The Art of VFX
The Art of VFX
Interviews and news about the VFX community.
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    Pachinko Season 2: VFX Breakdown by Outpost VFX
    Breakdown & ShowreelsPachinko Season 2: VFX Breakdown by Outpost VFXBy Vincent Frei - 13/11/2024 Dive into the seamless VFX world of Pachinko Season 2! Outpost VFX worked their magic behind the scenes, creating invisible visual effects that breathe life into this epic saga!WANT TO KNOW MORE?Outpost VFX: Dedicated page about Pachinko : Season 2 on Outpost VFX website.WATCH IT ON Vincent Frei The Art of VFX 2024
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    Brothers: VFX Breakdown by JAMM
    Explore the visual effects of Brothers, where the work crafted by JAMM on Samuel the orangutan blends seamlessly into the film. The teams attention to detail brings a new level of realism to this character!WATCH IT ON Vincent Frei The Art of VFX 2024The post Brothers: VFX Breakdown by JAMM appeared first on The Art of VFX.
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    Halo Season 2: VFX Breakdown by El Ranchito
    Breakdown & ShowreelsHalo Season 2: VFX Breakdown by El RanchitoBy Vincent Frei - 12/11/2024 Step into the heart of the action with the second season of Halo! The visual effects made by El Ranchito bring the heat of battle to life, as Master Chief takes on relentless enemies in epic combat sequences!WANT TO KNOW MORE?El Ranchito: Dedicated page about Halo: Season 2 on El Ranchito website.WATCH IT ON Vincent Frei The Art of VFX 2024
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    Deadpool & Wolverine: Opening Sequence VFX Breakdown by Framestore
    Breakdown & ShowreelsDeadpool & Wolverine: Opening Sequence VFX Breakdown by FramestoreBy Vincent Frei - 12/11/2024 The opening of Deadpool & Wolverine isnt just an action scene; its a VFX-fueled adrenaline rush! Thanks to the teams of Framestore, every second is a blend of chaos, comedy, and spectacular visuals that will leave you speechless. Ready to get your senses kicked into overdrive?WANT TO KNOW MORE?Framestore: Dedicated page about Deadpool & Wolverine on Framestore website.Matthew Twyford: Heres my interview of Matthew Twyford, VFX Supervisor at Framestore.Swen Gillberg & Lisa Marra: Heres my interview of Production VFX Supervisor Swen Gillberg and Production VFX Producer Lisa Marra. Vincent Frei The Art of VFX 2024
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    Mission: Impossible The Final Reckoning
    Movie & Games TrailersMission: Impossible The Final ReckoningBy Vincent Frei - 11/11/2024 Your mission, should you choose to accept it: watch the trailer for Mission: Impossible: The Final Reckoningwhere the stakes have never been higher, and the action never more explosive!The VFX are made by:ILMbeloFX (VFX Supervisor: Joel Green)The Production VFX Supervisor isAlex Wuttke.The Production VFX Producer is Robin Saxen.Director: Christopher McQuarrieRelease Date: May 23, 2025 (USA) Vincent Frei The Art of VFX 2024
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    Captain America: Brave New World
    Movie & Games TrailersCaptain America: Brave New WorldBy Vincent Frei - 11/11/2024 The shield is back in action! Captain America: Brave New World promises epic battles, new enemies, and a fight for justice like never before. Check out the new trailer and gear up for the ultimate Marvel experience!The VFX are made by:Weta FXDigital DomainUPPOPSISThe Production VFX Supervisor is Alessandro Ongaro.The Production VFX Producer is Yasamin Ismaili.Director: Julius OnahRelease Date: February 14, 2025 (USA) Vincent Frei The Art of VFX 2024
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    Mufasa: The Lion King
    Movie & Games TrailersMufasa: The Lion KingBy Vincent Frei - 11/11/2024 Journey back to the Pride Lands with Mufasa: The Lion King! Dive into the untold story of Simbas legendary father and witness his rise from a humble cub to the most beloved king!The Animation and VFX are made by:MPC (VFX Supervisor: Audrey Ferrara)The Production VFX Supervisor is Adam Valdez.Director: Barry JenkinsRelease Date: December 20, 2024 (USA) Vincent Frei The Art of VFX 2024
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    Mufasa: The Lion King
    Movie & Games TrailersMufasa: The Lion KingBy Vincent Frei - 11/11/2024 Journey back to the Pride Lands with Mufasa: The Lion King! Dive into the untold story of Simbas legendary father and witness his rise from a humble cub to the most beloved king!The Animation and VFX are made by:MPC (VFX Supervisor: Audrey Ferrara)The Production VFX Supervisor is Adam Valdez.Director: Barry JenkinsRelease Date: December 20, 2024 (USA) Vincent Frei The Art of VFX 2024
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    Project Silence: VFX Breakdown by Dexter Studios
    The visual effects crafted by Dexter Studios brings the mystique of Project Silence to life, crafting a haunting bridge shrouded in mist and creatures that will linger in your nightmares! Vincent Frei The Art of VFX 2024The post Project Silence: VFX Breakdown by Dexter Studios appeared first on The Art of VFX.
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    Diablo IV: Vessel of Hatred Launch Live Action Trailer: VFX Breakdown by Blacksmith
    Enter a world of darkness and sorcery with the visual effects crafted by Blacksmith in the Diablo IV: Vessel of Hatred trailer. Directed by Jon Watts (Spider-Man, Wolfs), this live-action journey brims with eerie creatures and powerful magic. Ready to face your darkest fears?// Diablo IV: Vessel of Hatred Launch Live Action TrailerDiablo IV: Vessel of Hatred Launch Live Action Trailer Behind the Scenes Vincent Frei The Art of VFX 2024
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    White Bird: VFX Breakdown by Rodeo FX
    Breakdown & ShowreelsWhite Bird: VFX Breakdown by Rodeo FXBy Vincent Frei - 08/11/2024 Step into the world of White Bird and experience the awe-inspiring wolf pack created by Rodeo FX. This visual effects work highlights the teams skill in blending art and technology to bring natures fiercest creatures to life!WANT TO KNOW MORE?Rodeo FX: Dedicated page about White Bird on Rodeo FX website. Vincent Frei The Art of VFX 2024
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    Alien: Romulus
    In space, no one can hear you scream But on November 21, the terror of Alien: Romulus is coming to Hulu and Disney+. Beware, the Xenomorphs and Facehugger are unleashed!The VFX are made by:ILM (VFX Supervisor: Nelson Sepulveda, Associate VFX Supervisor: Justin van der Lek)Fin Design + EffectsImage Engine (VFX Supervisor: Robin Hackl)Tippett Studio (VFX Supervisor: Chris Morley)Weta FX (VFX Supervisor: Daniel Macarin)Wylie Co. (VFX Supervisor: Elliott Brennan)Atomic Arts (VFX Supervisors: Marco Rolandi, Rupert Davies)Metaphysic (VFX Supervisor: Jo Plaete)The Production VFX Supervisor is Eric Barba.The Production VFX Producer is Annemarie Griggs.Director: Fede AlvarezRelease Date: August 16, 2024 (USA) Vincent Frei The Art of VFX 2024The post Alien: Romulus appeared first on The Art of VFX.
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    Sous la Seine (Under Paris)
    Movie & Games TrailersSous la Seine (Under Paris)By Vincent Frei - 07/11/2024 Discover the artistry behind Sous la Seine (Under Paris)! This exclusive featurette showcases the collaboration between MPC and The Mill in creating an immersive experience that captivated audiences at the Paris premiere!The VFX are made by:MPC (VFX Supervisor: Arnaud Fouquet)Digital DistrictDirector: Xavier GensRelease Date: June 5, 2024 (Netflix)WATCH IT ON Vincent Frei The Art of VFX 2024
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    Deadpool & Wolverine: Visualisation Reel by Framestore
    Breakdown & ShowreelsDeadpool & Wolverine: Visualisation Reel by FramestoreBy Vincent Frei - 07/11/2024 Dive into the really cool Visualisation work made by Framestore in Deadpool & Wolverine, featuring a jaw-dropping opening, a seamless oner with the Deadpool Squad and more. Experience visual storytelling on another level!WANT TO KNOW MORE?Framestore: Dedicated page about Deadpool & Wolverine on Framestore website.Matthew Twyford: Heres my interview of Matthew Twyford, VFX Supervisor at Framestore.Swen Gillberg & Lisa Marra: Heres my interview of Production VFX Supervisor Swen Gillberg and Production VFX Producer Lisa Marra. Vincent Frei The Art of VFX 2024
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    Paddington in Peru
    Movie & Games TrailersPaddington in PeruBy Vincent Frei - 06/11/2024 Paddington is back, and hes more adventurous (and clumsy) than ever! Watch this clip from Paddington in Peru that shows why trusting our beloved bear with a boats navigation might not be the best idea!The VFX are made by:Framestore MontrealVFX Supervisor: Mark CurtisAnimation Supervisor: Aulo LicinoExecutive Producer: Dan Matley (for both sites)Framestore LondonVFX Supervisor: Sylvain DegrotteAnimation Supervisor: James KingTPO VFX (VFX Supervisor: Matthew Tinsley)The Production VFX Supervisor is Alexis Wajsbrot.The Production VFX Producer is Nick King.The Production Animation Director is Pablo Grillo.Director: Dougal WilsonRelease Date: November 8, 2024 (UK) Vincent Frei The Art of VFX 2024
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    Hagen: VFX Breakdown by RISE
    Breakdown & ShowreelsHagen: VFX Breakdown by RISEBy Vincent Frei - 06/11/2024 Embark on an epic journey with Hagen, where the visual effects made by RISE bring to life the legendary saga of the Nibelungen. From towering castles to a colossal, fiery volcano, and legions of warriors, witness an immersive world crafted with precision and artistry!WANT TO KNOW MORE?RISE: Dedicated page about Hagen on RISE website. Vincent Frei The Art of VFX 2024
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    Stranger Things Season 5
    Movie & Games TrailersStranger Things Season 5By Vincent Frei - 06/11/2024 Catch a glimpse of the Stranger Things season finale as the latest teaser unveils the episode titles! Prepare yourself for a chilling adventure set in the autumn of 1987. What horrors await Hawkins this time?Creators: Matt Duffer & Ross DufferRelease Date: Coming Soon (Netflix)WATCH IT ON Vincent Frei The Art of VFX 2024
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    Squid Game Season 2
    Movie & Games TrailersSquid Game Season 2By Vincent Frei - 05/11/2024 After surviving the unimaginable, Player 456 chose not to escape to the U.S. but to return. Why did he come back, and what will he risk this time? The new teaser for Squid Game Season 2 is here to unveil the first clues!The VFX are made by:Gulliver StudiosDirector: Hwang Dong-hyukRelease Date: December 26, 2024 (Netflix)WATCH IT ON Vincent Frei The Art of VFX 2024
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    Ripley: VFX Breakdown by ReDefine
    Breakdown & ShowreelsRipley: VFX Breakdown by ReDefineBy Vincent Frei - 05/11/2024 In Ripley, the backdrop tells its own story. Thanks to the invisible visual effects work crafted by ReDefine, various environments come alive, from the bustling subway to Italian coastline. Explore how this subtle craftsmanship shapes the series without stealing the spotlight!WANT TO KNOW MORE?ReDefine: Dedicated page about Ripley on ReDefine website.John Bowers & Joseph Servodio: Heres my interview of John Bowers (Production VFX Supervisor) & Joseph Servodio (Production VFX Producer).WATCH IT ON Vincent Frei The Art of VFX 2024
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    Guardians of the Galaxy Vol. 3: Building the Arte by Weta FX
    Breakdown & ShowreelsGuardians of the Galaxy Vol. 3: Building the Arte by Weta FXBy Vincent Frei - 05/11/2024 Explore The Arte, crafted by Weta FX for Guardians of the Galaxy Vol. 3. With refined visual effects, this spacecraft adds depth and intrigue to the film, showcasing Wetas expertise in creating compelling, detailed designs!WANT TO KNOW MORE?Weta FX: Dedicated page about Guardians of the Galaxy Vol. 3 on Weta FX website.Guy Williams & Mike Cozens: Here is my interview of Guy Williams (VFX Supervisor) & Mike Cozens (Animation Supervisor) at Weta FX.Stephane Ceretti: Here is my interview of Production VFX Supervisor Stephane Ceretti.WATCH IT ON Vincent Frei The Art of VFX 2024
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    The Penguin
    Movie & Games TrailersThe PenguinBy Vincent Frei - 05/11/2024 The endgame begins. Gothams underworld braces for the ultimate showdown as the gripping journey of The Penguin reaches its conclusion. Watch the trailer for the epic season finale now!The VFX are made by:Accenture SongAnibrainFixFXFrostFXLekker VFXPixomondoReDefineSSVFXStormborn StudiosThe Production VFX Supervisor is Johnny Han.The production VFX Producer is Michelle Rose.Director: Craig ZobelRelease Date: September 19, 2024 (HBO Max)WATCH IT ON Vincent Frei The Art of VFX 2024
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    The Old Man Season 2: VFX Breakdown by Framestore
    Breakdown & ShowreelsThe Old Man Season 2: VFX Breakdown by FramestorePar Vincent Frei - 04/11/2024 Discover how Framestores New York team crafted invisible and atmospheric visual effects for Season 2 of The Old Man. Subtle and seamless, these effects draw you deeper into the drama without ever revealing their hand!WANT TO KNOW MORE?Framestore: Dedicated page about The Old Man: Season 2 on Framestore website.WATCH IT ON Vincent Frei The Art of VFX 2024
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    A Complete Unknown
    Movie & Games TrailersA Complete UnknownPar Vincent Frei - 04/11/2024 Go backstage with A Complete Unknown and see how Bob Dylans beginnings were brought to life. This featurette showcases the passion and vision behind capturing the essence of a music legend!The VFX are made by:Rising Sun PicturesThe Production VFX Supervisor is Bryant Mudd.Director: James MangoldRelease Date: December 25, 2024 (USA) Vincent Frei The Art of VFX 2024
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    Better Man
    Movie & Games TrailersBetter ManPar Vincent Frei - 04/11/2024 ICYMI: A month ago, in addition to the first teaser, Robbie Williams and director Michael Gracey shared the story behind turning the pop legend into a monkey for Better Man. Revisit the featurette and dive into this bold, surprising transformation!The VFX are made by:Weta FX (VFX Supervisor: Luke Millar, Animation Supervisor: Dave Clayton, VFX Producer: Andy Taylor)Director: Michael GraceyRelease Date: December 25, 2024 (USA) Vincent Frei The Art of VFX 2024
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    Silo Season 2
    Movie & Games TrailersSilo Season 2Par Vincent Frei - 04/11/2024 Get ready to step back into the mysterious depths of Silo. The first five minutes of the new season are a pulse-pounding entry point into a world of hidden truths and high-stakes survival!The VFX are made by:Industrial Light & MagicRodeo FXOutpost VFXPowerhouse VFXFuseFXThe Production VFX Supervisor is Daniel Rauchwerger.The Production VFX Producer is Jennifer Wessner.Creator: Graham YostRelease Date: November 15, 2024 (Apple TV+)WATCH IT ON Vincent Frei The Art of VFX 2024
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    Agatha All Along
    Movie & Games TrailersAgatha All AlongPar Vincent Frei - 01/11/2024 The trailer for Agatha All Alongs final episode of the season is here! Prepare yourself for secrets revealed and spells cast as Agathas story reaches its thrilling peak!The VFX are made by:Digital DomainSDFX StudiosPerceptionThe Production VFX Supervisor is Kelly Port.The Production VFX Producer is Tim T. Cunningham.Directors: Jac Schaeffer, Gandja MonteiroRelease Date of 2 episode premiere: September 18, 2024 (USA)WATCH IT ON AGATHA ALL ALONG, exclusively on Disney+. 2024 MARVEL. Vincent Frei The Art of VFX 2024
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    Skeleton Crew
    A galaxy far, far away just got a whole lot more mysterious. Watch the new trailer for Star Wars: Skeleton Crew, where four kids embark on a journey they never expectedone filled with adventure, danger, and unforgettable discoveries!The VFX are made by:ILM (VFX Supervisors: Eddie Pasquarello, Jeff Capogreco, Tristan Myles)DNEG (VFX Supervisor: Chris McLaughlin)Image Engine (VFX Supervisor: Andy Walker)Tippett Studio (VFX Supervisor: Chris Morley)BOT VFX (VFX Supervisor: Sean Pollack)Cantina CreativeThe Production VFX Supervisor is John Knoll.Directors: Jon Watts, Daniel Kwan, David Lowery, Daniel Scheinert, Jake SchreierRelease Date: December 3, 2024 (Disney+) Vincent Frei The Art of VFX 2024The post Skeleton Crew appeared first on The Art of VFX.
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    That Christmas
    Movie & Games TrailersThat ChristmasPar Vincent Frei - 01/11/2024 Based on Richard Curtiss enchanting childrens books, That Christmas weaves together tales of family, friendship, and holiday warmth. Catch the trailer and get ready to feel the magic of the season through unforgettable adventures!The Animation and VFX are made by:DNEG Animation Director: Simon OttoRelease Date: December 4, 2024 (Netflix)Screenshot Vincent Frei The Art of VFX 2024
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    Parasyte The Grey: VFX Breakdown by Dexter Studios
    Breakdown & ShowreelsParasyte The Grey: VFX Breakdown by Dexter StudiosPar Vincent Frei - 01/11/2024 Step into the chilling world of Parasyte: The Grey, where Seoul-based Dexter Studios brings terrifying creatures and various environments to life. Discover the visual effects that make each encounter a haunting experience!WANT TO KNOW MORE?Dexter Studios: Dedicated page about Parasyte: The Grey on Dexter Studios website.WATCH IT ON Vincent Frei The Art of VFX 2024
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    The Gilded Age Season 2: VFX Breakdown by DNEG
    Breakdown & ShowreelsThe Gilded Age Season 2: VFX Breakdown by DNEGPar Vincent Frei - 31/10/2024 Witness 1882 like youve never seen it! The visual effects crafted by DNEG for The Gilded Age Season 2 bring the elegance and grandeur of New Yorks upper class to life, drawing viewers into a world of wealth and scandal!WANT TO KNOW MORE?DNEG: Dedicated page about The Gilded Age: Season 2 on DNEG website.WATCH IT ON Vincent Frei The Art of VFX 2024
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    Interview With The Vampire Season 2: VFX Breakdown by Framestore
    Breakdown & ShowreelsInterview With The Vampire Season 2: VFX Breakdown by FramestorePar Vincent Frei - 31/10/2024 Step into a nightmarish vision with Interview With The Vampire Season 2. The team of Framestore delivers chilling environments and intense gore, making every scene a thrilling dive into the dark corners of the vampire world!WANT TO KNOW MORE?Framestore: Dedicated page about Interview With The Vampire: Season 2 on Framestore website.WATCH IT ON Vincent Frei The Art of VFX 2024
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    Citadel Diana: Giancarlo Derchie Production VFX Supervisor
    InterviewsCitadel Diana: Giancarlo Derchie Production VFX SupervisorBy Vincent Frei - 31/10/2024 Giancarlo Derchie brings 15 years of visual effects experience, having worked across global studios on projects like Wynonna Earp and Locke & Key. In this interview, he discusses his latest work on Citadel: Diana, a spin-off in the spy franchise Citadel.What is your background?I come from Ticino in Switzerland, from a small village called Riva San Vitale. Since a young age, I have been interested in art and film, growing up with movies like The Goonies, Indiana Jones, Star Wars, Battlestar Galactica, and The A-Team. Due to this passion, I attended the Accademia di Brera where I studied Fine Art and Set Design. Later on, I continued my studies at the Vancouver Film School. My background in fine art has given me the ability to create and design my own VFX concept art for shows. Over the years, I have found it very helpful to build a clear line of communication with Showrunners and Directors. This allows for early preparation and tangible discussions about the VFX look and approach.How did you get involved on this series?Early in the process, AMZ/AGBO reached out to me because of my extensive experience in working with multicultural co-productions. These productions are very different from those that focus on bringing talent and crew from abroad and using only the location.How was this new collaboration with director Arnaldo Catinari?From the start, we shared a strong, creative, common vision for the show and its aesthetic. This was the first Arnaldos Catinari VFX show on this scale and scope. I supported his process from pre-production, creating concepts and possible shooting methodologies for each type of sequence and shots, while trying to give the Director as much freedom as possible. Arnaldo and Gina Gardini (Show Runner) entrusted me from the start to help design and build the Manticore Technology and determine how it can work and look within the Citadel universe.How did you choose the various vendors and split the work amongst them?The first task was to select vendors that can help us retain the same VFX quality of Citadel Season 1, while also being able to push and expand the visual effects language built in first season. One of my objectives was to split the work between a blend of international teams and a local teams. The choice I made was based on the strength of each team and their creative ability to push the boundaries of the show.For the graphics, for the first time, we see the Manticore Technology and how it works, as we had no previous exposure to it. Perception, a team with strong experience in building technology and graphics for many sci-fi shows was my choice for helping me on build this worldRaynault VFX created the Duomo of Milan, Paris HQ and Manticore Castle. From the start, Matthew Raynault (VFX Supervisor & Founder) understood the scale, scope, and the importance of the work, and what we were trying to show with this iconic monument being destroyed and abandoned. We had a great interaction with them, and they understood the scale and quality of the show.Crafty Apes MTL has strong experience in high-end VFX TV shows and understands the quality expectations for this show. As the show was growing in scope, they helped us support the growing volume of it, working on a variety of shots with complexity from 2D DMP to 3D element shots. Notably, they were involved in the medical room, folding gun, Milano EDO, and Diana DMP, and integration for GFX Manticore HQ, Contact Lens, Edo Lab, Edo portable computer, and Edo Fingernails tech.22DOGS and Flat Parioli Post, both of which are growing and upcoming VFX vendors with amazing talent and quality. 22DOGS is an Italian company with studios in Spain who initially delivered trailer shots for us, and as the show grew in scope, they joined us as one of the primary VFX vendor teams. Notably, they were involved in the sequence of EP105 flashback biological room flashback, Citadel Take down DMP, Paris Driving sequence, Sicily Diana and Weber fighting sequence.Flat Parioli Post, is an Italian company too, and was one of the first VFX vendors to join us on this journey, and they have worked on a variety of shots from 3D to 2D. Notably, they were involved in Citadel Drone, driving sequence in Swiss Alps, and Milano daytime, integration, and design based on Perception Concept for the graphics on Dianas phone and Ceciles Bracelet.What is the your role on set and how do you work with other departments?I supervised the entire shoot and ran the VFX second unit for the Citadel Flashback Medical Room in episode 05, as well as the plate shooting for the Car Driving sequence. My work ethic is based on encouraging everyone to connect, talk, share ideas, and have open communication to support each other. For heavy VFX sequences, I like to create a VFX template document that I share with each Head of Department (HOD) to ensure easy access to the specific requirements for each shot before shooting, its more of a guidance than a traditional VFX breakdown (we also had those as well!). This helped with the planning with various departments and reduce stress and pressure during complex VFX shots or sequences and ensures that everyone is on the same page.How did you approach the challenge of creating invisible VFX for a series like Citadel: Diana, where realism is key, but the action is highly stylized?From the start, the creators were aiming for a very aesthetic and minimalistic look for the show. The challenge was to create something high-quality yet minimal to effectively communicate the story, in contrast to the polished and perfect look of Citadel Season 1. My approach was the opposite of that. I decided to design and integrate new technology with imperfections. Even though we are in the future, the new technology is not perfect, and the world is grittier and darker.How much pre-visualization and planning was done to seamlessly integrate VFX with practical effects, particularly in the large-scale action scenes?For all the sequences, we worked based on the storyboard without any previsualization. Arnaldo and I, along with the camera team, shared the same synergy, working in tandem. When needed, I stepped in with solutions or alternative approaches.Can you walk us through the process of digitally enhancing some of the key stunts and action sequences in Citadel: Diana?The fighting and action scenes in Citadel have a very traditional and practical approach, executed by the main cast. For example, the zipline sequence featuring Diana was performed by Matilda De Angelis with the Stunt Camera Crew. The VFX work included 2D muzzle flash, wire removal, and reflection cleanup.How did you balance practical and digital elements?All the action sequences were done in camera, with VFX providing precise control for adding or removing elements from the shot.The series was filmed in multiple international locations. How did you use visual effects to either recreate or augment these real-world locations?Milano was a great challenge for us. We had to build and destroy the iconic and sacred Duomo Cathedral, which is special for the people of Milan and a very busy tourist area in Italy. We faced limitations on scanning the cathedral over two months, so my team and I took pictures of the entire cathedral from every angle and every possible height to have enough reference for the rebuilding and destruction of the Duomo.Filming in multiple locations, such as Italy and Switzerland, presented specific challenges for the VFX team, especially when blending different environments. There were limitations on time and accessibility of the filming locations with a crew. Therefore, our VFX team started to have off days and tried to blend in as tourists in these locations to collect as much photo reference as possible to aid us in the process later on.One of the most striking VFX moments is the destruction of Milans Duomo. What were the main challenges in recreating such an iconic landmark for that scene?The reconstruction of the 3D Duomo was one of the most challenging aspects due to its iconic design, and we were unable to access a LIDAR scan of the building. We had to base the reconstruction of the cathedral on the picture references we took during our months in Milan. aspect as the building as very iconic design and we were not able to access to a LIDAR scan of the building . We have to base the rebuilding of the Cathedral from the picture reference that we have took during the months in Milan. Were there any sequences where the audience wouldnt expect VFX to be involved, but digital work was essential? Could you give us an example of an invisible effect from Citadel: Diana?Zipline was built using two cranes. With VFX, we rebuilt the anchor point to make it seamless.With many intense action sequences, how did you digitally enhance or extend the physical performances of the actors without making the VFX too noticeable?For all the fighting scenes, we can extend the physical performances by adding or removing frames to create a stronger impact or faster movement.Were there any sequences where you combined practical destruction with digital effects, such as in the Duomo scene? How did you ensure the VFX felt grounded in reality?Episode 3 involves the Citadel Ambush at Manticore during night time. There will be a car explosion with special effects. We need to build the machine gun and Citadel Drone based on a new concept, which has been approved by Citadel SE01. For the Duomo scene, we are using references from collapsing buildings. Our philosophy for the VFX is to ensure that they are grounded in reality and fit the storytelling and universe. In this case, we aim to create a cold and minimalistic world where perfection means practicality rather than polish, prioritizing functionality over perfection.What was the creative process behind designing the motion graphics for Citadel: Diana and how did you ensure they aligned with the overall visual style of the series?I had bi-weekly meetings with the USA team for Citadel where we share ideas and align in terms of the overall visual language and direction. With that in mind, we are presenting something 8 years into the future, taking us to 2030, which of course has never been seen before.How did you balance artistic expression with functionality in the motion graphics, especially in scenes where they play a crucial role in storytelling or enhancing key moments?The main goal from the beginning was to create functional and realistic graphics that effectively communicate information. At the start of the show, the graphics were initially background elements but evolved over time in post-production to become key storytelling elements. The main challenge was to strike a balance between a minimalist approach and conveying storytelling elements. Much of the graphic content you see was a result of direct collaboration between myself, the Showrunner, and the Director.What specific tools and techniques were most critical in animating the graphics, and how did they help you achieve the dynamic feel that is central to the action-packed narrative of Citadel: Diana?The graphics have a very specific scope to enhance Dianas ability and, at the same time, be flexible enough to quickly explore new looks and functionality. To achieve this, we use After Effects and Nuke.Were there any particular challenges in creating motion graphics for a series with such a global and futuristic theme?The main challenge was to create graphics that dont feel localized to a specific country or culture, but can be used across the agency around the Manticore Globe. To achieve this, I took inspiration from the famous Apple and Microsoft ecosystems.Can you discuss any particular techniques or tricks used to ensure these effects blended seamlessly into the live-action footage?Im happy to share a simple trick that really helped us with POV GFX (Motion Graphics). We added a minimal, small, soft chromatic aberration around the edge of the eye to emulate a sense of volume to the contact lens. For episode 5s bio lab fire sequence, add heat distortion behind the actor to enhance the VFX fire plates.Were there any unexpected technical or creative challenges encountered during the production?Two occasions, both in Episode 05:1. Matteo Folding Sequence: The sequence is built using 5 different layers FG, MID, BG layer for actor and stunt. It involves the use of a tube and a gun with a 3D transition in between.2. Citadel Flashback Bio Lab: We filmed the actor in GS for safety reasons and later, with the second unit, I filmed the LAB in FIRE at 50fps.Looking back on the project, what aspects of the visual effects are you most proud of?All the graphics and Duomo.How long have you worked on this show?2.5 years.Whats the VFX shots count?1500.What is your next project?Available and open for my next project globally.What are the four movies that gave you the passion for cinema?A big thanks for your time.WANT TO KNOW MORE?Raynault VFX: Dedicated page about Citadel: Diana on Raynault VFX website.WATCH IT ON Vincent Frei The Art of VFX 2024
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    Ghostbusters Frozen Empire: Slimer VFX Breakdown by Sony Pictures Imageworks
    Breakdown & ShowreelsGhostbusters Frozen Empire: Slimer VFX Breakdown by Sony Pictures ImageworksPar Vincent Frei - 31/10/2024 Slimer is back and spookier than ever! Sony Pictures Imageworks combined hands-on practical effects with cutting-edge VFX to create a perfect blend of realism and fright in Ghostbusters: Frozen Empire!WANT TO KNOW MORE?Sony Pictures Imageworks: Dedicated page about Ghostbusters: Frozen Empire on Sony Pictures Imageworks website.Geoffrey Baumann: Heres my interview of Production VFX Supervisor Geoffrey Baumann.WATCH IT ON Vincent Frei The Art of VFX 2024
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    Venom The Last Dance: Main on End Title sequence by Imaginary Forces
    Main Titles & Motion DesignVenom The Last Dance: Main on End Title sequence by Imaginary ForcesPar Vincent Frei - 30/10/2024 Immerse yourself in the beautiful and really cool end title of Venom: The Last Dance, where Imaginary Forces brings Venom to life as a wild, intricate menagerie of creatures!Click on the picture to watch the title.// CREDITScreative director:karin fongdesigners:min shi, angela chong, henry chang, alex rupertanimators:alex rupert, henry chang, alejandro robledo mieja, scott bell, alex braddockeditors:lexi gunvaldson, jeremiah shuffmodelers:min shi, marcos melco, ivan joycolorist:henry changdesign intern:hanna kazekaproducer:keith bryantcoordinator:nic luongexecutive producer:rene robsonexecutive creative director:peter frankfurtWANT TO KNOW MORE?Imaginary Forces: Dedicated page about Venom: The Last Dance on Imaginary Forces website. Vincent Frei The Art of VFX 2024
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    Senna
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    Deadpool & Wolverine
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    Joker: Folie Deux
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    The Franchise
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    KAOS: Neil Riley Production VFX Supervisor
    Neil Riley brings 27 years of visual effects experience, including an extensive tenure at Passion Pictures. Known for his contributions to Black Mirror and A Discovery of Witches Season 3, Riley dives into the creative process behind his work on Netflixs KAOS.What is your background?I started my journey into VFX as a motion control operator and cameraman in 1997, working on live action and stop frame animation shoots. Through the invention of stop frame digital video assist I started to use the video assist frame grabs to start compositing shots during long stop frame shoots, to the point where I had really good 90% finished comps by the end of the shoot. I also got heavily into camera tracking, developing techniques for Live action and stop frame hybrid projects. From there I spent 16 years as VFX supervisor at Passion Pictures working on all sorts of animation, events, features and live action/animation projects. I became freelance again in 2017, and have since focussed more heavily on long form projects including Black Mirror, Discovery of Witches, and now Kaos.How did you get involved on this series?I started early 2022, at the start of the main Pre-production phase for a July 2022 principle photography start. I had quite a tight budget to work with and the scripts were ambitious, so being able to be a part of production early was extremely useful. We did extensive location recces for a few months before setting up in Spain June 2022 for the shoot.How was this new collaboration with the filmmakers?It was a really collaborative environment. The show was ambitious, 90% of the show was being shot on location throughout the whole of Spain. A lot of aspects of the scripts had to be changed to accommodate the situations that a lot of the locations threw up. There was a huge amount of location recceing, and tech recces trying to put together the pieces for all departments.How did you choose the various vendors and split the work amongst them?First on the list was Cinesite, they had already done an amazing test for Fotis during lockdown before the current incarnation of the project started, I really wanted them to carry on and develop Fotis. The other aspect that I wanted to adhere to, was to delineate between the worlds so each vendor took on the environments for each world. Freefolk took the majority of Earth, Milk took over the Misc work on the Underworld, and Glassworks took on The Nothing. Although this was the ideal, once into post, there was some movement in this ideal, and I brought in Viridian and Jellyfish to fill some holes. Studio 8 took on the majority of the clean up work.What is the your role on set and how do you work with other departments?I like to be very involved on set as much as possible. I feel it is really important to be around for all departments to reach out if they feel they need VFX help later down the line, so we can then work together to find a solution. I worked especially close to the Art department, Dick Lunn as production designer, and Antonio Calvo as Art director.I had help from on set supervisor, Arturo Balseiro, and VFX data wrangler Marcus Redondo for the whole show. We didnt really have a traditional block schedule so each location was shot out for all 8 episodic scene needs before moving on. This did put a bit of pressure on the team, as with new locations coming on line throughout production, I was flying around all over the place looking and planning what was coming round the corner.Can you describe the creative process behind designing the visual aesthetic in KAOS?Giving the audience a clear sense of which world they were watching was paramount in the early designs. This started with Georgi Banks-Davies (director) and Kit Fraser (DOP) creating a camera language for each world. Dick built onto this a production style to each world, Costume and Make-up created different aesthetics for the characters in each world, and as the VFX team I tried to continue their work in Post. Earth was gritty realism, a lot of handheld anamorphic camera work, a slight twist on the world we know today and set in more late 80s / early 90s technological era. Olympus. More staged camera work, more track/dolly, spherical lenses, a heightened colour palette and opulence, but more Scarface than classical. The underworld was shot full frame spherical, which gives an added width to formal lens choices, the camera was more static, more symmetrical framing, and in a design world that needed to feel like it was designed and built by Hades. More brutalist in nature, trying to find a coherent style from a man who had world building forced upon him.The black and white decision came from some tests that were done on location recces. The architecture and the Spanish sky suddenly felt of another world in black and white, this was agreed and shot Black and white from the first day of shooting.What were the main challenges in bringing the city of Heraklion to life through visual effects?Heraklion, overall, was mostly shot in camera, with VFX dealing with signs and physical architecture that didnt fit our world but couldnt be removed in camera. The biggest Challenge was the Palace of Seville, the location for the Olympus ceremony and the Orpheus gig. The space is huge, and although we had full access to it, our time was limited, and the distances meant moving the camera from one setup to another, which was time prohibitive. On one day we had 7 camera units, including the VFX element unit shooting crowd extras, all cameras had potential VFX crowd extensions. I did extensive previz in Unreal of all the camera positions for the gig and ceremony to help production understand where cameras would overlap, how to hide the production trucks and kit that was needed on the day, how to make best use of the 300 extras to get as many in camera shots as possible, plus the design and placement of the 48x4m green screen.What role did practical sets play in creating the world of KAOS, and how did VFX enhance them?Everything was a practical set, apart from the Nothing, for the most part we had little to do on most of the locations as far as enhancements go. For Prometheus cliff, there was an initial will to try and find a physical location which could be used, but through accessibility and safety this plan was changed to building a partial cliff. There were some really strong physical options which we had found, so I did some drone photogrammetry and reference shooting of the chosen cliff, then modified the area for Prometheus to suit the story. Then following the natural cracks and crevices, cut out a 6x4m section which I sent over to the art department who CNC routed this out full size as the basis for their set. Once shot this piece would fit neatly back into the rest of the CG cliff that had been worked up. We did some augmentation to the texture of the set to blend the 2 pieces. This also meant that the eagle elements that we shot could be filmed in situ on a set the eagle could be trained on, rather than trying to shoot green screen elements.But mostly for the other locations, as a whole team we were aware of the potential VFX cost of extending numerous unique locations, and that was not really how Georgi wanted to work., She was very keen to tweak the scene/shot to have it in camera if possible.How closely did the VFX team collaborate with the production designers to ensure a seamless integration of physical and digital environments?Dick and I spent a lot of time together during the pre-production and on the shoot. The collaboration continued throughout post, until all visual choices had been signed off.I think the need to have close relationships with VFX and all departments is better understood these days. I dont think these shows are achievable without it. We, as the VFX team are asked to get involved in all aspects of the picture, and its vitally important that you have a relationship with all the HODs across the show to be able to do that well.How did the mythology influence your choice of colors, textures, and effects for the various environments?Charlie Covell has had this show in prep for 10 years and came with a huge number of visual nuggets from mythology that were added into the production design. But everything we did was a slight twist on the mythological stories, which was nice to have fun with. For each story point it was fun to try and find something in the historical mythology. Suddenly a lot of my kids books on mythology and an old Dictionary of mythology that I have had for 30 years became more useful than I ever could imagine.It is interesting to think of this as this show is set living in mythological times, and if we moved to 2000 years in the future, how what we have created would evolve over time as the stories get distorted with each generation. Maybe Cereberus was always a small pet dog, but one child came across him and saw this relatively huge dog towering above her one day. Over time as this kid grew up in her memory this dog became bigger and bigger every time she described this story, now grown-up the relative height of the dog, from the 1m dog being 3x the height of her a toddler becomes a 3 times bigger dog than a grown adult. A 4.5m monster. This show plays with the normality of living in a world where the Gods are real and dictate how you live and how you die.How did you approach scale and perspective in visualizing massive structures like the palaces of Olympus and Heraklion?I like to initially build everything out as real world scale as a basic previz model, then I take a look at camera positions and lens to create the composition that provides scale. Then if there are some elements that require a bit of visual manipulation you know that is required and if it all starts to feel odd you can revert back to the accurate scale model you started with and start again.I will always try and find something on physical on the earth as it is now, that helps people understand the scale that we are looking at. Often this can be building models from contours to show more accurately the scale of mountains and valleys.What were the most intricate VFX sequences you worked on the series?Fotis is right up there. The amount of work I did in casting for the hero dog, the training, scanning, then on set making sure we had usable takes and that there was room for the 3 heads, and that we had performances to work up. Then this got magnified 6 times in the Port scene, where we had 6 potential 3 headed dogs to deal with. The Fotis days on set were some of the most stressful, and the most rewarding.Environment wise it has to be a mix of the Gig, Olympia ceremony and the Nothing. All these scenes were shot in the same week. The Nothing shoot was incredibly complicated with the whole composition being made up of people. Mapping out where the made up extras would be, keeping continuity of the grid of extras as it was rotated and offset to fit into the small stage we had, then taking those elements and building out the world to match the tone and expectations of production was, at times, stressful for all, and incredibly detailed in execution. Duncan Malcolm who led the Glassworks team did a fantastic job with those sequences.How did you balance creating realistic yet fantastical landscapes for the Underworld?This is an interesting question, and for me when you are creating realism you end up adding and adding details and imperfections until something feels natural for fantastical you end up being constrained by a few more design decisions. Its neater, it lives by some new rules, things are left out that you might imagine for something real. The Underworld is not a real place, there are certain things the dead dont have to worry about. But it is a slightly tired, very old, ever expanding space. So its really the living rules you set that help define the spaces.How did the VFX team approach the challenge of visualizing Zeus powers?Early on in pre-production the brief was that we would only really see the results of Zeus power and not create a superhero vibe to the visualization of how he manipulates the world. It was always about the results of his power. We added a tiny bit when Zeus attacks Hades and it felt like he had lost control for a moment.Were there any unexpected technical or creative challenges encountered during the production?There were many, and to be honest you have to expect them. With so many locations and shooting over a 6 month period, the environment threw everything at us, intense Spanish heat, draught, so reservoir locations dropped 6m and became unusable, Covid kept rearing its ugly head, rain washing out shooting days on locked down streets. But the amazing thing is working with a huge team of dedicated people across all departments, problems get solved, new ideas come to light.An interesting challenge was how to make a tongue speak with no mouth. The logistics of the Gig and Olympia shoot, training of eagles. Then we had a significant re-shoot in Italy 6 months into edit, with new sets, the whole Olympus island in the sky and the thunderstorm sequence were added.We had some heavy machinery issues where the equipment for holding a 16m blue screen didnt arrive, which meant the scene had to change to shooting 90 degrees to the original plan, that left a whole new angle of the underworld to design.And to set it off our hero onset dog Stand-in grew 2cm over the course of the shoot, this didnt become apparent until cinesite were roto animating Fotis for some later scenes and no-one could understand why his paws couldnt touch the ground.Looking back on the project, what aspects of the visual effects are you most proud of?I cant really speak to that, as its not just me creating these shots. Im really proud of all the amazing artists who put their heart and soul into creating the VFX for this show. I may come up with the idea, the plan, but it takes all of them to put this together. There is such a variety of VFX in this show, every aspect has at some point or other raised challenges, and at every turn the Vendors and artists have been incredibly patient and enthusiastic throughout.How long have you worked on this show?All in all from April 2022 to July 2024. 2 years 4 months.Whats the VFX shots count?About 950 in the end.What is your next project?A little bit of time to decompress, then there are a few things which which hopefully develop in the next month or so.What are the four movies that gave you the passion for cinema?As a child it was Star Wars, Indiana Jones and Tron, but I also loved old black and white movies of Harold Lloyd and Charlie Chaplin that were on BBC 2 early on Sunday. I was just an avid viewer of films on TV. I had my heart set on a scientific/engineering career. It was not until much later, post university, and after some years in the oil industry (another story), around 1997 that I got my first real glimpse into how films were made, behind the scenes on Event Horizon, that got me completely hooked. The work and craft and scale that went into every aspect of making a film blew my mind. From then on, I never wanted to leave being part of this crazy industry.A big thanks for your time.WANT TO KNOW MORE?Cinesite: Dedicated page about KAOS on Cinesite website.Freefolk: Dedicated page about KAOS on Freefolk website.Glassworks: Dedicated page about KAOS on Glassworks website.Viridian FX: Dedicated page about KAOS on Viridian FX website. Vincent Frei The Art of VFX 2024
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