Now you see me : The MGM Grand scene explained

It’s always difficult to render a lot of crowd simulation because it takes a lot of time for modeling, animating the CG Characters, and then proceed to the simulation, lighting, rendering. For years we used tools like Massive, which everyone discovered really after LOTR, but even if this approach is great, very powerful, it’s good to be able to switch for another route if you have the opportunity.

Impressive shot breakdown by TheMatteDepartment

Few months ago, the team from TheMatteDept put on line a very nice making of which explained very clearly all the steps and the general workflow to put together a big environment shot made of thousand of assets. Anthony Eftekhari and Fabio Zungrone show us the different steps to go through this, from the build, and the modeling of the assets, the texturing, the lookdev, and the FX effects like crowd simulation. Then we see how the scene is assembled together, and how the assets have been used and multiplied to create the full environment by combination of them, like…

Oblivion and the Sky Tower

I don’t know if you had a chance to look at the VFX Featurettes from Oblivion which shows the use of projections instead of a green screen replaced by matte painting of plates, but it’s really interesting. It’s interesting because it seems to be the future of green screen replacement. At least, this is what people say in this featurette. And that’s true, it’s really helping a lot the shot. All the compositors know that it’s a nightmare to make a full greenscreen shot working with a plate. Light never really works on both foreground and background, there is a…