Posts Tagged 3D modeling
ABC’s ‘V’ Returns from Hiatus — Zoic Provides the VFX
Posted by Erik Even in I Design Your Eyes on April 15, 2010
Recently ABC’s alien invasion drama V returned from hiatus, and Zoic Studios has been working night and day creating the VFX for the critically-acclaimed sci-fi series.
I managed to pry compositor Nate Overstrom away from his desk for a few minutes, to discuss some of the work the Zoic team has done for V since the show returned from its Winter Olympics break.
“We’ve been working on so many shots that everything kind of blurs together,” Overstrom says. “We’re delivering about 200 shots per episode, on a two-week turnaround. We’re moving lightning fast, and doing the best we can to keep everything running smoothly.”
The most memorable effects scene since the show returned might be the final shot of episode #105, “Welcome to the War,” when (spoiler alert) V leader Anna (Morena Baccarin, Firefly), having just finished mating joylessly with an anonymous V male, says “now my eggs need nourishment” – her head juts forward, a mouthful of fangs protrudes from her maw, and she lunges at the doomed male.
“Anna’s teeth were pretty interesting,” Overstrom says. “There were two shots we worked on for her face. The first one, where she first started opening her mouth, was primarily a 2D effect. First we used The Foundry’s Nuke to warp her mouth and jaw open, and moved her existing teeth out of the way. Then we rendered the upper and lower CG jaws and teeth separately, and tracked in the 3D elements to the new warped face.
“The second shot was a digital prosthetic. The matchmovers tracked Anna’s face, and modeler Jason Monroe built out a new lower face with the jaws extended, as well as the new CG jaws and teeth. Sal Massimini and Chris Strauss took it through texturing, lighting and rendering. They projected the textures of Anna’s original face back onto the CG model, so everything lined up pretty well. Then it was just a matter of color correcting it in.”
She seemed to do a thing where her whole head slid forward…
“That was just [Baccarin]. She leaned forward, and I did a little bit of a warp on her jaw before she opened her mouth, to kick her jaw forward a little bit, and give her a bit of a menacing motion.”
In another scene, Fifth Column member Ryan Nichols (Morris Chestnut, Boyz n the Hood) reveals his alien nature to terrorist Kyle Hobbes (Charles Mesure, Hercules: The Legendary Journeys) by pulling down his lower eyelid and pushing up his false human eye, revealing a reptilian slit pupil. “Jason built the eye models and did the initial textures,” Overstrom says. “Sal and Chris did the rendering.
“Those were pretty straightforward. We layered in each eye separately to maintain as much control in comp as possible. The tricky part was getting just the right kind of ‘membrane’ effect on the human lid, which was accomplished through a few extra CG elements. We had to do a little bit of extra 2D warping on the pupil of the second shot to simulate the eye constricting and dilating.”
There’s nothing practical with the actor, right?
“He’s just doing this [pulls down eyelid].”
The brunt of the show is virtual sets – anything on the mothership, which is a lot of shots…
Episode #104, “It’s Only the Beginning,” reveals a surveillance room aboard the mothership, from which the Vs can monitor humans who have been tagged with fake flu shots. “These are 300 foot long digital sets,” Overstrom explains, “with dozens of digitally added extras, and accompanied by 3D holographs around each group. The only thing rendered in CG was the room; then Dayna Mauer populated the expanse of the room using Nuke’s 3D capabilities. She extended out a full set of extras and holograph screens, and added reflections and shadows of everybody.
“The groups of extras were shot on greenscreen – six or seven plates of five groups of people standing in different positions. She went though and did 30 extra greenscreen comps, lifted those people out, put them on cards and placed them out in 3D.”
Since the show came back, the mothership technology has centered a great deal on the V control screens, which are flat 3D interfaces that appear in midair. What’s involved in creating these floating holographic screens?
“The production has a group of motion graphics artists that provide us with the playback elements,” Overstrom explains. He says that the actor is given on-set direction about how to interact with the screen, which has no practical on-set element. “They provide us with the elements. We track them into the shots in Nuke, and time the animations accordingly.
“Sometimes we get fancy and add some chromatic depth by taking a display, duplicating the object twice, and shift the channels on each iteration so each is either a red, green, or blue channel. Then we shift each ‘channel’ in space so the three are slightly offset from each other and then recombine them. So if the camera rotates around, we see that there’s a little 3D depth to it that creates a chromatic separation.”
In another memorable scene, from episode #106 “Pound of Flesh,” Anna tests the loyalty of a group of Vs who failed an empathy test. They are told to consume pills that will immolate their bodies instantly. The Vs who take the pills die, but pass Anna’s test. “The V immolation shot was definitely challenging, especially on such a tight turnaround. We custom-built and animated a CG rig to provide a series of animated mattes, skeleton elements, a charcoal mannequin, and several sets of particle passes. We then cleaned several actors out of the greenscreen and re-layered the effects in, also taking care to add the reflections of everything in comp.”
Overstrom admits that working on V, while tremendously satisfying, is also a challenge, due to the scope of the work. “The brunt of the show is virtual sets – anything on the mothership, and a lot of matte paintings for New York City, which when you watch the show… is a lot of shots. But we also have to take account of all the other shots that go into the show as well: all the holoscreens, the healing effects, medical instruments and prosthetics that need cleanup, rig removal… you know all the ‘standard’ work that goes into just about every show. That’s all there as well.”
“The biggest hurdle for any of these shots that we’re doing is the time constraint — but our work on V has come off pretty successfully!”
More info: Official V site on ABC.com; Nate Overstrom, Jason Monroe, and Chris Strauss on IMDb.
‘FlashForward’ Flashback: Zoic Studios’ Steve Meyer on the Award-Nominated VFX for the Pilot
Posted by Erik Even in I Design Your Eyes on April 1, 2010
Property of ABC; screencap from the Zoic Television Reel.
Based on the science fiction novel by Robert J. Sawyer, ABC’s FlashForward tells the story of the aftermath of a bizarre global event. For 137 seconds, every person on Earth (except perhaps one) loses consciousness, and experiences visions of their own future.
The pilot episode presents the immediate aftermath of the worldwide disaster, with the consequences of the worldwide blackout – millions of deaths due to traffic collisions, crashed aircraft, and other accidents. Star Joseph Fiennes, portraying FBI agent Mark Benford, survives an auto wreck and looks out over a chaotic Los Angeles cityscape. Culver City, California’s Zoic Studios was tapped to create the disastrous tableau; the company’s work on the episode was nominated for two VES awards, for Outstanding Supporting Visual Effects in a Broadcast Program and for Outstanding Created Environment in a Broadcast Program or Commercial.
Zoic VFX Supervisor Steve Meyer discusses the creation of the complex scene, which required a tremendous amount of rotoscoping and motion tracking. The amount of roto was necessary, Meyer says, “because they shot in downtown LA, looking from the 4th St. overpass, over the southbound and northbound 110 Freeway. So naturally you can’t stop all that traffic, or get a greenscreen up.
“There’s a big, swooping hero shot following Joseph Fiennes as he jumps up on a car and looks down, and it’s a huge vista. Then we reverse it and look northbound. Everything in the foreground on that overpass we had to roto out. We had a team of seven or eight people going for weeks, just rotoing that and a bunch of other shots.
“We ended up having to remove all the traffic on the freeway; then added in overturned cars, cars burning, flames, smoke, helicopters crashing, just debris everywhere. We had to build a 3D matte painting in that environment. There’s a lot of detail – you can look at the shot over and over, and always see something new.”
The production brought on an experienced feature film matte painter, Roger Kupelian (2012, Alice in Wonderland) to create a “road map” of the shot. “Kupelian took a still of the freeway overpass shots, and he just dialed it in with Kevin Blank, the VFX supervisor – we want smoke here, we want the helicopter to hit here, we want fire and destruction here, we want this tree burning. They gave us a template – this is what we need it to look like. Kupelian sent us the files, and sometimes we used his elements.
“There are about 45 shots we ended up doing for the pilot, and the majority of them were for that overpass sequence. For most of the shots, nothing was locked off – every shot had some sort of roto, because there was no greenscreen. We had to roto everything to build the shots, and then try to match the smoke, fire, debris, people and other elements from shot to shot.
“We were working with different formats — stock footage, film footage, the Red Camera — trying to mix all these different formats to create one environment.”
All the scenes were tracked in Andersson Technologies’ SynthEyes camera tracking software, from which the team was able to build a 3D environment. The artists used this 3D information in Adobe After Effects to rebuild the plate with clean pieces of freeway, overpasses, signs, etc.
There’s a lot of detail – you can look at the shot over and over, and always see something new…
“The smoke was a combination of digital photographs, Google images, CG smoke, and moving elements that we had in our vault. Some of the smoke was a dust cloud that we slowed down. One of the smoke passes was a photo of a brush fire I took up by my house with my iPhone. I took the image, gave it to one of my compositors, and said ‘this will look good off in the distance.’ It’s so far off you don’t see it moving, so it fit in fine.
“They shot lots of people on greenscreen, and they all needed to have the right camera lens perspective. They’re way off in the distance; you have to get up close to an HD screen to see them. But we didn’t want any nuances to be overlooked. We don’t want to shoot a person head-on when the camera is going to be looking down at them.
“Another complication with the overpass sequence was that it was shot on a bright day, so we had a lot of technical problems. If you look at someone up against a bright sky, the sun wraps around them a bit, like a halo – and we were trying to put a dark smoke cloud behind them. It just doesn’t work right. We had a lot of technical things to try to work through when we ran into those kinds of problems. Every shot had to be 3D tracked. We took that 3D track into our environment, and we placed things in our 3D world shot by shot by shot.
“We also had a CG tanker in there that blew up. They actually had a real tanker with a big hole in it, and they threw in six gallons of gasoline and lit it and boom! It was huge. We had to put the shell of the tanker on there before the practical explosion; and then we just blew it up in Autodesk Maya and added CG debris, camera shake, heat ripple and dynamic smoke trails; plus glass shattering on the buildings and other background effects.”
Property of ABC; screencap from the Zoic Television Reel.
Wreckage from the tanker explosion strikes an overturned car and knocks it off the overpass onto the freeway below. Zoic created the car in CG. “They shot everybody running up to the guardrail and looking over,” Meyer explains. “We had to remove the railing and put in our own CG railing, so when the car goes down it takes it with it. So we had the complicated roto of recreating the people’s bodies that were behind the railing. We had to rebuild lots of people’s legs and waists. We put in the smoke and stuff that dynamically reacts to the car, so when it gets sucked down it creates a vortex and pulls the smoke down. Also, there’s an orange cart right nearby. We try to get every detail right, so when the car goes down we have a couple of oranges that roll away with it.
Property of ABC; screencap from the Zoic Television Reel.
“Then we had the falling LAPD helicopter. We took a panoramic image of a building, so we’re working on one frame and can do a pan-and-tilt in post. The helicopter has already crashed into the building, and we needed to have the smoke barreling out through most of the sequence, with the rotor blades still spinning — then we get to a certain point, and there’s an explosion that pushes the helicopter out. It tumbles and it’s scraping the building, tearing it apart and opening it up.
“Roger Kupelian labored intensely on a matte painting of the inside of the building, with what would be exposed – wires, beams, pipes, office equipment. As the CG helicopter was falling down the face of the building and opening it up, our compositor just revealed it with little mattes. At the same time we threw in sparks, debris, dust and smoke. It ended up pretty good. It was tough making an animation that made everyone happy, but in the end it looked great on the big screen at the viewing.
“Some of the shots were fun, because you can really push the envelope — let’s see what happens when we do this or when we do that. It took a lot of planning and careful choreography to between our 2D and 3D teams to keep the action and look continuous. Our teams worked tirelessly to create seamless product because anything out of place would be glaring.
“This isn’t ‘sci-fi’ with spaceships and aliens,” Meyers says, “which allow a bit of imagination – but rather, real-life vehicles, smoke, fire, people and buildings that have to look real.”
More info: FlashForward on ABC.com; the latest Zoic Studios Television Reel on ZoicStudios.com; Steven Meyer on IMDb.
Google Crowdsources 3D Work with ‘Building Maker’
Posted by Erik Even in I Design Your Eyes on October 19, 2009
Google wants to enhance its Google Earth global mapping product with three-dimensional representations of pretty much every building on Earth. But how can even the $32 billion web search daikaiju manage such a feat?
- Outsource the work to Indonesian orphanages?
- Use Google Nuclear Arsenal to flatten all existing buildings, allowing Google to create 3D models as the new buildings are constructed?
- Turn the creation of Google Maps models into a puzzle game, and cloudsource it?
The correct answer is (c).
Google Building Maker is a browser-based web app (based in Google SketchUp; Google Earth installation required) that lets you build 3D representations of buildings around the globe, using image resources provided by Google. Your work will be eyeballed by a Google staffer, and if approved will become a permanent part of Google Earth.
The app works by showing you several photos of a building (one you choose or one chosen for you), taken from various angles. You manipulate and resize a 3D bounding box to show Google Building Maker what image elements will go where on the 3D model — a task that will undoubtedly be automated within the next few years, but which right now requires a wetware engine (that’s you). The app assembles the model, which can be composed of a number of rectangular or triangular shapes, each skinned with a portion of a photo.
I can’t currently play with Google Building Maker, because I can’t install Google Earth at work. But let me know how you enjoyed it in the comments.
Some people think Google Building Maker will help the “terrorists.” I would call such people “brain-impaired Philistines,” but that’s unfair to the brain-impaired. And Philistines.
Via Google’s Lat Long Blog (with video); via CG Society.


Zoic Studios riding VFX boom
NBC and Zoic
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