched in CG and simply rotated and moved manually to get a better camera position, but still matched our paving split lines between CG and real.

All buildings were custom modelled off client requests only, no plans or sections were given as it had not been detailed down to this level. The tram was purchased and animated and 3D animated people added to bulk up the mid and background scene.

CG lighting was done to roughly match the real footage and final grade added to blend CG and footage together.

Seaport Making of – Waterfront

This was a relatively simple, but effective, scene with a couple of split lines between CG and real footage.

The original footage was taken from a building nearby and actors and bystanders were filmed. Alphas were taken from the CG elements and then blends customised in NukeX along logical paving and shadow cut lines. This were then feathered and graded into place.

Boats were bought and animated with noise and everything else was custom modelled for the scene. Subtle animations were added like the shifting piers, moving ropes and canopies, and even watery footprints for the CG character on the pier to the left.

There was a slight error with the camera height being too high in 3D so some of the CG people to the right appear too small. Did you spot it?

 

I hope you have enjoyed this run down and as always any questions feel free in the comments below!

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Jan 27

Love the idea of this. Imagine the potential of using this idea on many digitally driven devices.

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Jan 27

Great idea, and fascinating to see the difference between films as essentially a motion graphic. The difference between The Shining and Alien is great. Kind of explains as well why you might be more exhausted after Alien than The Shining?

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Jan 23

Black Living by blackhaus http://t.co/uXDPtMyx via @ronenbekerman

Inspires me to do some more archiviz! This time unpaid and fully creative.

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Jan 23

Brand Logos With Honest Content By Viktor Hertz http://blog.pokkisam.com/content/brand-logos-honest-content-viktor-hertz

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Jan 22

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Jan 22

Source: adventure-journal.com via James on Pinterest

I especially like this one. My 2 loves, cycling and coffee!

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Jan 22

Glacier Bike Downhill 2011 144kmph http://t.co/dWa09E8F Nutters. Interesting jump about halfway down where a few people get pretty nose heavy! You just have to hope on a flat day like this were are no hidden moguls, especially at 144kmph.

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Jan 19

What a random clip! A really nice beginning though and very entertaining.

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Jan 17

Just reliving some of the physics sims by Thiago Costa, or Lagoa Multiphysics. Must have a play with this! Check out some of his videos on Vimeo: http://vimeo.com/thiagocosta/videos/sort:date

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Jan 17

A Good Wife by W. Scott Forbes http://t.co/RW5LSUID Great treatment and composition. Ambiguous storyline though?!

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Jan 17

Slightly dodgy (globby) water sim in my opinion, but all pretty cool stuff. Must have been great to work on a demo scene with all the phyx stuff.

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Jan 17

In the last months we were in London I took some final photos of the London Eye during dusk.

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Jan 15

London Underground anagram map (place cursor over anagram to see name) http://t.co/1bzQq8wa

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Jan 15

WORLD TABLE TENNIS CHAMPIONSHIPS 2011
(Unofficial)

Direction,Design,Animation,Compositing :
Swingo , Hajime Nagatsuka

Audio : Azam

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Jan 12

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Jan 12

Jan 12

Jan 11

Go Go Gadget Bunk Bed

Source: inhabitat.com via James on Pinterest

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Jan 11

Totally love this piss take on the modelling; well anything that involves actors and models really. So true. Would love to have done something like this; it has often crossed my mind how we manipulate absolutely everything. For us it’s buildings and developments, but with the same means and ends.

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Jan 09

Catvertising, it’s the future!

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Jan 09

The Girl with the Dragon Tatoo Opening Credits: http://t.co/YnKyfT9M via @AddThis

Can’t wait to see it. And also to compare it with the “original” (both book and movie)

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