Befores & Afters
Befores & Afters
A brand new visual effects and animation publication from Ian Failes.
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  • Behind the scenes of the Borderlands 4 Quit Earth live-action trailer (with stop-motion!)
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    Heres some fun stop-motion behind the scenes from Tippett Studio, plus the trailer itself. View this post on InstagramA post shared by Tippett Studio (@tippettstudio) View this post on InstagramA post shared by Tippett Studio (@tippettstudio) View this post on InstagramA post shared by Tippett Studio (@tippettstudio)The post Behind the scenes of the Borderlands 4 Quit Earth live-action trailer (with stop-motion!) appeared first on befores & afters.
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  • Behind the creatures in Alien: Earth
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    A new featurette goes behind the scenes, including work by Wt Workshop.The post Behind the creatures in Alien: Earth appeared first on befores & afters.
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  • How to Train Your Dragon the new issue of the magazine is out!
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    Issue #39 of befores & afters magazine goes in-depth on the visual effects in Dean DeBlois live-action How to Train Your Dragon.Issue #39 of befores & afters magazine covers the design of the dragons, including Toothless, the on-set puppeteering, the shooting of flying scenes on gimbals, and the extensive visualization, digital visual effects, animation and CG work by Framestore.If youre a DIGITAL MAGAZINE tier member, youll be able to download the mag direct from theshop post.Not a member? Sign up as aDIGITAL MAGAZINE subscriber, or buy the mag direct from theshop post(to do that, purchase the post to get the mag).Theres also details on the LiDAR, photogrammetry and scanning contributions from Clear Angle Studios, and in-depths perspectives on animation from multiple contributors.The issue includes interviews with the following:production visual effects supervisor Christian Manzproduction animation supervisor Glen McIntoshcreature puppetry supervisor Tom Wiltonspecial effects motion control supervisor Pete BrittenFramestore visual effects supervisor Andy KindFramestore visual effects supervisor Francois LambertFramestore visual effects supervisor Glenn MelenhorstFramestore visual effects supervisor Dom HellierFramestore global head of visual development Owen JacksonFramestore visualization supervisor Jon AllenYou can also grab the issue inPRINTfrom Amazon (thats the US store, make sure you try your local Amazon store, too).Heres the links to various Amazon stores:USA:https://www.amazon.com/dp/B0FS28HXZPUK:https://www.amazon.co.uk/dp/B0FS28HXZPCanada:https://www.amazon.ca/dp/B0FS28HXZPGermany:https://www.amazon.de/dp/B0FS28HXZPFrance:https://www.amazon.fr/dp/B0FS28HXZPSpain:https://www.amazon.es/dp/B0FS28HXZPItaly:https://www.amazon.it/dp/B0FS28HXZPAustralia:https://www.amazon.com.au/dp/B0FS28HXZPJapan:https://www.amazon.co.jp/dp/B0FS28HXZPSweden:https://www.amazon.se/dp/B0FS28HXZPPoland:https://www.amazon.pl/dp/B0FS28HXZPNetherlands:https://www.amazon.nl/dp/B0FS28HXZPThe post How to Train Your Dragon the new issue of the magazine is out! appeared first on befores & afters.
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  • 5 sessions not to miss at VIEW Conference 2025
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    Also, how to score a 20% discount on tickets!VIEW Conference is racing up to us! Its taking place in Turin, Italy on 12-17 October 2025. The program is up and it is another insane year of VFX, animation and filmmaking talks, including on a number of projects not yet released!NOT TO MISSHeres my 5 sessions you shouldnt miss:1. Behind the scenes of How to Train Your Dragon its hard not to be blown away by the talent who will be present here to discuss the film: Dean DeBlois (Writer/Director), Christian Manz (VFX Supervisor) and Glen McIntosh (Overall Animation Supervisor). Thats an incredible selection of the creative team.2. The making of KPop Demon Hunters this incredible film will be presented on by Maggie Kang (Director) and Chris Appelhans (Director). Expect a lot of fun details in how this film reached the screen.3. Wicked: For Good Premiere Talk the film will not even be out yet, but youll get to hear about how it was made with Pablo Helman (VFX Supervisor) and Dale Newton (Animation Supervisor, Framestore). Specific examples from the two movies will be provided, including director meetings, script analysis, and working with the different departments to achieve the directors vision.4. When Worlds Collide: Bridging the Grid and Reality in TRON: Ares the film will only just have been released, which makes this presentation from Production Visual Effects Supervisor David Seager a very exciting prospect.5. Doug Chiang: A Life in Film Design Doug will be there with film historian Alexandre Poncet to discuss the artists work. A new book by Poncet and Gilles Penso, Doug Chiang: The Cinematic Legacy/The Star Wars Legacy, will also be discussed.BEFORES & AFTERS-RELATED SESSIONSExcitingly, I am hosting a range of sessions at VIEW, including:The Future of Filmmaking, with Doug Chiang (Senior Vice President and Executive Design Director, Lucasfilm), Camille Balsamo-Gillis (Actress, Producer, Director, and Co-Founder, Pro Machina), Janet Lewin (Senior Vice President, General Manager, and Head, ILM), Ramsey Naito (President, Paramount, Nickelodeon), Fiona Walkinshaw (CEO Film & Episodic, Framestore), Kevin Baillie (VP, Head of Studios, Eyeline Studios), Laurens Ehrmann (Founder & Creative Director, The Yard) and Jeff Dillinge (VFX Supervisor & CEO, Megalis).Fireside chat with Janet LewinIn Your Dreams, with Alex Woo (Director, In Your Dreams, Kuku Studios), Nicola Lavender (Director, CG Supervision and Visual Effects Supervisor, In Your Dreams, Sony Pictures Imageworks) and Sacha Kapijimpanga (Head of Character Animation, In Your Dreams, Sony Pictures Imageworks).Plus, Ill also be running a 3 hour workshop called Learn the history of visual effects on Sunday, 12th October.Come along to VIEW and you can also buy copies of the magazine straight from the bookstore.DISCOUNTS!And, until 30th September, befores & afters readers get a special discount at VIEW. Just use the code BEFORESANDAFTERS_VIEW2025 for a 20% discount on tickets to the conference.Get your tickets here: https://www.viewconference.it/pages/registration/The post 5 sessions not to miss at VIEW Conference 2025 appeared first on befores & afters.
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  • The VFX Notes Bake-Off specials continue with *that* scene featuring Raka
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    Go behind the scenes on Kingdom of the Planet of the Apes and the rapids moment, with Ian and Hugo.The post The VFX Notes Bake-Off specials continue with *that* scene featuring Raka appeared first on befores & afters.
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  • Watch Unions visual effects breakdown for 28 Years Later
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    And, yes, theres a full issue of the magazine coming on the film!The post Watch Unions visual effects breakdown for 28 Years Later appeared first on befores & afters.
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  • Fun to see behind the scenes in this Fantastic Four blooper reel
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    Including bluescreen shoot, on-set capture and more.The post Fun to see behind the scenes in this Fantastic Four blooper reel appeared first on befores & afters.
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  • You can now get the Thunderbolts* issue of the mag!
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    Issue #38 of befores & afters magazine is now out!If youre a DIGITAL MAGAZINE tier member, youll be able to download the mag direct from the shop post.Not a member? Sign up as a DIGITAL MAGAZINE subscriber, or buy the mag direct from the shop post (to do that, purchase the post to get the mag).Issue #38 explores the complex work in Thunderbolts* with VFX supervisor Jake Morrison, and representatives from Industrial Light & Magic, Framestore and Digital Domain.Many of the films biggest sequences are covered, such as the opening Malaysian skyscraper scene with Florence Pugh, the underground O.X.E. facility, the limo chase, Sentry, Void and the range of shadow effects.You can also grab the issue inPRINTfrom Amazon (thats the US store, make sure you try your local Amazon store, too).Heres the links to various Amazon stores:USA:https://www.amazon.com/dp/B0FQPKB3J5UK:https://www.amazon.co.uk/dp/B0FQPKB3J5Canada:https://www.amazon.ca/dp/B0FQPKB3J5Germany:https://www.amazon.de/dp/B0FQPKB3J5France:https://www.amazon.fr/dp/B0FQPKB3J5Spain:https://www.amazon.es/dp/B0FQPKB3J5Italy:https://www.amazon.it/dp/B0FQPKB3J5Australia:https://www.amazon.com.au/dp/B0FQPKB3J5Japan:https://www.amazon.co.jp/dp/B0FQPKB3J5Sweden:https://www.amazon.se/dp/B0FQPKB3J5Poland:https://www.amazon.pl/dp/B0FQPKB3J5Netherlands:https://www.amazon.nl/dp/B0FQPKB3J5The post You can now get the Thunderbolts* issue of the mag! appeared first on befores & afters.
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  • How those Florence Pugh parkour scenes were made in Thunderbolts*
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    An excerpt from issue #38 of befores & afters magazine. Towards the end of Thunderbolts*, the heroes find themselves inside the memory of Bobs (Lewis Pullman) initial experimentation in a Malaysian lab. Here Bob ultimately confronts his alter ego. The Void initially restricts the Thunderbolts from helping Bob, until Yelena (Florence Pugh) is able to break free, parkouring her way through a crumbling lab, before she and the rest of the team eventually help Bob to subdue the Void.The parkour aspect of the sequence, in which Yelena jumps, twists and turns through various obstacles as the lab is crumbling around her, came late in production. It was designed to showcase the close relationship between Yelena and Bob. In additional photography, Pugh performed many of the ins and outs of the parkour moves, with stunt coordinator Heidi Moneymaker carrying out the stunt moves.We would have static pieces of lab equipment or falling building pieces for Heidi to touch or spin off, advises visual effects supervisor Jake Morrison. That gave us a connection point just to make sure that it didnt feel weightless. Anytime where she reaches down and does a fulcrum push, that thing was there. Its just that we eventually made those pieces CG and animated them through the connection points for each moment.Framestore took on the sequence, including adding to the chaos of the lab breaking apart. When they made the sequence a little bigger, outlines Framestore visual effects supervisor Mat Krentz, our brief turned into recreating the lab as a fully CG environment. Not only that, the lab had to grow, it had to expand, and things had to be moving around, with glass breaking and shattering and ceiling cracking and floor opening. We had to cut all the actors out and put them inside, and then also do some digi-double replacements for some shots. Meanwhile, all the props inside the lab were glass, so it was glass on glass!The cracking roof proved to be one of Framestores trickiest moments, says Krentz. We started animating it directionally so that it felt like it was coming from Bob and Void, as in, growing outwards. Jake Schreier ultimately wanted it to feel more ambient in the end and more connected to Bobs punches on Void. So, we had FX animating the cracks based off of the timing of when Bob was punching. It gave us this really cool effect as if the whole room was reacting to Void getting beaten up.The Bob and the Void fight ends with Bob eventually getting the upper hand and sitting on top of Void and punching him. Here, Framestore gave Pullman as the Void the shadow treatment, matching to what ILM had achieved earlier. The studio tested the shadow look first with a 3D version of the Void and then settled on a comp treatment of footage of the actor. Says Krentz: It had to be very, very, very specific about getting rid of all of the details in the shadows of him. You would see a tiny bit of detail in his key light from the practical lighting, and then we would basically compress everything off of that range. A lot of times wed sculpt in some mouth movement, because that was some detail we really wanted to retain. We would roto in shapes and we would do different projections for trying to retain detail in his eyes.The Thunderbolts are initially held back against the lab wall by objects that the Void has pinned or twisted around them. On set, stand-in objects were used and then replaced with CG versions by Framestore. We came up with a lot of the looks for these objects, like the top of a chair pinning down Yelena and Red Guardian. We animated those to pin them, and then there were some effects like dust and debris added to the connecting points to make it feel like they were fighting against them but it was holding them back.For the Yelena parkour moments, Framestores animation team timed out the whole sequence from a third perspective camera to match to the characters run and jumps. Then we animated the props coming through and matched to her jumping off them, details Krentz. So much of it was Florence, and then it was also stunt work, so we worked with Rising Sun Pictures which did most of the face replacements. There were also one or two shots with a full digi-double takeover.During the fight, the Void starts taking over Bobs body through shadow. Again, discusses Krentz, we looked at ILMs treatment of the New York shadow growth and took that as inspiration. We had all the match moves of Lewis doing all the punching. It was a comp treatment, but with 3D match move treatment. We would run noise patterns that mimicked that shadow growth look as he was doing the punching, and we progressed it throughout the sequence to make it feel like it was growing around his neck. It stops just as Yelena comes and grabs him and then starts receding.Ultimately, the visual effects in Thunderbolts* serve as the films invisible backboneseamlessly blending spectacle with story to bring its darker, character-driven world to life. Overall, the picture was a very different experience for me, comments Morrison. The look, the feel and the vibe was the opposite of my last few movies which have been expansive cosmic spectacles. Being challenged to integrate the VFX to the level that the audience genuinely just believe all this happened and subconsciously dont question that is a very different aesthetic to the buckle-up and look at this world building that Im used to.Morrison praises director Jake Schreier and the entire filmmaking team in how they collaborated with VFX on the film. The Heads of Department that Jake collected were truly wonderful to work with and Jakes extreme preparation, storyboarding and consistent vision made sure that each and every department worked together seamlessly to find creative solutions to his requests. As a production VFX supervisor its often hard to explain to people that during the prep stage VFX is often there as a discussion rather than an outright necessity and sometimes just being in a position to point out to the key crew that the old-school techniques are just as good as the new-school ones forces everyone to up their game. We should only rely on VFX to do the things that cannot be done for practical reasons.That said, adds Morrison, this film challenged our vendors in so many different ways but the thousands of artists on the show rose to the challenge and I couldnt be more proud of the final product and thankful to our wonderful worldwide VFX family.You can now get the Thunderbolts* issue of the mag!The post How those Florence Pugh parkour scenes were made in Thunderbolts* appeared first on befores & afters.
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  • RizomUV 2025 is now out
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    Rizom-Lab is proud to announce the release of RizomUV 2025, the latest version of its industry-leading UV mapping software.Used across VFX, game development, animation, product design and more, RizomUV has become a trusted tool for artists who need precision, speed, and efficiency in their unwrapping workflows. With RizomUV 2025, the software takes a major leap forward, introducing performance boosts, smarter packing, and powerful new tools to streamline complex projects.Key Features in RizomUV 2025GPU Packing: Harness the power of your graphics card for lightning-fast UV packing.Smarter Packing Strategies: Optimize layouts with improved algorithms and orientation tools.Align UV to 3D: Seamlessly match UVs to 3D orientations for more intuitive workflows.Scene Outliner: Gain a clearer view of your projects with the long-awaited outliner.Enhanced Selection & Conversion: Faster, more flexible primitive selection and conversion tools.Workflow Improvements: Dozens of updates and fixes that make RizomUV even more efficient and reliable.See RizomUV 2025 in ActionDiscover all the new features in detail and watch the release video here:RizomUV 2025 is available now, with a 15-day free trial and dedicated support to help new users get started quickly.Brought to you by Rizom-Lab:This article is part of the befores & afters VFX Insight series. If youd like to promote your VFX/animation/CG tech or service, you can find out more about the VFX Insight series here.The post RizomUV 2025 is now out appeared first on befores & afters.
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  • Orchestrating a Bullet Train Explosion
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    An excerpt from issue #37 of befores & afters magazine, which is all about models and miniatures.Netflixs Bullet Train Explosion (Shinkansen Daibakuha), from director Shinji Higuchi, tells the story of a bomb threat made to blow up an E5 Series Shinkansen bound from Shin-Aomori to Tokyo, if the train slows down below 100 km/h. For key moments of sections of the train crashing and exploding, the production utilized miniatures.Visual effects supervisor Katsur Onoue tells befores & afters that the decision to use miniatures, rather than relying solely on digital visual effects, was driven by the desire to create some distinctive and unpredictable imagery, plus tap into Japans rich history in using models.In Japan, says Onoue, miniature techniques have been widely used in films since the 1940s, and the craft has been handed down over generations. Its one of the techniques that Japanese cinema excels at. Director Higuchi and I were both raised in the world of special effects units and are very familiar with miniature filming techniquesboth their strengths and weaknesses.Planning the scenesTo help plan the crash scenes, Director Higuchi drew detailed storyboards. Animatics were also created and edited together. From the animatics, recounts Onoue, we selected the shots that needed to be done with miniatures and considered the filming methods and set designs. Because we could predict not only the scale and shooting methods but also many other aspects with high precision, we were also able to clarify the costs.Using the animatics as a base, we worked closely with the VFX team and the main units art department, clearly defining our respective areas of responsibility ahead of time and holding detailed coordination meetings, discusses Onoue. For example, in the rescue scene, the rear of the Shinkansen is shown damaged. The main unit had filmed their portion earlier, and the VFX team created 3D data and photographs of that set. We in the miniature team then used that data to recreate a perfectly matched miniature.It was important for all teamsVFX, art, and miniaturesto organize and share the information gathered from on-site investigations so that everything, from the main unit set to the miniatures, aligned as closely as possible with the real train, adds Onoue. We also scheduled production so that filming of the main unit set that would directly connect to the miniature would be completed before our miniature unit began shooting. This was necessary to ensure not only visual continuity in art direction but also consistency in lighting and camera work.Onoue also notes that the miniature units cinematographer served as the B-camera operator for the main unit and that the team shot elements needed for VFX compositing, such as explosion plates, water splashes, fire effects, and even shots of water being filled into the cushion drums, which the main unit couldnt capture.Building the miniaturesThe team then set out to determine the scale of the miniatures required, before building them. Since the shots to be done with miniatures were crash scenes, we decided that making the miniatures relatively large would increase the chances of success, says Onoue. After deliberation, we decided to create the Shinkansen cars and elevated track set at a 1/6 scale.Actual train blueprints from JR Eastnormally not available to the publicwere acquired to help accurately build the train. We also conducted research at a Shinkansen maintenance yard where we could observe up-close areas normally out of view, such as the wheels, undercarriage, pantographs, and paint details, outlines Onoue. We further enhanced accuracy by photographing and 3D scanning actual train cars.The art of miniatures: new issue of befores & afters magazine now out!The train body was built by laser-cutting MDF (medium density fiberboard) and then assembling the basic shape. The exterior and roof were coated with FRP (fiber-reinforced polymer), after which they were polished and painted. The windows were made of acrylic panels, and the wheels were metal machined parts. Notes Onoue: A sturdy aluminum frame was attached underneath the body, which connected via two 100mm-diameter iron pillars to a monorail dolly hidden below the set, allowing the miniature to move. Small parts like window frames, seats and nameplates were 3D-printed.An important part of the build was representing the damage on the train cars. We first created the train cars in a pristine, undamaged state, then redecorated them to reflect damage, advises Onoue. Crushed body parts were shaped by cutting out parts of the MDF frame and layering lead sheets on top. Passenger luggage was also loaded inside.Other items that would be part of the crash scenes were built, including the tracks and water cushion drums that feature spectacularly in one scene. Since no pre-made 1/6-scale rails existed, the team welded square iron pipes and L-shaped steel bars to make them look like rails. Around 200 water cushion drums were made, and then engineered to break easily. We printed the top and bottom parts as thin as possible with a 3D printer, wrapped thin plastic sheets into tubes, painted them, and applied weathering manually to each one, details Onoue.Filming the crashThe miniature train crash shots depict the train sliding laterally at an actual speed of 100 km/h. Converting this to a 1/6 scale meant the miniature needed to move at about 40 km/h during filming. The speed of the camera and the model Shinkansen were synchronized to help achieve the crash. To do that, a monorail was installed beneath the set to move the Shinkansen. Then, a mechanism was devised so that the camera car and the dolly moving the train would run in the same direction and at the same speed. Ultimately, notes Onoue, the power of the camera car itself was used to pull the dolly carrying the miniature Shinkansen.In real scale, the derailed car (Car No. 8) continues moving for about 1,200 meters before coming to a stop, continues Onoue. Reproducing this entire distance with miniatures was unrealistic and inefficient. Upon analyzing the animatics, we realized we could break the scene into three main segments. Each segment required only a 20-meter-long elevated track set. Luckily, most Shinkansen tracks are elevated straight lines with consistent visual appearance. So, by altering the background in each part with VFX, we could create the illusion of a 1,200-meter journey.In order to accelerate the camera car to 40 km/h as well as maintain speed over the 20-meter set, while also allowing for safe deceleration, it was determined that a paved run of about 80 meters was required. This was based on the drivers judgment, says Onoue. We paved a 4-meter-wide, 100-meter-long stretch of a borrowed open space and installed an H-beam monorail over 80 meters long parallel to it. The camera car was equipped with three cameras mounted on an isolator arm, plus three fixed cameras and a drone that flew simultaneously. Additionally, two small cameras were mounted directly onto the miniature Shinkansen. At most, seven cameras were used in a single take.For the crash and explosion, debris and water became a significant part of the final look. Cushion drums were filled with water to soften the impact. In actual footage, when these are destroyed in a crash, they produce dramatic sprays of water, notes Onoue. Although the miniature cushion drums were designed to break easily, the impact alone wasnt sufficient to produce the desired effectso we decided to use explosives to assist in their destruction.However, says Onoue, water doesnt scale down like a physical object. To simulate the water splash, we used a substitute material that would look like water droplets when dispersed. In this case, the material was called Hakuryu Saiseiki, a construction-grade white crushed limestone mixed with salt. We exploded this material using effects-grade explosives timed to the moment of impact.Meanwhile, the droplets streaming down the train body were created using milky-white wateressentially water mixed with milkand blasted with air cannons. Inside the train, photographic flash bulbs were installed to simulate the flickering of short-circuited electrical sparks. We also embedded blowers inside the Shinkansen to blow away dust scattered on the tracks, states Onoue. Ballast, which was crushed stone on the tracks, was also blown away using air cannons. As for sparks flying from under the vehicle, we filmed real sparks by grinding iron with a grinder and then composited that footage into the scene.In the end, the miniature train cars weighed approximately 300 kilograms. This posed a unique problem of designing models that could withstand sudden acceleration and vibration, yet still break apart as needed, despite the conflicting engineering demands. We prepared two cars specifically to be destroyed and captured the crash in two takes using seven cameras, describes Onoue.Ultimately, the first take was the one used in the final film. As for the shots involving the cushion drum impacts, those were broken up into three sequences, with each sequence filmed in two to three takes. Additionally, the freight train explosion at the beginningset off by the culpritwas also done with a 1/8 scale miniature.Read the full story in the magazine.The post Orchestrating a Bullet Train Explosion appeared first on befores & afters.
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  • Watch this official raw VFX clip from Jurassic World: Rebirth
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    Showcasing the on-set puppetry (including puppeteers in raptor heads), and early VFX layouts.The post Watch this official raw VFX clip from Jurassic World: Rebirth appeared first on befores & afters.
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  • Andor and The Penguin win VFX Emmys
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    Results straight from the Creative Arts Emmys.Congratulations to the VFX teams behind s2 of Andor and s1 of The Penguin for their wins in the two Emmy visual effects categories. Here are the winners, below. Congratulations to all the nominees! Outstanding Special Visual Effects in a Season or a MovieAndorMohen Leo, Visual Effects SupervisorTJ Falls, Visual Effects ProducerLuke Murphy, Special Effects SupervisorNeal Scanlan, Special Creature Effects byScott Pritchard, ILM Visual Effects SupervisorJoseph Kasparian, Hybride Visual Effects SupervisorSue Rowe, Scanline Visual Effects SupervisorPaolo DArco, In-House VFX SupervisorJean-Clment Soret, Digital ColouristFind full coverage of Andor s2 in a full issue of befores & afters magazine.Outstanding Special Visual Effects in a Single EpisodeThe Penguin Bliss Johnny Han, Overall VFX SupervisorMichelle Rose, Overall VFX ProducerAlexandre Prodhomme, On-Set VFX SupervisorErin Sullivan, VFX EditorGoran Pavles, Vendor VFX SupervisorEmanuel Fuchs, Vendor VFX SupervisorEd Bruce, Vendor VFX SupervisorNathaniel Larouche, Vendor VFX SupervisorAdrien Saint Girons, Vendor VFX SupervisorFind full coverage of The Penguin in a full issue of befores & afters magazine.The post Andor and The Penguin win VFX Emmys appeared first on befores & afters.
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  • New previews of my Industrial Light & Magic: 50 Years of Innovation book are here!
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    A whole swathe of spreads from the book are now available.Industrial Light & Magic: 50 Years of Innovation, the book I have written to celebrate the 50th anniversary of ILM, is being published on 13 January 2026.But right now you can already see a whole bunch of fun spreads from inside the book. Heres two below, and you can see even more at ILM.com in their updated story. Pre-order the book here from Amazon, but also check out your local Amazon marketplace:USA: https://amzn.to/3GSyUsWIndustrial Light & Magic: 50 Years of Innovation.The post New previews of my Industrial Light & Magic: 50 Years of Innovation book are here! appeared first on befores & afters.
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  • Crowds, courses and some crazy fun effects: the VFX of Happy Gilmore 2
    beforesandafters.com
    Go behind the scenes with Scanline VFX on their work for the Adam Sandler film.Kyle Newachecks Happy Gilmore 2 features a range of visual effects work overseen by production visual effects supervisor Marcus Taormina. For a number of the Maxi Golf events seen in the film, Scanline VFX took on the task of extending environments, generating crowds and dealing with some fun golf-related moments.In this interview, Scanline visual effects supervisor Dann Tarmy breaks down the work for befores & afters.b&a: How would you describe the style of VFX that Scanline had to orchestrate for its shows on Happy Gilmore 2? How did you perhaps lean into that style?Dann Tarmy: As a comedy, it was critical that the VFX of Happy Gilmore 2 be there to support the story and the humor, without taking away any focus from the actors performances. This was a topic that our production VFX supervisor Marcus Taormina and I got in sync on very early in the show, and to be honest we never needed to discuss it again. Much of the work we were creating was intended to be invisible VFX, and so the style we leaned into was precisely what they had filmed on set. Realistic, exciting, engaging, and above all, believable.b&a: For golf course scenes during Maxi Golf events, in general, how and where were these filmed? What approach did Scanline take to adding stadiums and extra environmental elements for these?Dann Tarmy: All of the Maxi Golf events that Scanline contributed to were filmed on location at a golf course in New Jersey. While we had shots sprinkled throughout these events, the three primary scenes that we worked on were the Maxi stage intros, the Maxi forest hole (the first hole of the contest), and the Maxi thousand yard hole (the final hole).For the Maxi stage intros, the Happy Gilmore 2 creative team wanted this to feel somewhere in the mix of a music festival, and a sporting event. We looked at a lot of images for events like Coachella, Osheaga, NASCAR, F1, and of course PGA events. Each had a specific vibe to them that we were able to learn and borrow from to find what would ultimately fit for a Maxi event. We presented several variations of concepts before we hit upon the right balance. From there, Scanline CG supervisor Mark Norrie guided the asset and shot teams efforts to create the necessary elements, and one of our comp supervisors Mauricio Valderrama Jr. helped bring it all together with the plates.The Maxi forest hole had a somewhat unique creative challenge. The story point was that the forest in front of the tee box was so dense and long, that the golfers would need to drive the ball over 500 yards to clear the trees, but from our research we could see that the average PGA golfer drives the ball under 300 yards, so it was important that in constructing the forest that there not be any gaps where it would look like a safe spot for the golfers to lay up. On top of that, we needed to find a solution whereby we could see over the forest, all the way to the putting green. Marcus provided us with a list of tree species that the head greenskeeper provided for the shoot location, which Scanline environments supervisor Thomas Warrender and Head of 3D Mathew Praveen used to create trees that would blend seamlessly with the photography. The team used SpeedTree to generate the foundation of each tree, as well as to add some subtle wind, and then used ForestPack to scatter the trees across the terrain. A background DMP was created for the putting green and distant environment.The bulk of Scanlines award took place on the final hole of the Maxi tournament, the thousand yard hole. The initial brief from the Happy Gilmore 2 creatives on this one was that it needed to appear long, predominantly flat, and dead straight. Very little of the environment from the photography was in line with this brief, and so it all needed to be replaced. We couldnt find any golf courses worldwide that had a hole that matched this concept, so while we had a few references, creating this fairway would take some experimentation on our part.For the fairway, one of our Scanline artists, Chris Pember, set about creating the initial environment by modelling the terrain, and then scattering the same trees we created for the forest hole. Additionally, he created CG grass as well with a ForestPack scatter. A simplified version of this environment build was used by our layout team, lead by Maegan Veloso, to help capture the feeling of extreme distance for each camera and lensing. This helped us come to the conclusion that literal distances didnt always ring true and we wound up creating bespoke versions of the environment from each location, splitting the work amongst many talented environment and DMP artists, so that the audience would feel what Happy Gilmore was feeling in those moments, that the distances were vast and he would need to hit the heck out of the ball if he was going to have a chance at victory. Thankfully, another of our comp supervisors Siddharth Shah had an eye towards keeping all of these environments in line with one another, while staying true to camera lensing so that the audience would never know.Once we reached the final putting green, the teeter-totter green, it was important that we could look back at what the golfers just accomplished in reaching the green in 2 shots. Due to the sheer volume of shots in this scene, Thomas and Mathew devised a plan to create a cyclorama to maximize efficiency. They worked with Scanline comp supervisor Khaled Zeidan and DFX supervisor Natalia de la Garza to ensure that the cyclo gave our compositors the ability to match the look of the fairway shots, while maintaining the flexibility to address client creative feedback.HAPPY GILMORE 2. BTS (L to R) Joseph Vecsey as Billys Caddie (Co-Producer) and Haley Joel Osment as Billy Jenkins on the set of Happy Gilmore 2. Cr. Scott Yamano/Netflix 2025.b&a: How did you tackle crowd shots in particular?Dann Tarmy: There was no singular solution to the crowd shots. We were fortunate enough that in some cases, Marcus had the opportunity to shoot some crowd tiles and some extras on bluescreen when he was on set for both the Maxi stage scene and the teeter-totter green finale. While those tiles were certainly used to their fullest extent, there were scenarios where the camera angles and lighting of the tiles were not viable and thats where we employed other techniques.At Scanline we have a library of stand-alone crowd elements, so I developed a Nuke based tool that would create a 2.5D card system for scattering, randomizing, and time offsetting each element. Using a Nuke based Metric3D surface normal estimation tool, we were able to generate normals for our card based crowds, and relight them to fit in with each plate. This approach was used for some of the stadiums in the flashback sequence, as well as in scattered shots throughout the show when we needed to patch small areas with extra people.In places where the tiles, bluescreen elements, and 2.5D cards could not be made to work, full CG crowd sims were employed. While Scanline CG supe Mark Norrie oversaw the creation of the crowd assets to ensure they matched the sequence wardrobes, crowd supervisor Krisztian Kinder oversaw the creation of the performance clips and simulations in Golaem to ensure that our CG crowd brought the necessary energy and vigor to support each and every scene.Finally, there was a pair of shots for which none of the above options would work. We didnt have bluescreen elements from that angle, our 2.5D card system lacked the performances requested by the Happy Gilmore 2 creatives, and it was close enough to camera that to use CG crowd would have been both time and cost prohibitive. For these shots we leaned on our colleagues Eyeline Studios to help create an element shoot. Eyeline virtual production supervisor Nhat Phong Tran led the efforts to tech-viz the shots in advance so that we were sure to get elements that matched the lighting and camera angles. The team then leveraged the superior lighting capabilities and controlled environment of its proprietary Light Dome stage to conduct a highly precise crowd element shoot.b&a: For that moment of Harley getting a large drive, can you break down what went into the digi-double build for that character? What were the challenges of replicating his costume? What reference did you look to for the golf swing itself?Dann Tarmy: The Harley digi-double build itself was pretty standard. Marcus had the actor playing Harley (Oliver Hudson) scanned while in wardrobe on set, and provided some reference photography as well. With that data, our assets teams set about modelling (supervised by Benjamin Lepine) and surfacing (supervised by Uira LAmour) every facet of his body and wardrobe, with groom and cloth setups (supervised by Cobol Yu) added on top. We also had a bluescreen reference of Harley swinging a club to get a feel for how the cloth elements of his wardrobe behaved so that our sims would feel natural and believable.For his swing performance, there were two aspects of the brief that we needed to focus on: making it look and feel like a pro golfers swing, and capturing the story point that this swing was anatomically impossible without the surgical procedure mentioned in the movie. Animation supervisor Mattias Brunosson and his team studied slow motion swings of Tiger Woods, Rory McIlroy, and Bryson DeChambeau to capture the nuances and timing of how they shift their weight, the angle at which they bring down the club, and the overall speed and timing of their swings.Once we had the swing in a good place, we then had to exaggerate it for the story point and rotate his hips and spine at both ends of the swing beyond what a normal golfer could achieve. Since Harleys jacket would cover much of the effect, we needed to find another way to help illustrate this. The reference Marcus and I came up with was the idea of wringing out a wet towel, with deep and twisted folds in the cloth. To achieve this we started with a base cloth sim to define where the twists and folds would fall, upon which we sculpted deeper more defined folds with a pass of shot modelling. Finally, we ran an updated cloth sim to give it that last bit of life.HAPPY GILMORE 2. BTS (L to R) Haley Joel Osment as Billy Jenkins and Joseph Vecsey as Billys Caddie (Co-Producer) on the set of Happy Gilmore 2. Cr. Scott Yamano/Netflix 2025.b&a: For elaborate camera moves following golf balls in the air, can you talk about the particular challenges of bringing those moments to life (ie. synthetic courses, ball motion blur, virtual camera moves, etc)?Dann Tarmy: In each of our soaring golf ball shots, plates were filmed that initially were intended to serve as the primary camera move, with standard VFX additions of the golf ball, CG crowd and set extension. However, as often is the case for shots of this nature, once we get in there the shows creative requests end up pushing us towards full CG shots. That is precisely what happened on most of these shots for us.Any time youre doing a big, full CG shot with a complex environment and thousands of CG crowd agents, you run a host of into CG, render, and comp technical issues and that was no different in our case. Each of these shots took some of our best artists to manage all the files, and elements needed to even bring the shots together. Funny that you mention motion blur in your question. One of the decisions we made early on that ended up being a saving grace was that we rendered everything in these shots without motion blur, and used the motion vectors to add motion blur in comp. This enabled us complete control of the amount of motion blur on each element without having to go back to render for each change. In the end we settled on a recipe that had a slightly exaggerated motion blur on the environment closer to the camera, and less motion blur on the golf ball so that it would get lost in the shot.From the performance side, Scanline animation supervisor Mattias Brunosson and I studied a lot of real world golf drone shots to ensure we were creating a shot that felt physically real. He and his team of animators presented various camera and golf ball animation iterations, each one side-by-side with the footage of an actual professional golf shot, so that the Happy Gilmore 2 creatives could evaluate which felt best for this use case. In some cases we had to exaggerate the speed and dynamic nature of the shot to capture the energy of the story point being told, but it was always with an eye towards keeping it believable.The post Crowds, courses and some crazy fun effects: the VFX of Happy Gilmore 2 appeared first on befores & afters.
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  • How those dogs were made for the Jackson battle in s2 of The Last of Us
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  • How those children breaking through glass windows scenes were made in Weapons
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    A combination of fun greenscreen stunt work, and digital VFX from Ingenuity Studios, was used.One of the most talked about scenes from Zach Creggers Weapons sees a group of bewitched children emerge crazily from a house, including breaking through glass windows.To create that scene, the production utilized a combination of stunt work, and digital visual effects from Ingenuity Studios (VFX supervisor Gabriel Regentin).Actor Devyn Dalton posted on her Instagram page a behind the scenes of the greenscreen stunt shoot, which shows her breaking through a window mock-up. View this post on InstagramA post shared by DEVYN DALTON (@devyn.dalton)Then, from an Ingenuity press release, heres some notes about their digital visual effects work:Ingenuity Studios did previs for the scene, and firstly considered going fully digital for some of the kids.Instead, the team ended up creating safe conditions (stunt paths), and used stunt adult actors of shorter stature, and sent the kids to a boot camp to help them play as characters under a spell.The final shots were were a mix of kids and stunts, and Ingenuity carried out digital enhancements to some of the crazy things they were doing.There are three big shots of breaking through windows, as well as a shot of them bringing the gate down on a fence, which has 20 kids rushing through.Heres a still below showcasing Ingenuitys work. I think its really fun to see this combination of practical and digital for a sequence like this.The post How those children breaking through glass windows scenes were made in Weapons appeared first on befores & afters.
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  • Heres 4 official VFX breakdowns from s2 of The Rings of Power
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    The official X and Instagram pages of the show are the place to find them.Discover the magic of how Middle-earth came to life in #TheRingsOfPower season 2. Now #Emmys nominated for Outstanding Special Visual Effects in a Season or a Movie. pic.twitter.com/gwZGKO0Fn2 The Lord of the Rings (@TheRingsofPower) August 13, 2025 Be careful where you dig in the mines of Khazad-dm. #TheRingsOfPower Season 2 is now #Emmys nominated for Outstanding Special Visual Effects in a Season or a Movie. pic.twitter.com/9pASiiz9ZB The Lord of the Rings (@TheRingsofPower) August 15, 2025 Tenders of the forest. #TheRingsOfPower Season 2 is now #Emmys nominated for Outstanding Special Visual Effects in a Season or a Movie. pic.twitter.com/fGRpcWgm9p The Lord of the Rings (@TheRingsofPower) August 22, 2025 View this post on InstagramA post shared by The Lord of the Rings on Prime (@theringsofpower)The post Heres 4 official VFX breakdowns from s2 of The Rings of Power appeared first on befores & afters.
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  • Alien: Earth practical Xenomorph creature effects behind the scenes
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    Wt Workshops suit and animatronics are on on display in this bts video from Screen Rant, and stills posted by the director. View this post on InstagramA post shared by Screen Rant (@screenrant)See photos post by director here and here.The post Alien: Earth practical Xenomorph creature effects behind the scenes appeared first on befores & afters.
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  • On The Set Pic: TRON: ARES
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    Jared Leto and Director Joachim Rnningon on the set.Photo by Leah Gallo. 2025 Disney Enterprises, Inc. All Rights Reserved.The post On The Set Pic: TRON: ARES appeared first on befores & afters.
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