Posts Tagged visual effects

Zoic Studios Wins Big at 2010 VES Awards

zoicves2010_630x354From left: Mike Romey, Loni Peristere, Chris Irving, Karen Czukerberg, Andrew Orloff, Sabrina Arnold, Christina Spring, Derek Smith, Rik Shorten, Steve Meyer, Gina Fiore, Zach Zaubi.

It was the “night of Avatar and Zoic” on Sunday evening, as Zoic Studios was victorious in three categories at the VES Awards, held at the Hyatt Regency Century Plaza Hotel in Los Angeles, California. The annual event recognizes outstanding visual effects in more than twenty categories of film, animation, television, commercials and video games.

“Zoic Studios is extremely proud to have achieved this level recognition from the VES,” said Andrew Orloff, Zoic’s executive creative director. “It’s been a fantastic year for us, and it is great to be recognized for the creative work we’ve all put into the broadcast medium. All the artists from Zoic this year, winners and nominees alike should be proud of the work they have done in continuing to raise the bar in television visual effects.”

Zoic earned the following VES awards:

Outstanding Supporting Visual Effects in a Broadcast Program
CSI: Crime Scene Investigation - Ep. 1001 “Family Affair” — Rik Shorten, Sabrina Arnold, Steve Meyer, Derek Smith

Outstanding Created Environment in a Broadcast Program or Commercial
V – “Pilot” Atrium and Ship Interiors — Chris Zapara, Chris Irving, David Morton, Trevor Adams

Outstanding Compositing in a Broadcast Program or Commercial
CSI: Crime Scene Investigation - Ep. 1001 “Family Affair” — Derek Smith, Christina Spring, Steve Meyer, Zach Zaubi

In addition to Zoic’s honors, Avatar was the evening’s big winner, taking home six awards including Outstanding Visual Effects in a Visual Effects Driven Motion Picture. The animated feature film Up was honored with three awards, including Outstanding Animation in an Animated Feature Motion Picture.

For those unable to attend the live event, the 2010 VES Awards can be viewed on Friday, March 5 at 10pm ET/PT on REELZCHANNEL.

Congratulations to everyone at Zoic on this momentous achievement!

For more info: The official VES site; read about CSI and V.

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Perfect “Harmony”: Zoic Creates VFX for Daytona 500 Coca-Cola NASCAR Spot

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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.”

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“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.

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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.

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How to Make and Post a Great Online Reel – Advice for VFX Pros

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Zoic Studios recruiter Adam Mutchler hunts heads for the Culver City, California-based visual effects and digital production company, for both staff employee positions and for freelance jobs on specific projects. He recruits compositors, character animators, concept & character designers, LightWave & Maya generalists, and Maya dynamics and lighting pros.

Each week he reviews dozens, sometimes hundreds of demo reels from both up-and-coming and veteran VFX artists. As a result, Mutchler knows a good VFX reel when he sees it. If you’re looking for work in the industry, you would be wise to take heed — here is his advice to IDYE readers:

Edit and publish your reel.

You may have great clips of your work, but you need to edit your demo properly. Throw it in a timeline, and export and upload it to something like Vimeo with password protection. Sometimes a recruiter just needs something new to show the hiring manager, to grease the wheels for that last-minute freelance position.

Use a decent video player or video sharing service.

Use a video player that can be rewound or clicked through. Large QuickTimes can take forever to load on a computer. Using an annoying player that doesn’t work in all browsers? You might be losing jobs. If they can’t see the reel, a recruiter or hiring manager will just move on to the next applicant. They may only have a day or two to consider applicants for a looming job; and clunky video players and slow load times aren’t helping.

Vimeo embed is better than most players. It allows password protection, plus downloadable original files if you get the annual Vimeo Plus service. And YouTube’s HD is better than many people’s players on their sites.

Terribly compressed files aren’t great for compositing reels. Try to get the best quality you can, so we can actually see the work you do. DVDs are fine, but they tend to get lost or misplaced on hiring manager’s desks. Web sites and emails don’t go away, and they’re always a forwarded email or an email search away from being found again.

I want to know specific projects and companies. Extended periods of employment at well-regarded companies bode well for work ethic and quality of work.

Just say “no” to Facespace.

Don’t use MySpace or Facebook for anything. These aren’t professional sites, and you’ll look less professional by using them as a server for your reel. Also, some companies block Facebook or MySpace at work, so recruiters can’t actually see your reel while at the office. That won’t help get your work seen.

Use LinkedIn for career networking. It’s what it’s for.

Keep your reel brief and to the point.

Keep it short and sweet — although if you’re a veteran, a super- thin reel can be worrisome, especially if there is very little variation in the types of shots, or if the work is very old. Nine shots of roto is a roto reel. If you’re compositing, have a separate comp reel, even if it’s thin.
Keep your reel and resume updated.

If you’re a veteran artist and haven’t updated your reel in awhile, at least update your resume with the various freelance jobs you’ve worked on. If you don’t have a web site on which to display your latest resume, use a LinkedIn account.

I want to know you’re not rusty. I’m not a big fan of skill-set-based resumes that don’t list dates at various companies and specific projects worked-on. Being the VFX sup/owner of your own LLC doesn’t really help me figure out what you’ve been up to day-to-day. Include what you’ve done, even if you are billing as a company.

Really old work and an old resume can be worrisome. Has the artist been off the box? Supervising only? If you don’t have time to get your new work into a reel, at least update your resume. “Freelance for three years” isn’t an updated resume. I want to know specific projects and companies. Extended periods of employment at well-regarded companies bode well for work ethic and quality of work.

The type of work is important too. Commercial and episodic turnarounds tend to be fast. I like to know that someone is used to the pace and has done it before. If you’re a CG artist or compositor, but also work as a supervisor on many jobs, you may want to have two resumes. Your long-term career growth may make you want to push your supervisory skills; but if you’re applying for freelance artist jobs, that supervisor resume may actually hurt you. If I need a workhorse, I’m not going to hire a manager who doesn’t work on the box anymore. Your resume can give the wrong impression in terms of what you’re capable of.

…if you’re applying for freelance artist jobs, that supervisor resume may actually hurt you… I’m not going to hire a manager who doesn’t work on the box anymore.

Flame artists that also use desktop compositing software might want to use the two-resume approach. If you consistently work off the Flame in After Effects or Nuke and are applying for non-Flame jobs , highlight specific work that is non-Flame. A reel filled with color correction finishing work or all-Flame composites doesn’t help me hire an AE or Nuke artist. The last thing I want is someone who knows a little AE or Nuke but needs their primary package, i.e. Flame, to actually get the work done. That luxury doesn’t exist — so despite a highly-skilled insanely senior Flame artist saying they “know” another package, a resume that spells out work done in that package quells many of the fears about how comfortable they actually are in these packages.

Break down shots – but don’t overdo it.

Breaking down a composite or a model into the various layers, etc., is fine and great… but do it quickly. I can always press pause or rewind, but I’ll never get the minute or two of my life back that’s spent going around the same model 15 times. I’ve hired model/texture people off a handful of JPEGs. It’s the quality of the work that counts, not the turntables and the music you picked for your demo.

Explain to me what I’m seeing.

Lower-third text on a reel is a fantastic way to break down your reel, even if you can’t do a before-and-after. Lots of studios won’t give you the “before” of a shot, and sometimes great VFX work is invisible. I can’t give you the credit you deserve for a great shot if I can’t figure out what you did! You have to tell me or show me. Or do both.

Also be prepared to talk through what difficulties arose with a given shot. This conversational breakdown of your work over the phone or in person can be what shows a recruiter or hiring manager the way you think, and can reveal your level of knowledge and experience in a way that can’t possibly be known by viewing the finished shot alone.

Tell me what software you used.

Break down what software you used for each project. Many compositors claim all software packages are more or less the same with different buttons; and while there is some truth to that, knowing an artist has been in the trenches on a production using our choice of software eases the worry under a tight turnaround. When companies balloon up and take a chance on a new artist, a deadline is usually looming, or they feel like they’re falling behind schedule. They want to make the safe bet.

Your work history, and your contacts amongst other freelancers at the given studio who might vouch for you, all can help assuage that fear of picking the wrong person when facing a deadline.

It’s the quality of the work that counts, not the music you picked for your demo.

Keep adding new work to your reel; and remove old work that isn’t up to par.

Spend time on new work between jobs. If you’re just starting off, work on a VFX shot, an animation, a model catered to the kind of work for which a specific company is known. Apply for that job, and then move on to the second studio on your list and do the same.

During your job hunt, continue to work on expanding your reel. As you get better, take some of your old, less professional work off your reel. Remember, people may judge your work by the best examples — but most times they’ll judge your artistry, or at the very least your taste and eye, by the worst work on the reel.

Don’t pad your reel with work that doesn’t make you proud. And if you’d like to keep your old art for its sentimental value, hide it in an Old Stuff or Student Stuff archive section on your website. If it’s the first thing people see on your site, they may not watch your new reel with the new work… they’ll just look at your second-semester model/texture work and skip to the next applicant.

And finally, about your website:

There’s nothing more annoying than a website that’s “under construction.” I realize a cool site takes time and effort to design, but don’t send people to a site that doesn’t have your reel on it.

Flash sites can also be super-annoying. I’d avoid Flash, since technical issues with your site can prevent people from seeing your work. Please think about why you’re over-engineering your website. Are you a flash web designer? If not, you may want to keep it to a simpler design. I’ve hired people with a simple free blog with some JPEGs, and an embed from Vimeo for their reel.

If you’re working on your website, but it’ll be awhile before it’s ready to launch because you’re a perfectionist, stop what you’re doing right now and register for a blog. Upload a handful of sample JPEGs of your work and an embed from Vimeo or YouTube. You should be done within an hour or two. Use it as your temporary website. It doesn’t need to be perfect — it’s just a blog, and you can link to it from your official website later on. Down the road it will become the perfect place for Works in Progress or random news tidbits about where you’re working and links to things you contributed. You can update it easily, before any time-consuming overhaul of your regular website.

Have any additional advice for someone putting together a VFX reel? Let us know in the comments!

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Syd Dutton: Matte Painting from Traditional to Digital

Syd Dutton
It’s a cliché to call an artist “legendary,” but sometimes the word fits. Syd Dutton has been a leading matte painter for film and television for over three decades. His credits include Dune, The Running Man, Total Recall, the Addams Family films, Batman Forever, Star Trek: First Contact and Nemesis, U-571, The Fast and the Furious, The Time Machine, The Bourne Identity, and Serenity.

The Emmy-Award winner co-founded Illusion Arts in 1985, which created thousands of shots and matte paintings for over 200 feature films over 26 years. When Illusion Arts shut its doors earlier this year, Dutton and Zoic embraced the opportunity to collaborate, and Dutton became part of the team.

When I sat down to interview Dutton over coffee, it was with the intention of putting together some kind of grand post about the history of matte painting. But it’s far more interesting to let Syd speak for himself.

The B1 bomber in Real Genius.

When I looked over your credits, I saw you worked on one of my favorite movies, Real Genius (1985).

That’s one of my favorites too. We did a practical matte for the B-1 bomber. [Val Kilmer and Gabe Jarret sneak onto a B-1 bomber on a military base.] In those days it was still paint on glass, and to get a sharp line for what was supposed to be the underbelly of the bomber, it had to be really sharp. But we were shooting at night. In order to black out the film, to do an original negative – you know what original negative work is, we needed two exposures — to get a real sharp line the matte had to be 50 feet out and 40 feet long. We spent several hours making it, putting cardboard where the belly had to go, making sure people would be underneath that line all the time. It was pretty fun.

But that was the coldest night of my entire career. I’ve been to some cold places, like Prague, but on that Van Nuys tarmac, that was the coldest ever.

The Harkonnen city on Giedi Prime, from David Lynch's Dune.

You also worked on David Lynch’s original Dune (1984). Can you tell me about the matte painting of the Harkonnen city on Giedi Prime?

Basically this was just a big painting. The people who are moving around were shot in a parking lot at Estudios Churubusco in Mexico City. Just one smoke and fire element was used over and over again. And then a car on a cable goes through the shot.  The car was created by model maker Lynn Ledgerwood (The Bourne Identity), and measured about 8″ long.

The difficult thing about that was my partner and Al wanted to keep [film] as much as possible from being duplicated… we wanted to keep the painting on original film. So [we were] shooting the painting and making a very crude motion control frame-by-frame move; taking the film into an optical printer, trying to match the move through the optical printer; and then we put the people in and the smoke and the cable car. So we had to do a lot of adjustments, and we found that it had to be so exact, if we waited to shoot in the afternoon, the concrete floor had expanded. We had to shoot at a certain time in the morning, before the expansion occurred. So it was complicated, but we seemed to have lots of time in those days, and it was a fun painting to work on.

David Lynch would come by when I was painting it, and he would say “I like it, I want it dirtier.” He was always a nice guy, really a gentleman.

In your experience, what is the difference between working with traditional mattes versus digital?

There was a wonderful thing about doing original negative matte shots. You had to prepare the shot, and then you had to be committed to a matte line.

You had a whole bunch of test footage, and when the painting was completed you had to re-expose the same film, and hope that light bulbs didn’t burn out when you were shooting, or that the glass didn’t break. But it had a completeness to it, and so when you finished a matte shot, and when it came out like the ones in Real Genius – I thought they came out pretty well — there’s a great sense of completeness.

You made a long matte, you worked out the problems, you’ve been cold, you’ve endured that process, and you’ve gone through the photochemical process of developing the pieces of film, and working the matte line until it has disappeared. And finally you take a deep a breath and expose the two or three good takes that the director likes. And you put the worst one through first to make sure everything is working well, show it to the director, and then put the hero take through. Of course nobody had seen any footage unless they were shooting a B-cam, which they never did; and so it was kind of like the Catholic Church, where the director had to trust you that in two months or so you would have a finished product they would approve and like.

Actress Diana Scarwid leaves the convent at the opening of Psycho III.

Did you ever experience any disasters in that realm?

The only near disaster was when Tony Perkins — we were the first shot up on Psycho III (1986), that he was directing, and he was a real nice guy — and the first shot was this girl leaving a nunnery, and there was a piece of string that she had to follow so she would be on the [right side of the matte line].

And we had everything ready, the camera blocked off, and Tony Perkins came on the set. He came over to the camera, he looked through the lens and said “that’s perfect,” and then put all his body weight on the camera to lift himself up. And we said “we can roll in a few seconds!” I didn’t want to say “oh, you just [expletive deleted] up the shot!” We said, “oh, we need just a few more minutes of adjustment.” So we lied – we had to reset the matte, readjust the camera. If we had told him he had just screwed up the first shot of his movie, it was really bad luck. But that’s another shot that turned out well, I liked that shot a lot.

I can’t remember who the production designer was, I think it was Henry Bumstead [it was]. Everyone should know who Henry Bumstead was. He just died a while ago; he worked until 90, and died when he was 91 [in 2006]. He was Clint Eastwood’s favorite production designer, and in his 80s he designed Unforgiven – beautiful production design. Henry always made everything easy. Of course he had worked on Vertigo (1958).

According to IMDb, your first movie was Family Plot with Alfred Hitchcock?

Well, that was uncredited. I was hired by Albert Whitlock to work on The Hindenburg (1975) as a gopher, primarily, but then I came up with some ideas of my own, and Al liked them; so after Hindenburg Al made me his assistant. And Family Plot was again Henry Bumstead. Al really didn’t want to do the matte shot because he felt that it was – Hitchcock just wanted to show [actress] Karen Black what a matte shot was. It was a police station in San Francisco, a pretty easy matte shot; adding a second story, putting some what I would call “intelligent nonsense” in the background. So I painted that.

You had a fine art background?

Yeah. I went to Berkeley. Had a master’s degree. Had a wonderful time. Everything I learned, except for a sense of color, was totally useless when it came to matte painting. But it was still good to have that background. The best thing about going to Berkeley in those days was everyone wanted to be in San Francisco in the ‘60s. So I met people like Mark Rothko, pretty famous painters.

So what was it like to transition to digital, to have to train?

Oh, for me it was really hard. Rob Stromberg (2012, Avatar) was working for me at the time, and he embraced it really fast. I was just sort of afraid of it. I got used to it – it took me a while.

The people I know who were able to make the transition faster were people who like to draw things out. Bob Scifo (Fantastic Four: Rise of the Silver Surfer, The Abyss) for example is a wonderful matter painter. He has worked here for Zoic a couple of times. He came from the school where you drew everything out, and then painted it in. But he still got this incredible emotional result.

The way I learned to paint was the way Al Whitlock painted and Peter Ellenshaw (20,000 Leagues Under the Sea, The Black Hole) painted — you just started painting. Sometimes you didn’t know what you were going to paint, exactly; you knew what the subject matter was going to be — it might be a castle — but you just push paint around, and you start seeing things materialize – oh! I can see it now – and you let it dry, and try to bring all of it out of the fog. And that was a wonderful way to paint.

And in Photoshop, at least in the beginning, I couldn’t paint that way. I couldn’t make a big mess – it just stayed a big mess, I couldn’t refine it. The only way I could discover things and make a big mess was with Corel Painter; you can blend colors together and have accidents happen. And then at that point I usually finish the work in Photoshop.

When painting matte backgrounds now, you’re painting a painting, but there’s also the approach where you’re creating a 3D environment and making a 2D image from that.

Yeah. And there’s also projection – projecting a 2D painting onto objects. That’s another way to get camera movement. There’s no such thing anymore as a locked-down shot — that’s what matte paintings used to be. You would do everything in the world to make sure the camera didn’t move. And now people consider it a locked-off shot if they just hold the camera steady.

In the early days, you got to go out on location, sometimes to some really adventurous environments – a rock in the middle of some bay in Mexico; on a hillside in Europe somewhere. It was very physical, so you had that physical part. That part is now gone. Now I have to exercise to stay in shape, rather than just work. It was kind of dangerous, really – I didn’t think about it at the time.

There are no circumstances where they want you to go out and see the original location?

Not anymore. The visual effects supervisor will go to the locations, take photographs. He becomes the point man for every other department.

Does that feel like less involvement on your part?

Well, that’s the trade-off. The trade-off is that we can do now what we used to dream about doing. Which was, wouldn’t it be great if we could paint a grand, futuristic city and loop through it? Wouldn’t it be great if we could have a huge crowd running towards us in that shot? Rotoscope in a thousand people or something?

Things that we used to dream about, we can do now, but the trade-off is we don’t get to be as involved in the production as we once were. I talked to [Zoic co-founder] Loni [Peristere] about that. I said I feel bad for some of the kids here, that they’ll never be on the stage. It’s fun to be on location. He said the trade-off was they have all the tools to make their own movies. So, everything has a trade-off.

More info: Syd Dutton on IMDb.

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Zoic Breathes Life Into Cartoon Network’s ‘Ben 10: Alien Swarm’

Ben 10: Alien Swarm

This week, Cartoon Network premiered Ben 10: Alien Swarm, its second live-action movie based on the popular animated children’s series Ben 10: Alien Force. Alien Swarm is the sequel to the first live action film, Ben 10: Race Against Time; both were directed by Alex Winter (Freaked, Fever).

Alien Swarm continues the story of ten-year-old Ben Tennyson, an ordinary boy who becomes part of a secret organization called “the Plumbers,” which fights alien threats. He possesses a wristwatch-like device called the Omnitrix, which allows its wearer to take the physical form of various alien species. Ben, now a teenager and played by 23-year-old Ryan Kelley (Smallville), defies the Plumbers to help a mysterious childhood friend find her missing father.

Winter, an experienced director more familiar to fans as an actor from the Bill & Ted films and The Lost Boys, chose effects supervisor Evan Jacobs (Resident Evil: Extinction, Ed Wood) to oversee the movie’s many effects sequences. Jacobs worked with Culver City, California’s Zoic Studios to produce character animation and particle work for a number of key scenes.

Ben as Big Chill, using his freeze breath.
Ben as Big Chill, using his freeze breath.

Zoic worked on three main characters – Kevin “Kevin 11” Levin (Nathan Keyes, Mrs. Washington Goes to Smith), an alien-human hybrid who can absorb properties of matter; Ben’s cousin Gwen Tennyson (Galadriel Stineman, Junkyard Dog), another hybrid who manipulates energy; and Big Chill, one of Ben’s alien forms, a creature that breathes ice.

Zoic’s Executive Creative Director, Andrew Orloff (V, Fringe), says that for the production, the filmmakers chose to stay away from motion capture as “too limiting.” With all the jumping, flying and other stunt work that would be required, performers hanging from wires would not produce as realistic a result as traditional keyframing, in which every frame of a computer animation is directly modified or manipulated by the creator. “All the characters were traditionally keyframed and match moved by hand,” Orloff says.

Orloff collaborated with Winter and Jacobs to turn the Big Chill from the cartoon, an Necrofriggian from the planet Kylmyys, into a 3D, realistic breathing character. Working with a model created by Hollywood, California’s Super 78 Studios, Orloff developed character and motion & flying studies for Big Chill before the filmmakers ever hit the soundstage.

“It was very important to Alex [Winter] that we stay true to the original series, and give it a little something extra for the live action series that’s a real surprise for the viewers, to see their beloved cartoon characters finally brought to life,” Orloff says.

Gwen blasts the alien swarm, as Big Chill hovers nearby.
Gwen blasts the alien swarm, as Big Chill hovers nearby.

“Based on the visual choreography of the scenes, we didn’t really do previsualization as pre-development of the character. We talked about the way that [Big Chill] can fly, the maneuvers it could do; and that allowed Alex to have in his mind at the storyboard phase a good idea of what the kind of movement of the character was going to be.

“He’s a seven foot tall flying alien, so to create that realism was definitely a challenge. To take a two-dimensional character and turn it into a three-dimensional character, you have to maintain the integrity of the two-dimensional design, but make it look as if it’s realistically sitting in the environment. So we added a lot of skin detail, we added a lot of muscle detail and sinews; it was tricky to get the lighting of the skin exactly right. We just had to make sure that the skin had that ‘alien’ quality, so it didn’t look like a manikin or an action figure. We wanted to give a realistic feel to the skin using Maya/mental ray to render that subsurface scattering.”

Much of the footage with Big Chill involved the character flying and fighting inside a warehouse. It wasn’t possible to shoot plates that would track exactly with the as-yet unrendered character, and the filmmakers could only guess how the character would move, and how quickly. So Jacobs provided Zoic with a variety of plates of a number of different moves, plus some very high resolution 360° panoramas of the warehouse interior. Zoic then used these materials to produce its own plates, rebuilding the warehouse from the set photos and creating the shots needed to flesh out the sequence. This process was time-consuming and difficult, as much of the blocking and choreography was highly detailed.

In addition to designing the character’s movements and rendering his actions, Zoic created the freeze breath effects for Big Chill. The character’s power required two kinds of effects. First, Zoic used heavy-duty particle and fluid simulations in Maya and mental ray to create the chunks of ice, smoke and liquid nitrogen that blast from Big Chill’s mouth. Then Zoic produced quite a bit of matte painting work to encase objects in ice, icicles and frost. These include the chip swarm tornado; the interior of the warehouse; and the villain, Victor Validus (Herbert Siguenza, Mission Hill).

Kevin, having taken on the properties of the metal girder, attacks the alien swarm.

Kevin, having taken on the properties of the metal girder, attacks the alien swarm.

The main antagonist in Alien Swarm is the alien swarm itself, a cloud of thousands of intelligent, flying alien chips that work together to harm the good guys.

The alien swarm was also created in Maya and mental ray. According to Orloff, “there needed to be thousands of chips that swarmed with a random yet directed attack. The idea that the chips were learning, so they would group together – first they try to go at Gwen and the kids, and Gwen blasts them away — then they reconfigure into a buzz saw and try to attack the kids that way — then they configure into a large tornado – you have to give a personality, but an evolving personality, to a swarm of objects.” In predevelopment, Zoic looked at fish schooling and insect swarming behaviors in nature, to give the swarm movement that felt organic without seeming contrived.

Zoic also produced the effects for Kevin, who absorbs the properties of matter from objects. “Kevin was a big challenge,” Orloff says, “because what we ended up doing was scanning the actor; as he touched something we would put a CG version of the model over the top of him; rotoscope those few frames where the transition occurs; take that model and map it with whatever the material was – a rusty metal beam, a wood desk, a concrete floor. We rotoscoped the CG version over the top until the transformation was done, and then we transitioned from the rotoscoped animation, based on the actor’s performance, to a fully CG character animation.”

The energy manipulation effects for Gwen were “a ‘two-and-a-half-D’ effect, using 3D particle generators and 3D scene-tracked cameras in Adobe After Effects to create the energy bolts and energy fields that Gwen uses. We wanted to give it a ‘Jack Kirby’ kind of energy feel to it. So it has a lot of character to it, it looks very organic, and it affects the background objects and produces heat ripple effects.”

Frost effects in the warehouse. All of the frost and ice are VFX.
Frost effects in the warehouse. All of the frost and ice are VFX.

While Zoic was providing visual effects for the movie, Zoic’s Design Group worked directly with Vincent Aricco and Heather Reilly from Cartoon Network’s On-Air department, developing both the show and promo packaging for Ben 10: Alien Swarm. The package was used to promote the film both on-air and online – as well as in the Comic-Con preview this past summer.

Design Group Creative Director Derich Wittliff worked with Zoic’s internal production team, lead by Producer Scott Tinter and Designer Darrin Isono, creating 3D environments and models based on the movie’s 2D logo and other references from the film. Elements were created in Maxon Cinema 4D, Autodesk Maya and Adobe After Effects. The final product was a show open and modular promo toolkit which allowed Cartoon Network’s in-house team to create custom endpages, IDs, bumpers, and other elements.

Because the Zoic Design Group worked under the same roof as the team that produced effects for Alien Swarm, they had access to the best elements available from the show, like the “swarm” effect itself, as soon as they were created, allowing for an efficient process which produced finished elements for special uses – like Comic-Con – far in advance of customary production schedules.

Zoic Design Group Executive Producer Miles Dinsmoor says Zoic was excited to have the opportunity to work directly with Cartoon Network, acting as both a visual effects and digital production studio for the main production, and as a creative design shop for the promotional package, exploiting Zoic’s fully integrated media and design department. His goal is to offer Zoic’s in-house design and creative expertise industry-wide, and not just to Zoic’s existing VFX clients.

Orloff says he is proud of the work Zoic did on Ben 10: Alien Swarm, and looks forward to future collaboration with everyone involved – and hopefully, another Ben 10 movie.

More info: Ben 10: Alien Swarm at Cartoon Network; on Amazon.

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Zoic Stops Time, Creates Historic ‘Frozen Moment’ Sequence for CBS’ ‘CSI’ Premiere

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On September 24th, CBS broadcast the premiere episode of the 10th season of its venerable crime procedural drama, CSI: Crime Scene Investigation [video autoplays]. The episode cold opened with a lengthy, two-and-a-half minute long “frozen moment” sequence, showing us a single moment in a robbery attempt involving the main characters. This sequence, which made broadcast television history, and was created by Culver City, California’s Zoic Studios.

The camera starts in the morgue, flying through a water spray over a number of corpses on gurneys. The environment is in total disarray, with bodies falling out of the coolers, and smoke and debris floating in midair. We travel past a coroner screaming into a phone and around a corner, to find Doc Robbins (Robert David Hall, Starship Troopers) in mid-leap as he whacks one of the robbers in the head, sending the man’s weapon flying. The camera swoops through floating medical instruments past the first tableau and up into the ceiling. One floor up, we find the same chaos in the Lab, with the CSIs and lab techs frozen in mid-motion.

The morgue.

Doc Robbins bashes an MIB.

The camera continues past a book case tipping over, with falling curios, books and antiques suspended in shattered glass. Panning right and heading into the DNA Lab, the camera flies past one of the lab techs with a bullet exploding out of her shoulder, as she crashes through plate glass while suspended three feet off the ground. Wiping past her into the Lab proper, the camera finds Dr. Raymond Langston (Laurence Fishburne, The Matrix, Pee Wee’s Playhouse) kicking a second robber Morpheus-style through plate glass, while several rounds of ammunition leave trails of disturbed air in their wakes.

Flying smoothly past Catherine Willows (Marg Helgenberger, Species, Species II) and over an exploding lab experiment, the camera continues down the hall past David Hodges (Wallace Langham, Weird Science) and Wendy Simms (Liz Vassey, The Tick), who hang suspended horizontally in midair as they leap to avoid gunfire, and into the muzzle flash of the gun of another robber.

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Jump! Copyright 2009 CBS All rights reserved.

We transition from the muzzle flash to the glare of a flashlight held by yet another robber, and the camera trucks backwards out of a van with bullet holes and impact sparks all around. Pulling back the camera passes a robber firing at our last two CSIs, Nicholas Stokes (George Eads, ER) and Sara Grissom (Jorja Fox, ER, The West Wing), who fire back attempting to stop the theft of a body. The sequence finishes with the camera panning around to reveal Nick and Sara’s faces.

Naren Shankar, CSI’s executive producer, was impressed by a short film released in April, 2009 to promote Philips Cinema 21:9 LCD televisions. The short, entitled Carousel and produced by Adam Berg and London’s Stink Digital, was a two-minute, 19-second frozen moment sequence of police battling bank robbers dressed as scary clowns.

At CSI’s season nine wrap party, Shankar approached Zoic visual effects supervisor Rik Shorten, and asked if a similar scene could be created for the show. Shorten replied, “you write it, I’ll shoot it.”

The sequence was created as the cold open for the show’s 10th season premiere episode, “Family Affair.” Zoic had produced frozen moment shots for CSI before, but never a sequence of such complexity and length (it clocks in at two minutes, 17 seconds). The sequence was three script pages long, and required three full days of shooting on the main first unit stages, involving the primary cast members. Add to that a prep day, and an additional half-day to shoot the van tableau. The Philips spot had much greater resources – but CSI had an entire season of television to shoot. Shorten says that the producers provided Zoic with all the time, resources and support that could possibly be spared.

The main three-day shoot employed four main motion control setups. A great deal of expense and effort went toward keeping the actors comfortable, and minimizing the time that talent would spend holding still will suspended in harness rigs.
The first portion to be shot, on days one and two, was the sequence in the DNA Lab. It was the largest and most complex set piece. Shorten and the Zoic team wrote and mapped out the shots on the prep day, giving them time to experiment on the day of the shoot, with blocking, track placement, lenses, the placement of practical elements and extras, etc. What the team learned on the first day was instrumental in making sure the rest of the sequence could be completed in the remaining days allowed.

The morgue tableau and hallway sequence were shot on day three. The hallway tableau featured Doc Robbins attacking a robber (called an “MIB” on set). Actor Hall was propped up on apple boxes and suspended by wires, while the camera moved slowly past on a track. While this one tableau sequence makes up about 20 seconds of the final product, the camera move took about three minutes to shoot.

For each shot, Shorten and his people wrote and planned out the shot with stand-ins; consulted with and got approval from the episode’s director, executive producer Kenneth Fink; ran a test shot on video; and then brought in the actors to shoot the real footage.

Some actors, like Helgenberger and Fishburne, only had to spend 10- to 15 minutes rigged up for their sequences. Other actors spend as long as a half hour held up by wires, stunt harnesses, boxes, greenscreen stands and articulated pads. Shorten says these rigs are never comfortable; and of course it’s not easy to hold perfectly still for minutes at a time. But everything possible was done to keep the actors in the rig for as brief a time as possible.

The final tableau, of Nick and Sara firing on the van, was shot separately, taking a half a day. This scene was the most difficult and time-consuming to produce, as it was shot without motion control – no track, just a crane shot, and no clean plates. The paint-out and stilling of the actors for this sequence was an incredible amount of work. In fact, dozens of still photos of actors Eads and Fox were taken, and blended and morphed together to create motionless 3D elements of the two actors. These elements were then composited into the shot.

Shorten says that he is immensely proud of the work that he and Zoic did to create this unique and amazing sequence. “This could not have been accomplished without the incredible talents of every department on the show. Our production crew really came through, exceeding my expectations. Our excellent team of artists here at Zoic gave up their summer to create this fantastic sequence.

“I’m so grateful to everyone for their contributions. Most importantly, the show and the network are thrilled with the sequence, and the fan websites are still discussing the premier two months later – that’s the best compliment we could get!”

More info: CSI on CBS.com [video autoplays]; Zoic Studios website; CSI on Hulu.

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