Posts Tagged CGI
Perfect “Harmony”: Zoic Creates VFX for Daytona 500 Coca-Cola NASCAR Spot
Posted by Erik Even in I Design Your Eyes on February 17, 2010

Eleven top NASCAR drivers are having a bad day, grumbling into their car radio mics. But once in the crew pit, each driver is offered a cold, refreshing bottle of Coca-Cola. Back on the track, the drivers are so exhilarated they begin singing “I’d Like to Buy the World a Coke,” as bewildered fans listen in over headphones.
The 60-second commercial, which also has two 30-second versions, premiered this last Sunday, Valentine’s Day, during the broadcast of the Daytona 500 on ESPN. It hearkens back to the 1971 commercial “Hilltop,” probably the most famous Coke commercial in history, which introduced the song. The new spot, entitled “Harmony,” features NASCAR drivers Greg Biffle, Clint Bowyer, Jeff Burton, Denny Hamlin, Kevin Harvick, Bobby Labonte, Joey Logano, Ryan Newman, David Ragan, Elliott Sadler and Tony Stewart.
See the “Harmony” spot here, at the end of a feature about the making of the commercial; the spot begins at 4:10.
The commercial does not appear to be effects-heavy, but appearances can be deceiving. It was assembled from a number of separate elements, including CG cars and digitally-altered stock footage. The VFX were created by Culver City, California’s Zoic Studios, which produces effects for commercials, feature films and episodic television, such as ABC’s V, FOX’s Fringe and CBS’ CSI: Crime Scene Investigation.
“The agency went to the NASCAR archives and pulled stock footage,” says Zoic executive producer, commercials Erik Press, “and they cut together what they envisioned as a race.
“Then they filled it in with close-ups of the actual drivers, which were shot on the racetrack in Charlotte, North Carolina. Those were inserted in the edit. [Commercial creative director] Les Ekker shot back plates for footage outside of the vehicles. Our task was to take stock footage, interiors of drivers, and plates of driving shots, and mix them all together and make them appear as one entire race.”

“Mostly the work consisted of taking their ‘hero’ celebrity drivers, and generating driving plates,” explains Neil Ingram, a Zoic producer.
“They wanted us to make these moments inside of the car to feel like ‘found’ footage, like you’re tapping into the live feed while they’re driving. Part of a NASCAR race is that you can rent headphones, and listen to the realtime exchanges of the drivers and the crews. The spectators that we cut away to are listening to the radios, and they’re bewildered by the fact that these drivers are all singing together.
“First we had to make the interior driving spots look realistic. Then we had to work on a degradation look, to make the shots match the practical realtime images that are actually from the cars; there are some of those shots in the spot.
“We had some CG augmentation on shots, and then ran it through compression. The cameras they use in the cars are ICONIX — they shoot back realtime images to a broadcast tower. They’re true HD cameras, but they get compressed with MPEG-2 compression. So we did some experimentation with different levels of MPEG and JPEG damage, to match the look. But these are celebrity drivers and these are product shots, so we had to find a balance between not getting too much degradation, but making them still feel ‘found.’”
“It was a fun job,” says Zoic co-founder Chris Jones, who was creative director for the VFX. “It has all the good elements for a visual effects spot: full-CG cars; full-CG dynamics; full-CG tracks; a lot of clean-up and footage matching; a lot of greenscreen; live-action plates; stock footage integration – it runs the whole range of VFX. It came together well – it’s a really satisfying piece. I’m pleased with it.”
Press says the production was a very positive experience for everyone involved. “It is really sort of an iconic Coca-Cola spot, with ‘I’d Like to Buy the World a Coke.’ They haven’t brought that theme back for some time.
“It was a really smooth production, it went really well. The agency was very happy. It was smooth for them as well — we were always right behind them, providing for them. A really positive experience.”
The spot was directed by Mike Long for Epoch Films; and edited by Matthew Hilbert of Joint Editorial House, Portland.

More info: “Coca-Cola Harmony – Behind The Scenes With The New Ad” on the Coca-Cola Conversations blog; Coca-Cola “Harmony” on Youtube; Coca-Cola “Hilltop” on Youtube.
Halex GT, Holistic Marketing and the Future of Advertising
Posted by Erik Even in I Design Your Eyes on January 26, 2010
In the midst of a vast Midwestern corn field, a friendly yellow industrial robot is on the hunt. Searching between rows of tall, green stalks of healthy corn, the robot discovers its prey, a single weed — tiny and innocent, but if it spreads the entire crop is in danger. The robot strikes, ripping the offending plant from the ground with its steel fingers. The corn is safe once again.
There aren’t really industrial robots prowling the cornfields of America. This is a 30-second commercial spot for Halex GT, a weed-control herbicide produced for corn farmers by Switzerland’s Syngenta AG. The number of businesses that might use Halex is relatively small, compared to most commercial brands – but it’s a lucrative product, and Minneapolis-based creative agency Martin|Williams was tasked with reaching those consumers through a television spot and Internet advertising.
Culver City, California’s Zoic Studios created the spot, directed by co-founder Loni Peristere. But there’s more to the story. Zoic was able to use the original assets it created for the broadcast commercial to create web ads and interactive landing page components, providing the client with Internet content that was much higher in quality than that usually created for online, and at a considerable cost savings.
Zoic commercial creative director Leslie Ekker explains that from the outset the studio pitched the idea of a holistic approach: including the creation of interactive assets as part of the broadcast VFX pipeline. “It’s more and more the case lately when we’re doing commercials, we ask during the bidding, ‘are you interested in an online dimension to this work?’ And the word gets around the agency, and they realize, yes, we need to get these resources from the spot; we can build on this work, and expand on it without very much extra effort and expenditure.”
Creating the Commercial Spot
An embedded flash ad, containing elements
from the original television commercial.
The Halex commercial (see it here) came to Zoic on a short schedule and with a tight budget. “This job was awarded on a Wednesday,” Ekker says, “and we shot the following Monday, in Florida — after the production company found a location; the agency determined which robot they wanted to use; we sourced and acquired a robotic end effector; designed and machined the actual fingers; and worked out a way to puppeteer it live on-screen for the shoot. All of this in a very few days.
“In fact, regarding the end effector, we acquired the machine Sunday morning, and over breakfast I designed the fingers. During the day I supervised the machining of the fingers at a custom machine shop, while simultaneously running out with the live-action producer and getting a compressor and the air hardware, tools and supplies necessary to create all the physical effects. By 8:30 that evening we had a set of fingers for the machine, fully motivated and ready to go in the morning.
“It’s seldom that we do things with practical effects, but because of my background – I was a model maker for 20 years — it was not very challenging. The schedule is what was challenging. And that end effector is now being used in trade shows by the client, attached to an actual robot, performing weed-pulling demonstrations, live at their promotional booth at agricultural shows.”
The robot was this character, an iconic image they wanted to carry through all of the Halex branding.
Despite the fantasy aspect of the commercial, the spot required a high degree of technical accuracy, as far as the depiction of the product. “We learned a lot about farming on this job,” Ekker says. “The reason we went to Florida was we needed to show a certain height of corn, because this chemical is used on plants of a certain age. Also the fields there are very neat, very clean.”
The commercial had to be very accurate in its depiction of the cornfield, the plants themselves and how they grew, because the farmers to whom the spot was targeted would notice any inaccuracies. “Apart from those limitations,” Ekker says, “the client was wide open to creative suggestions. In fact Loni [Peristere], the director, had pretty much free reign with the storytelling.”
The practical effects in the spot are the end-effector and several attached hoses, and the actual weed that is grabbed by the end-effector. Ekker acted as puppeteer for the practical effect, operating the end-effector from the end of a pipe with counterweights attached to a pulley. “They changed the species of weed after we shot it,” Ekker admits, “but it passes well enough.” Everything else in the spot – the yellow robots, the cornfield, the weed as it grows — is CG.
One of the creative challenges involved digitally reproducing a time-lapse effect, showing the CG corn moving in the breeze as the weather changed and the sun moved through the sky. “We developed some very effective ways to show the translucency of leaves,” Ekker explains, “since we’re seeing them primarily back-lit; and to show the kind of animation that people expect to see from time-lapse plant growth — that kind of nervous, random weaving action.
“The background plate was supposed to be time-lapse, but it was at a very specific angle. Rather than dedicate a digital video camera to this one shot all day, I took our digital still camera, with an intervalometer, and set it up in a 5-gallon bucket buried in a corn field adjacent to where we were shooting. I lined up a shot with a very wide-angle lens pointed up at the sky at an angle.
“I framed it in such a way that we could take those high-resolution frames, and move another frame inside of it with some added distortion to give it the look of a camera pan-and-tilt, so that we could have a feeling of craning down and tilting up as this weed grows in the foreground. The move was created in that larger plate, adding a certain amount of keystoning for lens distortion, and it felt very much like a 3D camera move in time lapse, which would have to be motion-controlled in a normal situation. Luckily, because it was such a macro shot, we could do it with a single frame and a single camera position.
“That proved to be quite successful; we got several hours of time-lapse out of the way, with very low impact on the production. I would just go out and occasionally monitor the camera, change the battery, and make sure everything was okay.”
The practical end effector designed by Les Ekker.
Dmitri Gueer, founder and senior editor of Zoic Editorial, discussed working on the spot. “The most exciting part was working together with our clients, Loni, Les, and Zoic CG artists on carefully crafting the story of the robot, by combining practical and CG elements.
“It was great to have Zoic CG artists working on the fly in conjunction with me, Loni and our clients to propel the editorial process along. It was literally like: ‘Guys, so here is a clean plate and the robot is supposed to do this and this.’ And 30 minutes later we would have a temp animation, with the robot comped into the plate. All we had to do after that is place it back in the cut to see if it works.
“There is nothing better than having a direct line of communication between your editor and the CG team!”
Creating the Interactive Experience
While Ekker and his team were shooting the spot, and designing and rendering the CG, Zoic Creative Director – Digital Strategy Jeff Suhy and his group coordinated the web banner and landing page campaigns in support of the Halex marketing campaign.
“Martin|Williams came to us to build on the development of the 30-second spot,” Suhy explains, “which involved creation of the online assets. We worked in partnership with Martin|Williams in creating some particularly interesting banners, and modeled the robot for those banners; and we created the landing page, an educational experience which conveyed the attributes of the Halex herbicide, how it’s beneficial and its advantages over the competitors.
“The robot was this character, an iconic image they wanted to carry through all of the Halex branding. We animated the robot doing various things — pulling weeds, knocking a tractor off the screen, and other things.
We’re not just envisioning effects… we’re talking about designing the architecture of a fully integrative experience.
“The pipeline here is at Zoic pretty good for this sort of thing, so there weren’t any real technical issues. Les [Ekker] and his team designed the actions, and we on the interactive side designed the experiential elements around that, and how they interacted with the navigation. It’s a pretty seamless experience and I think it worked out pretty well for the client.
“It was cost effective, because we already had the assets; we already had 90% of the heavy lifting done, to get those assets ready for the web.”
Ekker was impressed with the final products produced by Zoic’s interactive team. “We did these little mini-cuts of the spot, in frames that were 75×300 pixels, tall narrow slices of the image. We would just use the essential shots to tell the broad story, and do some close moves within those frames on the greater-sized hi-def shot frame; and we wound up with some very artistic, very effective little story moments that require very narrow bandwidth, so they’re easy to stream online. It proved to be a really clean, elegant way to reuse existing assets.
“We adapted those animations for the landing page, and created some very interesting little interactive demos, with mouse-overs, triggers and hold cycles at the end, so the robot wouldn’t just sit there idly. It would sort of look around and wait for what’s next. And we managed to get a lot of personality into the animation. It was a lot of fun. A very quick, very efficient project.”
Suhy says this kind of holistic marketing effort provides more than mere convenience for the client. “The techniques used to develop this character and to animate this asset would normally have been prohibitively expensive for such a niche marketing campaign. If it were not for the efficiencies of Zoic’s pipeline, this would be reserved only for large budget, big campaigns that could afford to invest the money.
“The real message here is that, even for something as niche as Halex, we can do something that’s really high-end CG.”
Holistic Marketing and the Future
Erik Press, Zoic executive producer, commercials, believes this kind of holistic marketing is the next step in the evolution of advertising. “It’s not just about broadcast anymore. Fewer and fewer eyes are remaining on what we all have known as standard broadcast television, and now they’re moving to the Internet, and that’s what the future is. Part of the conversation at the front of any job is, what are the plans for integrated content? Clients have been really warming to that.”
As Zoic has expanded from its roots as a VFX house, with its own editorial, design and interactive departments, it has been able to offer services that are more encompassing and can meet a wider variety of client needs. “I think people are waking up to the understanding, as we put out who we are at Zoic, that we are problem solvers and educators because of the depth of our resources. There’s a little spark going off in people minds now, and Halex was a great example. There was an ‘aha!’ moment for them, where they said ‘oh, you guys can do that?’
“We want to look at projects strategically. There’s a financial advantage to approaching projects at the outset, knowing the different kinds of media platforms we’ll be creating assets for. It’s a new paradigm in commercial production. We’re not just envisioning effects for a 30-second spot, it’s much bigger than that. We’re talking about designing the architecture of a fully integrative experience. That’s new advertising at its core – the experience.
“I think for us as a company, our goal is to be at the leading edge of that kind of creativity and technology. Zoic is poised so well to have a great comprehensive, strategic view of what it’s going to take to get there.”
More info: Syngenta Halex GT page; Martin|Williams web site.
Zoic Presents: The Creatures of ‘Fringe’ – Part 2
Posted by Erik Even in I Design Your Eyes on December 24, 2009

This is second part of a two-part interview with Zoic Studios senior compositor Johnathan R. Banta, about creatures designed for the Fox sci-fi drama Fringe. Be sure to read part one.
The Lionzard (from episode 1:16, “Unleashed”)
In this first-season episode, anarchists opposed to animal testing ransack a research laboratory, but get more than they bargain for when they unleash a ferocious transgenic creature. Later, Walter faces off against the creature in the sewers.
Banta says, “It was a lion-lizard combination, a chimera of a bunch of different creatures created in a lab. This also went through the ZBrush pipeline. There were no maquettes done for this particular one.
“This was a full-digital creature; luckily it did not interact too tightly with any of the actors. It was rigged up and had a muscle system that allowed for secondary dynamics. The textures and displacement maps were painted locally. There was some post lighting to add extra slime, with everything done inside the composite.
“It was actually very straightforward in its approach. The challenge of course was getting it to be lit properly and integrated in the shot. Compositing was a heavy challenge, as there was lot of haze on the set, a lot of lens flares – not direct flares, but gradients from different lights and so forth. We did our best to match the color space of the original photography. I think it was very effective.
“Another challenge was the bits of slime; it had to have slobber coming off of it. So we actually shot some practical elements; we did some digital cloth elements, a combination of things.”

The Hand (from episode 1:12, “The No-Brainer”)
A seventeen-year-old is working at his computer and chatting on the phone, when a mysterious computer program executes. Strange images flash before his eyes, and the teen is drawn in, mesmerized. Something protrudes from the middle of the screen and impossibly takes the form of a hand. The unearthly appendage reaches forward without warning and grasps his face.
Banta explains: “This boy spends a little too much time on the computer, and a hand reaches out of the computer, grabs his face, and begins to jostle him around and melt his brain. Which is not unlike my experience as a youth.
“We made a series of maquettes and we photographed them, just different positions of the hand coming out; and we composited them into a couple of shots. At the same time the animation was being worked on in CG, so we could start previsualizing it and then composite it.
“A cloth simulation was used for the screen. The hand was coming out, and we would create several different morph targets based on that cloth simulation. There was a bone rig in there, so we could animate it grabbing the kid’s head. That’s some very effective work, especially when projecting the textures on. The side view of the hand coming out of the monitor is one of my favorite shots.
“What they had on set was a monitor made of plastic, and a greenscreen fabric with a slot in it [where the screen would be] – and they had some poor guy in a greenscreen suit shove his hand through and grab the kid on the head, and the kid wiggled around.
“So we had to paint back and remove the actor, whenever he was touching the kid; otherwise we would use a clean plate. But whenever he was touching the young actor, we would remove that hand and replace it.
“They were also flashing an interactive light on the young actor that was not accurate to what we were rendering. When the hand got close it would actually light up his face, because the hand was illuminated with television images. So we came up with a way of match-moving his animation, and using that to relight his performance. We had to match his animation for the hand to interact with him, but we also used that match move to relight his performance.“

The Tentacle Parasite (from episode 2:09, “Snakehead”)
A wet, shivering man frantically combs the streets of Boston’s Chinatown. Gaining refuge, he suffers incredible stomach pains. His rescuer puts on heavy gloves and uses shears to cut his shirt away. The man’s abdomen is distended and wriggling as something crawls around inside him. A squid-like parasite crawls out of the man’s mouth, and rescuer retrieves it.
“Recently we just did yet another thing coming out of a poor guy’s mouth,” Banta says. “This time it wasn’t just nice little potato-shaped slug — it was long and tentacled, had sharp bits and just looked pretty nasty to have shoved down your throat.”
But there was an additional challenge on this effect. “You were seeing the creature moving underneath the actor’s skin; the actor’s shirt was off, and he was wiggling around on the ground as he probably would if this were happening, like a dead fish. He was shifting all over the place, his skin was moving all over the place, and we had to actually take full control of that.
“So we did match move. We went to our performance transfer system, which essentially takes tracking information from the original plate and assigns is to the match move. There are no specific camera set-ups; it’s just whatever they give us, and we grab every bit of information from the plate that we can, and use that to modify the 3D performances. These were then projected onto animation that we used to distend the belly and so forth, and up into the throat.
“The creature had 18 tentacles. Ray Harryhausen, when he did an octopus, decided to take two of the tentacles off, because he wouldn’t have to animate those, it would take less time. We didn’t have that luxury. There was no way to procedurally animate these things, and it had to interact with the guy’s face. So we had the exact same challenge we had with the slug coming out of the mouth, that we had to take this actor and pull his face apart as well, and make his lips go wider. But this actor was moving a lot more, so the performance transfer and animation tracking was more challenging.
But I’m very pleased with the results. We used fabric simulations for the different bits of slime again.

Razor Butterflies (from episode 1:09, “The Dreamscape”)
A young executive arrives late to give a presentation. After he has finished and the boardroom empties, he collects his things, and spots a butterfly. It alights on his finger — and unexpectedly cuts him. The insect flutters by his neck — and cuts him again. After attacking a few more times, the creature disappears into an AC vent. The man peers into the vent just as a swarm of butterflies pours out. They surround him, cutting him all over his body — he runs in a mad panic, crashing through a plate glass window and falling to his death.
Banta says, “We tracked every camera in the scene and laid it out into one common environment, so we could reuse any lighting in any point in the scene. That gave us the ability to put the flock of razor-winged butterflies into the appropriate spot.
“A big challenge on its own was volume — controlling and dictating the flocking behavior, so the swarm would follow the actor, intersect with him in the appropriate parts and not intersect in others, and eventually chase him through the window where the would fall to his horrible demise.
“There was one close-up of a butterfly resting on his finger — it flew into frame and landed, it was brilliant – that was pretty straightforward in its execution. More often than not the hard part was controlling the sheer number of flocking butterflies, especially given our standard turnaround time.”
Banta is thrilled to be creating otherworldly monsters for JJ Abrams’ Fringe. “I like doing these creatures; I hope we get to do more!”
Zoic Presents: The Creatures of ‘Fringe’ – Part 1
Posted by Erik Even in I Design Your Eyes on December 22, 2009

Part 2 of this post is now available.
Now in its second season, the Fox Network’s science fiction drama Fringe tells the story of three paranormal investigators for the FBI’s “Fringe Division” in Boston. Created by veteran television producer and feature film director JJ Abrams (Felicity, Alias, Lost; Star Trek), the cult favorite features a variety of bizarre and otherworldly creatures, many created with the help of Zoic studios.
Zoic senior compositor Johnathan R. Banta sat down with IDYE to discuss the creation of some of these monsters. His previous credits include Quarantine, The X Files: I Want to Believe, John Adams and V.
The Heartbug (from episode 1:07, “In Which We Meet Mr. Jones”)
In this episode, a strange, other-worldly parasite mysteriously attaches itself to the internal organs of an FBI agent. The creature wraps itself around the man’s heart, and surgery must be performed to attempt to remove it.
Banta says, “We received artwork from production, done by a very good illustrator; and I set about making a maquette of the creature for two reasons. One, because it would help us understand what the form was — it was hard to figure it out from all the drawings, because in the multiple views we didn’t quite see how it meshed together at first. And secondly, it was fun. I just wanted to sculpt something and this seemed to be a prime opportunity for it.
“A couple of people did versions of it, one in [Luxology] modo, one in [Pixologic] ZBrush, just to kind of play around — they weren’t actually anything we used. The final model was made by [Zoic artist] Mike Kirylo.”
A great deal of work was done to allow the creature to move along with the beating heart. Scans of an actual beating human heart, provided by Zygote Media as a morph sequence, were used. “Mike had to figure out how to attach this creature to the heart,” Banta says, “and as it pulsated he would have a ‘softness’ in-between each of the hard shell [segments]. So there’s the hard carapace of the creature, and the soft squishy connective bits. Mike said he was able to find a way to make the bones between the different sections scale as the heart was beating. That way it stayed connected without being stretched.”
Everything we see inside the man’s chest is CG. “They had a prop on set that was over the top of an actor. Oddly enough, it was not in the place where the heart would actually be accessed. So for a wide shot we actually had to cut the actor down by a third of his original height, so that the hole would be in the appropriate spot to get to his heart. But for the close-ups it didn’t really matter. It was a piece of foam rubber with green paint inside of it, and we keyed that out and continued it into the cavity; and put in CG guts and an odd-shaped little bug.”

The Virus Slug (from episode 1:11, “Bound”)
In a lecture hall at Boston College, a biology professor gives a lecture about pathogens. In mid-sentence, he begins to choke and falls over. While his teaching assistant watches in horror, the professor’s throat becomes enlarged, and what looks like a massive slug crawls out of his open mouth. As the slimy creature slithers across the floor, students flee the hall in a panic.
Banta explains: “It’s a super-sized cold virus – a giant squishy slug with little cilia across its surface. This thing pulled itself out of his mouth, flopped onto the floor and squished away as quick as it could. It’s quite disgusting, and was played for dinnertime theater.
“It was a fairly simple model – a slug with a couple of things sticking out of it. But it had to maintain its volume and look like it was a rubbery object moving around, so there was a lot of finessing in the animation. We didn’t use any form of volume-preserving algorithms — other than Mike Kirylo — so it was all based on a really good animator.
“But the [professor’s] face was the interesting portion of it. This slug is rather large, and begins to distend his throat and pull his face into contorted positions that it wasn’t in originally, as the actor just basically laid there and flopped his head over to the side.
“We had to do an exact match move of the actor. We used our performance transfer system; projected the footage frame-for-frame onto our digital actor; and then we had the ability to push him around anywhere we needed to. Add a little bit of clever compositing, and next thing you know there’s a creature coming out of this man’s mouth.
“His movements were not tracked on stage — no tracking markers on him. They were tracked in post and match moved. Basically, we used every bit of detail that was available on his skin. Unfortunately, most actors don’t have very bad complexions.
“That’s something we’ve been doing a lot of, actually — digital makeup [for Fringe]. That all plays into what we’re doing with the creatures, because most of the time they are interacting directly with humans. They’re not just in the room walking around; they are becoming, or coming out of, or in some way touching people, for the most part.”

Porcuman (from episode 1:13, “The Transformation”)
In an airliner bathroom, a man shudders in pain as a hideous transformation begins. His teeth start falling out — then he screams in agony as giant quills pierce through the back of his shirt. The passengers on the plane react when the bathroom door splinters and a hideous, inhuman beast bursts into the cabin.
Banta: “This man on an airplane should learn not to experiment on himself; as a result he turns into a giant porcupine creature which brings the airplane down.
“It was in very few shots. It is originally modeled in ZBrush and Maya; we import the model, and it is rigged by our animation department and put through its paces. We run the standard passes that you would expect – diffuse, specular, ambient occlusion, fill passes, indirect lighting, those kinds of things, so that we can integrate it in the composite.
“A lot of times we’ll do what is called ‘RGB lighting,’ where every three lights will be either a prime red, a prime green, or a prime blue; and that way we have a lighting matte in every single render that we can use to do some tweaks in the composite. Also, since we’re getting normals rendered from our passes, we can use a plug-in from RE:Vision Effects to re-light the object. Whatever lighting passes that the CG department was not able to get to can be generated at the end.”
Banta notes that because of the nature of the effect, very little of the transformation involves practical, on-set elements. “This is all post at this point. They shoot it as if the creature were there — they just shoot it very naturally.
“Now that [Fringe has] a make-up crew that is known for doing creature work, there is a lot more practical stuff being done. But we have to exactly, precisely match with the practical elements when we do the CG. There are things that practical does so much better than we can do, and vice versa. It’s an all-in equation for me, because whatever works best, works best. There’s something about having a light bouncing off of a card onto a person on set holding this thing, which just gives it a sense of reality that we have to try to recreate.
“Porcuman was a combination of digital makeup with practical elements. It was a close interaction. During the transformation scene, we have a medium shot of the back, and then cut to a tight close-up of the shirt ripping as these giant porcupine spines come through it. They had an inflatable balloon on the back of the actor for the shirt; so we tracked that inflatable balloon; used our performance transfer to get that onto the back of the creature; and then animated spines coming out, and composited that underneath his shirt, which had a greenscreen on it.
“We had to do some warping of the cloth to get it to line up to the actual geometry of the creature. Then for the close-up of the shirt, instead of using the photography directly, we went with a cloth simulation of the shirt, and animated the spines. But we took sections of the torn cloth from the actual photography, and used those to sell that the tear is ripping a piece of fabric. This is a good example where something done practically pays off in spades, because we could just grab that tearing fabric and place it on each of the individual spines, and save ourselves a lot of simulation time.

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