• So, two brothers in Madagascar decide to tackle the Herculean task of fixing their father's car before he finds out about the little "incident." Because, you know, nothing screams family bonding like the looming threat of paternal disappointment and a possibly dangerous vehicle! Who needs therapy when you can just dive into a world of grease, tools, and questionable mechanics?

    As they navigate the wilds of automotive repair, one can only wonder: will they succeed in this grand quest, or is it just another episode of "let's make dad even more disappointed"? Guess we’ll have to watch "Ny Fiaran'i Dada" to find out if they manage to turn disaster into a family-friendly adventure or just a recipe for more chaos!

    #Mad
    So, two brothers in Madagascar decide to tackle the Herculean task of fixing their father's car before he finds out about the little "incident." Because, you know, nothing screams family bonding like the looming threat of paternal disappointment and a possibly dangerous vehicle! Who needs therapy when you can just dive into a world of grease, tools, and questionable mechanics? As they navigate the wilds of automotive repair, one can only wonder: will they succeed in this grand quest, or is it just another episode of "let's make dad even more disappointed"? Guess we’ll have to watch "Ny Fiaran'i Dada" to find out if they manage to turn disaster into a family-friendly adventure or just a recipe for more chaos! #Mad
    Deux frères et une voiture à Madagascar
    L’école Piktura, qui enseigne notamment l’animation, poursuit la mise en ligne des films de sa promotion 2023. Voici Ny Fiaran’i Dada (La Voiture de Papa), réalisé par Jérémy Andriambolisoa, Cérine Raouraoua, William Ghyselen, Benja
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  • ¿Estás cansado de que cada vez que asomas tus colmillos y tus ojos rojos, los guardias de Cyrodiil hagan una fila para intentar hacerte puré? La vida de un vampiro en Oblivion puede ser bastante complicada, especialmente cuando cada esquina parece tener un guardia con un hacha y un deseo ardiente de acabar con tu existencia "no-muerta". Pero no te preocupes, porque el nuevo Vile Lair en Oblivion Remastered está aquí para salvarte del colapso emocional que produce ser un chupasangre perseguido.

    Imagina esto: un escondite oscuro y acogedor donde puedes perfeccionar el arte de la vida vampírica sin el constante acoso de los guardias bien entrenados. Sí, el Vile Lair es como el Airbnb de los vampiros, solo que en lugar de disfrutar de vistas espectaculares, te deleitarás con sombras y susurros de la Dark Brotherhood. Porque, ¿quién no querría compartir su espacio vital con un grupo de asesinos? ¡Eso es lo que llamo una verdadera comunidad!

    Aquí, en este santuario de la oscuridad, podrás llevar a cabo tus actividades vampíricas sin interrupciones. Ya sea que quieras practicar un poco de sanguinaria meditación o simplemente disfrutar de una copa de "sangre fresca", el Vile Lair te ofrece todas las comodidades que un vampiro moderno necesita. Y no olvidemos las decoraciones: ¿hay algo más acogedor que un buen par de calaveras y un esqueleto en la esquina? ¡Eso sí que es estilo!

    Pero, por favor, no te olvides de las visitas a la ciudad. Esas interacciones humanas, aunque breves y a menudo peligrosas, son la sal de la vida. Claro, si puedes evitar que te vean como un monstruo y no como un cliente habitual en la taberna. Después de todo, los humanos tienen la extraña costumbre de querer matarte por ser lo que eres. ¡Qué grosería!

    Así que, querido vampiro, la próxima vez que te sientas desplazado por la falta de hospitalidad de los habitantes de Cyrodiil, recuerda que el Vile Lair está a tu disposición. Es el lugar perfecto para aquellos momentos en los que necesitas un respiro de la vida social (o la falta de ella). ¡Adelante, hazte un favor y refugiate en tu nuevo hogar oscuro!

    #OblivionRemastered #Vampiros #VileLair #DarkBrotherhood #Gaming
    ¿Estás cansado de que cada vez que asomas tus colmillos y tus ojos rojos, los guardias de Cyrodiil hagan una fila para intentar hacerte puré? La vida de un vampiro en Oblivion puede ser bastante complicada, especialmente cuando cada esquina parece tener un guardia con un hacha y un deseo ardiente de acabar con tu existencia "no-muerta". Pero no te preocupes, porque el nuevo Vile Lair en Oblivion Remastered está aquí para salvarte del colapso emocional que produce ser un chupasangre perseguido. Imagina esto: un escondite oscuro y acogedor donde puedes perfeccionar el arte de la vida vampírica sin el constante acoso de los guardias bien entrenados. Sí, el Vile Lair es como el Airbnb de los vampiros, solo que en lugar de disfrutar de vistas espectaculares, te deleitarás con sombras y susurros de la Dark Brotherhood. Porque, ¿quién no querría compartir su espacio vital con un grupo de asesinos? ¡Eso es lo que llamo una verdadera comunidad! Aquí, en este santuario de la oscuridad, podrás llevar a cabo tus actividades vampíricas sin interrupciones. Ya sea que quieras practicar un poco de sanguinaria meditación o simplemente disfrutar de una copa de "sangre fresca", el Vile Lair te ofrece todas las comodidades que un vampiro moderno necesita. Y no olvidemos las decoraciones: ¿hay algo más acogedor que un buen par de calaveras y un esqueleto en la esquina? ¡Eso sí que es estilo! Pero, por favor, no te olvides de las visitas a la ciudad. Esas interacciones humanas, aunque breves y a menudo peligrosas, son la sal de la vida. Claro, si puedes evitar que te vean como un monstruo y no como un cliente habitual en la taberna. Después de todo, los humanos tienen la extraña costumbre de querer matarte por ser lo que eres. ¡Qué grosería! Así que, querido vampiro, la próxima vez que te sientas desplazado por la falta de hospitalidad de los habitantes de Cyrodiil, recuerda que el Vile Lair está a tu disposición. Es el lugar perfecto para aquellos momentos en los que necesitas un respiro de la vida social (o la falta de ella). ¡Adelante, hazte un favor y refugiate en tu nuevo hogar oscuro! #OblivionRemastered #Vampiros #VileLair #DarkBrotherhood #Gaming
    The Villainous Vile Lair In Oblivion Remastered Is Perfect For Vampiric Playthroughs
    Playing an infamous, blood-sucking character? Chances are you’ve been forced out of every major city in Cyrodiil by overzealous guards who see your fangs and red eyes and want to slaughter your vampire butt, right? Well, if that’s the case, where els
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  • Inside the Palazzo Durini Caproni di Taleido, Where the Past and Present Clash Harmoniously

    The 17th-century frescoes and antique mirrors should immediately tip visitors off: This showroom has something it needs to say. Palazzo Durini Caproni di Taliedo is a historic building in Milan, designed and built in the mid-1600s by Baroque architect Francesco Maria Richini. Among many other monumental works and churches, he also designed Milan’s Palazzo di Brera, which currently includes the Pinacoteca di Brera museum. The Palazzo Durini Caproni di Taliedo was commissioned by the heir to the Durinis, a wealthy merchant family.Today the palazzo is furniture showroom as palimpsest. Since 2021, Edra has exhibited collaborations with supremely contemporary designers, including the Campana brothers, Jacopo Foggini, and Francesco Binfaré, amid the restored Baroque grandeur.Courtesy Edra.Palazzo Durini in the 1920s, when the famed Italian aircraft designer and aeronautical engineer Giovanni Battista Caproni used it as an office.Walking through the rooms, one might imagine the visitors who could have lounged on an Edra “On the Rocks” sofa at one time or another in the history of this place: Giovanni Battista Caproni, the Italian count and aeronautical engineer who lived and worked in the building for more than 40 years? Soccer sensation Ronaldo, who caused a near riot when he visited the palazzo during its Inter Football Club era, when the sports association’s offices were located here? Or could it be iconic designer Gio Ponti, who is said to have drawn that gilded Art Deco bathroom with green terrazzo floors in the back?One palazzo, so many lives. Top Image: Palazzo Durini now, in its Edra showroom era. The frescoes may be 17th-century, but the furniture is the 2021 A’mare collection by Jacopo Foggini.This story originally appeared in the Summer 2025 issue of Elle Decor. SUBSCRIBEStellene VolandesEditor In ChiefEditor-in-Chief Stellene Volandes is a jewelry expert, and the author of Jeweler: Masters and Mavericks of Modern Design.
    #inside #palazzo #durini #caproni #taleido
    Inside the Palazzo Durini Caproni di Taleido, Where the Past and Present Clash Harmoniously
    The 17th-century frescoes and antique mirrors should immediately tip visitors off: This showroom has something it needs to say. Palazzo Durini Caproni di Taliedo is a historic building in Milan, designed and built in the mid-1600s by Baroque architect Francesco Maria Richini. Among many other monumental works and churches, he also designed Milan’s Palazzo di Brera, which currently includes the Pinacoteca di Brera museum. The Palazzo Durini Caproni di Taliedo was commissioned by the heir to the Durinis, a wealthy merchant family.Today the palazzo is furniture showroom as palimpsest. Since 2021, Edra has exhibited collaborations with supremely contemporary designers, including the Campana brothers, Jacopo Foggini, and Francesco Binfaré, amid the restored Baroque grandeur.Courtesy Edra.Palazzo Durini in the 1920s, when the famed Italian aircraft designer and aeronautical engineer Giovanni Battista Caproni used it as an office.Walking through the rooms, one might imagine the visitors who could have lounged on an Edra “On the Rocks” sofa at one time or another in the history of this place: Giovanni Battista Caproni, the Italian count and aeronautical engineer who lived and worked in the building for more than 40 years? Soccer sensation Ronaldo, who caused a near riot when he visited the palazzo during its Inter Football Club era, when the sports association’s offices were located here? Or could it be iconic designer Gio Ponti, who is said to have drawn that gilded Art Deco bathroom with green terrazzo floors in the back?One palazzo, so many lives. ◾Top Image: Palazzo Durini now, in its Edra showroom era. The frescoes may be 17th-century, but the furniture is the 2021 A’mare collection by Jacopo Foggini.This story originally appeared in the Summer 2025 issue of Elle Decor. SUBSCRIBEStellene VolandesEditor In ChiefEditor-in-Chief Stellene Volandes is a jewelry expert, and the author of Jeweler: Masters and Mavericks of Modern Design. #inside #palazzo #durini #caproni #taleido
    WWW.ELLEDECOR.COM
    Inside the Palazzo Durini Caproni di Taleido, Where the Past and Present Clash Harmoniously
    The 17th-century frescoes and antique mirrors should immediately tip visitors off: This showroom has something it needs to say. Palazzo Durini Caproni di Taliedo is a historic building in Milan, designed and built in the mid-1600s by Baroque architect Francesco Maria Richini. Among many other monumental works and churches, he also designed Milan’s Palazzo di Brera, which currently includes the Pinacoteca di Brera museum. The Palazzo Durini Caproni di Taliedo was commissioned by the heir to the Durinis, a wealthy merchant family.Today the palazzo is furniture showroom as palimpsest. Since 2021, Edra has exhibited collaborations with supremely contemporary designers, including the Campana brothers, Jacopo Foggini, and Francesco Binfaré, amid the restored Baroque grandeur.Courtesy Edra.Palazzo Durini in the 1920s, when the famed Italian aircraft designer and aeronautical engineer Giovanni Battista Caproni used it as an office.Walking through the rooms, one might imagine the visitors who could have lounged on an Edra “On the Rocks” sofa at one time or another in the history of this place: Giovanni Battista Caproni, the Italian count and aeronautical engineer who lived and worked in the building for more than 40 years? Soccer sensation Ronaldo, who caused a near riot when he visited the palazzo during its Inter Football Club era, when the sports association’s offices were located here? Or could it be iconic designer Gio Ponti, who is said to have drawn that gilded Art Deco bathroom with green terrazzo floors in the back?One palazzo, so many lives. ◾Top Image: Palazzo Durini now, in its Edra showroom era. The frescoes may be 17th-century, but the furniture is the 2021 A’mare collection by Jacopo Foggini.This story originally appeared in the Summer 2025 issue of Elle Decor. SUBSCRIBEStellene VolandesEditor In ChiefEditor-in-Chief Stellene Volandes is a jewelry expert, and the author of Jeweler: Masters and Mavericks of Modern Design (Rizzoli).
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  • Hell is Us terrifies in all the best ways

    Hell is Us has been on my radar since it was first announced in April 2022, and I’ve finally been able to spend some time with it via its demo. The war-torn world of Hell is Us is immediately chilling and the demo’s brief glimpse of the gameplay, despite some minor hang-ups, has me eager for more.

    You play as Remi as he ventures to the fictional country of Hadea. A civil war has broken out, dividing and devastating Hadea’s people. Remi must travel through the war zone in search of his parents, and quickly comes across a farmer who exposition-dumps plenty of information that may or may not stick. Essentially, shit is bad, tragically so, and Remi is about to discover just how bad.

    You wander around a forest while an unsettling Returnal-esque score accompanies you. Eventually you gain access to ruins that turn out to have been some sort of dungeon for prisoners long ago. It’s here that Remi encounters the first of hopefully many “oh, shit!” moments. He comes across a creepy-ass enemy I can best describe as if Spot from Spider-Man: Across the Spider-Verse was designed to horrify — a pale white humanoid with a black circle for a face who contorts around the level like a marionette. A mask-wearing woman shows up out of nowhere to take down the creepy foe, but dies saving Remi. Without explanation, Remi decides to don her poncho, take her drone, and wield her BGS.

    Turns out he’s pretty good with a sword. Remi will encounter a couple dozen enemies throughout the demo; the combat is easy to pick up and is somewhat standard third-person-melee, though it does rely heavily on stamina management. Your max stamina is also reduced when you take damage, so you really don’t wanna get hit much.

    You can heal using consumable med kits as well as a pulse mechanic. Attacking enemies creates floating particles around Remi and once those particles form into a circle, you can press your controller’s right bumper to activate a healing pulse. It’s an interesting mechanic, and I like how Hell is Us is giving players a way to recoup health in the midst of combat. However, actually doing it is a bit clunky; keeping one eye on an enemy and the other on the particles around Remi is distracting, and timing the pulse is a challenge — you can only activate it during a brief window, and you’ll likely be in the middle of a combo when a pulse opportunity presents itself.

    While Hell is Us’ combat has surface similarities to Soulslikes — like parrying blows from creepy enemies — it felt less punishing and more forgiving than what you’d expect from a FromSoftware title. I only died once in the demo, compared to countless deaths in the opening hours of Soulslikes such as Lies of P or Elden Ring. Notably, enemies don’t respawn when you save your game, so you don’t have to worry about repeatedly striking down the same foes.

    Because dead enemies remain dead, exploration is encouraged in Hell is Us. Developer Rogue Factor boasts that the game has “no map, no compass, no quest markers,” so you’re free to wander around the game’s world without a guiding hand and discover its secrets. For example, that farmer I mentioned earlier told Remi about how three of his sons died in this war. Later on, when exploring the World War I-like trenches outside of the ruins, I found a note from a soldier on the other side of the conflict bragging about killing three brothers “cowering in a farmhouse.”

    The note also mentioned taking a gold watch from one of the boys, which I grabbed and returned to the farmer — without a quest marker to guide me or a journal entry saying “give this item to the farmer.” This completed a “Good Deed” and I was told a reward may come from it later in the game; I’m curious how these types of quests will play out in the full release. The prospect of doing good deeds in this torn-asunder country is especially appealing.

    A Soulslike-adjacent game placing greater emphasis on user-guided exploration than combat sounds enticing, and Hell is Us is delivering on that promise so far. Its demo is available on Steam through June 16 before the full game launches Sept. 4 for PC, PlayStation 5, and Xbox Series X.
    #hell #terrifies #all #best #ways
    Hell is Us terrifies in all the best ways
    Hell is Us has been on my radar since it was first announced in April 2022, and I’ve finally been able to spend some time with it via its demo. The war-torn world of Hell is Us is immediately chilling and the demo’s brief glimpse of the gameplay, despite some minor hang-ups, has me eager for more. You play as Remi as he ventures to the fictional country of Hadea. A civil war has broken out, dividing and devastating Hadea’s people. Remi must travel through the war zone in search of his parents, and quickly comes across a farmer who exposition-dumps plenty of information that may or may not stick. Essentially, shit is bad, tragically so, and Remi is about to discover just how bad. You wander around a forest while an unsettling Returnal-esque score accompanies you. Eventually you gain access to ruins that turn out to have been some sort of dungeon for prisoners long ago. It’s here that Remi encounters the first of hopefully many “oh, shit!” moments. He comes across a creepy-ass enemy I can best describe as if Spot from Spider-Man: Across the Spider-Verse was designed to horrify — a pale white humanoid with a black circle for a face who contorts around the level like a marionette. A mask-wearing woman shows up out of nowhere to take down the creepy foe, but dies saving Remi. Without explanation, Remi decides to don her poncho, take her drone, and wield her BGS. Turns out he’s pretty good with a sword. Remi will encounter a couple dozen enemies throughout the demo; the combat is easy to pick up and is somewhat standard third-person-melee, though it does rely heavily on stamina management. Your max stamina is also reduced when you take damage, so you really don’t wanna get hit much. You can heal using consumable med kits as well as a pulse mechanic. Attacking enemies creates floating particles around Remi and once those particles form into a circle, you can press your controller’s right bumper to activate a healing pulse. It’s an interesting mechanic, and I like how Hell is Us is giving players a way to recoup health in the midst of combat. However, actually doing it is a bit clunky; keeping one eye on an enemy and the other on the particles around Remi is distracting, and timing the pulse is a challenge — you can only activate it during a brief window, and you’ll likely be in the middle of a combo when a pulse opportunity presents itself. While Hell is Us’ combat has surface similarities to Soulslikes — like parrying blows from creepy enemies — it felt less punishing and more forgiving than what you’d expect from a FromSoftware title. I only died once in the demo, compared to countless deaths in the opening hours of Soulslikes such as Lies of P or Elden Ring. Notably, enemies don’t respawn when you save your game, so you don’t have to worry about repeatedly striking down the same foes. Because dead enemies remain dead, exploration is encouraged in Hell is Us. Developer Rogue Factor boasts that the game has “no map, no compass, no quest markers,” so you’re free to wander around the game’s world without a guiding hand and discover its secrets. For example, that farmer I mentioned earlier told Remi about how three of his sons died in this war. Later on, when exploring the World War I-like trenches outside of the ruins, I found a note from a soldier on the other side of the conflict bragging about killing three brothers “cowering in a farmhouse.” The note also mentioned taking a gold watch from one of the boys, which I grabbed and returned to the farmer — without a quest marker to guide me or a journal entry saying “give this item to the farmer.” This completed a “Good Deed” and I was told a reward may come from it later in the game; I’m curious how these types of quests will play out in the full release. The prospect of doing good deeds in this torn-asunder country is especially appealing. A Soulslike-adjacent game placing greater emphasis on user-guided exploration than combat sounds enticing, and Hell is Us is delivering on that promise so far. Its demo is available on Steam through June 16 before the full game launches Sept. 4 for PC, PlayStation 5, and Xbox Series X. #hell #terrifies #all #best #ways
    WWW.POLYGON.COM
    Hell is Us terrifies in all the best ways
    Hell is Us has been on my radar since it was first announced in April 2022, and I’ve finally been able to spend some time with it via its demo. The war-torn world of Hell is Us is immediately chilling and the demo’s brief glimpse of the gameplay, despite some minor hang-ups, has me eager for more. You play as Remi as he ventures to the fictional country of Hadea. A civil war has broken out, dividing and devastating Hadea’s people. Remi must travel through the war zone in search of his parents, and quickly comes across a farmer who exposition-dumps plenty of information that may or may not stick. Essentially, shit is bad, tragically so, and Remi is about to discover just how bad. You wander around a forest while an unsettling Returnal-esque score accompanies you. Eventually you gain access to ruins that turn out to have been some sort of dungeon for prisoners long ago. It’s here that Remi encounters the first of hopefully many “oh, shit!” moments. He comes across a creepy-ass enemy I can best describe as if Spot from Spider-Man: Across the Spider-Verse was designed to horrify — a pale white humanoid with a black circle for a face who contorts around the level like a marionette. A mask-wearing woman shows up out of nowhere to take down the creepy foe, but dies saving Remi. Without explanation, Remi decides to don her poncho, take her drone, and wield her BGS (big glowing sword). Turns out he’s pretty good with a sword. Remi will encounter a couple dozen enemies throughout the demo; the combat is easy to pick up and is somewhat standard third-person-melee, though it does rely heavily on stamina management. Your max stamina is also reduced when you take damage, so you really don’t wanna get hit much. You can heal using consumable med kits as well as a pulse mechanic. Attacking enemies creates floating particles around Remi and once those particles form into a circle, you can press your controller’s right bumper to activate a healing pulse. It’s an interesting mechanic, and I like how Hell is Us is giving players a way to recoup health in the midst of combat. However, actually doing it is a bit clunky; keeping one eye on an enemy and the other on the particles around Remi is distracting, and timing the pulse is a challenge — you can only activate it during a brief window, and you’ll likely be in the middle of a combo when a pulse opportunity presents itself. While Hell is Us’ combat has surface similarities to Soulslikes — like parrying blows from creepy enemies — it felt less punishing and more forgiving than what you’d expect from a FromSoftware title. I only died once in the demo, compared to countless deaths in the opening hours of Soulslikes such as Lies of P or Elden Ring. Notably, enemies don’t respawn when you save your game, so you don’t have to worry about repeatedly striking down the same foes. Because dead enemies remain dead, exploration is encouraged in Hell is Us. Developer Rogue Factor boasts that the game has “no map, no compass, no quest markers,” so you’re free to wander around the game’s world without a guiding hand and discover its secrets. For example, that farmer I mentioned earlier told Remi about how three of his sons died in this war. Later on, when exploring the World War I-like trenches outside of the ruins, I found a note from a soldier on the other side of the conflict bragging about killing three brothers “cowering in a farmhouse.” The note also mentioned taking a gold watch from one of the boys, which I grabbed and returned to the farmer — without a quest marker to guide me or a journal entry saying “give this item to the farmer.” This completed a “Good Deed” and I was told a reward may come from it later in the game; I’m curious how these types of quests will play out in the full release. The prospect of doing good deeds in this torn-asunder country is especially appealing. A Soulslike-adjacent game placing greater emphasis on user-guided exploration than combat sounds enticing, and Hell is Us is delivering on that promise so far. Its demo is available on Steam through June 16 before the full game launches Sept. 4 for PC, PlayStation 5, and Xbox Series X.
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  • AN EXPLOSIVE MIX OF SFX AND VFX IGNITES FINAL DESTINATION BLOODLINES

    By CHRIS McGOWAN

    Images courtesy of Warner Bros. Pictures.

    Final Destination Bloodlines, the sixth installment in the graphic horror series, kicks off with the film’s biggest challenge – deploying an elaborate, large-scale set piece involving the 400-foot-high Skyview Tower restaurant. While there in 1968, young Iris Campbellhas a premonition about the Skyview burning, cracking, crumbling and collapsing. Then, when she sees these events actually starting to happen around her, she intervenes and causes an evacuation of the tower, thus thwarting death’s design and saving many lives. Years later, her granddaughter, Stefani Reyes, inherits the vision of the destruction that could have occurred and realizes death is still coming for the survivors.

    “I knew we couldn’t put the wholeon fire, but Tonytried and put as much fire as he could safely and then we just built off thatand added a lot more. Even when it’s just a little bit of real fire, the lighting and interaction that can’t be simulated, so I think it was a success in terms of blending that practical with the visual.”
    —Nordin Rahhali, VFX Supervisor

    The film opens with an elaborate, large-scale set piece involving the 400-foot-high Skyview Tower restaurant – and its collapse. Drone footage was digitized to create a 3D asset for the LED wall so the time of day could be changed as needed.

    “The set that the directors wanted was very large,” says Nordin Rahhali, VFX Supervisor. “We had limited space options in stages given the scale and the footprint of the actual restaurant that they wanted. It was the first set piece, the first big thing we shot, so we had to get it all ready and going right off the bat. We built a bigger volume for our needs, including an LED wall that we built the assets for.”

    “We were outside Vancouver at Bridge Studios in Burnaby. The custom-built LED volume was a little over 200 feet in length” states Christian Sebaldt, ASC, the movie’s DP. The volume was 98 feet in diameter and 24 feet tall. Rahhali explains, “Pixomondo was the vendor that we contracted to come in and build the volume. They also built the asset that went on the LED wall, so they were part of our filming team and production shoot. Subsequently, they were also the main vendor doing post, which was by design. By having them design and take care of the asset during production, we were able to leverage their assets, tools and builds for some of the post VFX.” Rahhali adds, “It was really important to make sure we had days with the volume team and with Christian and his camera team ahead of the shoot so we could dial it in.”

    Built at Bridge Studios in Burnaby outside Vancouver, the custom-built LED volume for events at the Skyview restaurant was over 200 feet long, 98 feet wide and 24 feet tall. Extensive previs with Digital Domain was done to advance key shots.Zach Lipovsky and Adam Stein directed Final Destination Bloodlines for New Line film, distributed by Warner Bros., in which chain reactions of small and big events lead to bloody catastrophes befalling those who have cheated death at some point. Pixomondo was the lead VFX vendor, followed by FOLKS VFX. Picture Shop also contributed. There were around 800 VFX shots. Tony Lazarowich was the Special Effects Supervisor.

    “The Skyview restaurant involved building a massive setwas fire retardant, which meant the construction took longer than normal because they had to build it with certain materials and coat it with certain things because, obviously, it serves for the set piece. As it’s falling into chaos, a lot of that fire was practical. I really jived with what Christian and directors wanted and how Tony likes to work – to augment as much real practical stuff as possible,” Rahhali remarks. “I knew we couldn’t put the whole thing on fire, but Tony tried and put as much fire as he could safely, and then we just built off thatand added a lot more. Even when it’s just a little bit of real fire, the lighting and interaction can’t be simulated, so I think it was a success in terms of blending that practical with the visual.”

    The Skyview restaurant required building a massive set that was fire retardant. Construction on the set took longer because it had to be built and coated with special materials. As the Skyview restaurant falls into chaos, much of the fire was practical.“We got all the Vancouver skylineso we could rebuild our version of the city, which was based a little on the Vancouver footprint. So, we used all that to build a digital recreation of a city that was in line with what the directors wanted, which was a coastal city somewhere in the States that doesn’t necessarily have to be Vancouver or Seattle, but it looks a little like the Pacific Northwest.”
    —Christian Sebaldt, ASC, Director of Photography

    For drone shots, the team utilized a custom heavy-lift drone with three RED Komodo Digital Cinema cameras “giving us almost 180 degrees with overlap that we would then stitch in post and have a ridiculous amount of resolution off these three cameras,” Sebaldt states. “The other drone we used was a DJI Inspire 3, which was also very good. And we flew these drones up at the height. We flew them at different times of day. We flew full 360s, and we also used them for photogrammetry. We got all the Vancouver skyline so we could rebuild our version of the city, which was based a little on the Vancouver footprint. So, we used all that to build a digital recreation of a city that was in line with what the directors wanted, which was a coastal city somewhere in the States that doesn’t necessarily have to be Vancouver or Seattle, but it looks a little like the Pacific Northwest.” Rahhali adds, “All of this allowed us to figure out what we were going to shoot. We had the stage build, and we had the drone footage that we then digitized and created a 3D asset to go on the wallwe could change the times of day”

    Pixomondo built the volume and the asset that went on the LED wall for the Skyview sequence. They were also the main vendor during post. FOLKS VFX and Picture Shop contributed.“We did extensive previs with Digital Domain,” Rahhali explains. “That was important because we knew the key shots that the directors wanted. With a combination of those key shots, we then kind of reverse-engineeredwhile we did techvis off the previs and worked with Christian and the art department so we would have proper flexibility with the set to be able to pull off some of these shots.some of these shots required the Skyview restaurant ceiling to be lifted and partially removed for us to get a crane to shoot Paulas he’s about to fall and the camera’s going through a roof, that we then digitally had to recreate. Had we not done the previs to know those shots in advance, we would not have been able to build that in time to accomplish the look. We had many other shots that were driven off the previs that allowed the art department, construction and camera teams to work out how they would get those shots.”

    Some shots required the Skyview’s ceiling to be lifted and partially removed to get a crane to shoot Paul Campbellas he’s about to fall.

    The character Iris lived in a fortified house, isolating herself methodically to avoid the Grim Reaper. Rahhali comments, “That was a beautiful locationGVRD, very cold. It was a long, hard shoot, because it was all nights. It was just this beautiful pocket out in the middle of the mountains. We in visual effects didn’t do a ton other than a couple of clean-ups of the big establishing shots when you see them pull up to the compound. We had to clean up small roads we wanted to make look like one road and make the road look like dirt.” There were flames involved. Sebaldt says, “The explosionwas unbelievably big. We had eight cameras on it at night and shot it at high speed, and we’re all going ‘Whoa.’” Rahhali notes, “There was some clean-up, but the explosion was 100% practical. Our Special Effects Supervisor, Tony, went to town on that. He blew up the whole house, and it looked spectacular.”

    The tattoo shop piercing scene is one of the most talked-about sequences in the movie, where a dangling chain from a ceiling fan attaches itself to the septum nose piercing of Erik Campbelland drags him toward a raging fire. Rahhali observes, “That was very Final Destination and a great Rube Goldberg build-up event. Richard was great. He was tied up on a stunt line for most of it, balancing on top of furniture. All of that was him doing it for real with a stunt line.” Some effects solutions can be surprisingly extremely simple. Rahhali continues, “Our producercame up with a great gagseptum ring.” Richard’s nose was connected with just a nose plug that went inside his nostrils. “All that tugging and everything that you’re seeing was real. For weeks and weeks, we were all trying to figure out how to do it without it being a big visual effects thing. ‘How are we gonna pull his nose for real?’ Craig said, ‘I have these things I use to help me open up my nose and you can’t really see them.’ They built it off of that, and it looked great.”

    Filmmakers spent weeks figuring out how to execute the harrowing tattoo shop scene. A dangling chain from a ceiling fan attaches itself to the septum nose ring of Erik Campbell– with the actor’s nose being tugged by the chain connected to a nose plug that went inside his nostrils.

    “ome of these shots required the Skyview restaurant ceiling to be lifted and partially removed for us to get a crane to shoot Paulas he’s about to fall and the camera’s going through a roof, that we then digitally had to recreate. Had we not done the previs to know those shots in advance, we would not have been able to build that in time to accomplish the look. We had many other shots that were driven off the previs that allowed the art department, construction and camera teams to work out how they would get those shots.”
    —Nordin Rahhali, VFX Supervisor

    Most of the fire in the tattoo parlor was practical. “There are some fire bars and stuff that you’re seeing in there from SFX and the big pool of fire on the wide shots.” Sebaldt adds, “That was a lot of fun to shoot because it’s so insane when he’s dancing and balancing on all this stuff – we were laughing and laughing. We were convinced that this was going to be the best scene in the movie up to that moment.” Rahhali says, “They used the scene wholesale for the trailer. It went viral – people were taking out their septum rings.” Erik survives the parlor blaze only to meet his fate in a hospital when he is pulled by a wheelchair into an out-of-control MRI machine at its highest magnetic level. Rahhali comments, “That is a good combination of a bunch of different departments. Our Stunt Coordinator, Simon Burnett, came up with this hard pull-wire linewhen Erik flies and hits the MRI. That’s a real stunt with a double, and he hit hard. All the other shots are all CG wheelchairs because the directors wanted to art-direct how the crumpling metal was snapping and bending to show pressure on him as his body starts going into the MRI.”

    To augment the believability that comes with reality, the directors aimed to capture as much practically as possible, then VFX Supervisor Nordin Rahhali and his team built on that result.A train derailment concludes the film after Stefani and her brother, Charlie, realize they are still on death’s list. A train goes off the tracks, and logs from one of the cars fly though the air and kills them. “That one was special because it’s a hard sequence and was also shot quite late, so we didn’t have a lot of time. We went back to Vancouver and shot the actual street, and we shot our actors performing. They fell onto stunt pads, and the moment they get touched by the logs, it turns into CG as it was the only way to pull that off and the train of course. We had to add all that. The destruction of the houses and everything was done in visual effects.”

    Erik survives the tattoo parlor blaze only to meet his fate in a hospital when he is crushed by a wheelchair while being pulled into an out-of-control MRI machine.

    Erikappears about to be run over by a delivery truck at the corner of 21A Ave. and 132A St., but he’s not – at least not then. The truck is actually on the opposite side of the road, and the person being run over is Howard.

    A rolling penny plays a major part in the catastrophic chain reactions and seems to be a character itself. “The magic penny was a mix from two vendors, Pixomondo and FOLKS; both had penny shots,” Rahhali says. “All the bouncing pennies you see going through the vents and hitting the fan blade are all FOLKS. The bouncing penny at the end as a lady takes it out of her purse, that goes down the ramp and into the rail – that’s FOLKS. The big explosion shots in the Skyview with the penny slowing down after the kid throws itare all Pixomondo shots. It was a mix. We took a little time to find that balance between readability and believability.”

    Approximately 800 VFX shots were required for Final Destination Bloodlines.Chain reactions of small and big events lead to bloody catastrophes befalling those who have cheated Death at some point in the Final Destination films.

    From left: Kaitlyn Santa Juana as Stefani Reyes, director Adam Stein, director Zach Lipovsky and Gabrielle Rose as Iris.Rahhali adds, “The film is a great collaboration of departments. Good visual effects are always a good combination of special effects, makeup effects and cinematography; it’s all the planning of all the pieces coming together. For a film of this size, I’m really proud of the work. I think we punched above our weight class, and it looks quite good.”
    #explosive #mix #sfx #vfx #ignites
    AN EXPLOSIVE MIX OF SFX AND VFX IGNITES FINAL DESTINATION BLOODLINES
    By CHRIS McGOWAN Images courtesy of Warner Bros. Pictures. Final Destination Bloodlines, the sixth installment in the graphic horror series, kicks off with the film’s biggest challenge – deploying an elaborate, large-scale set piece involving the 400-foot-high Skyview Tower restaurant. While there in 1968, young Iris Campbellhas a premonition about the Skyview burning, cracking, crumbling and collapsing. Then, when she sees these events actually starting to happen around her, she intervenes and causes an evacuation of the tower, thus thwarting death’s design and saving many lives. Years later, her granddaughter, Stefani Reyes, inherits the vision of the destruction that could have occurred and realizes death is still coming for the survivors. “I knew we couldn’t put the wholeon fire, but Tonytried and put as much fire as he could safely and then we just built off thatand added a lot more. Even when it’s just a little bit of real fire, the lighting and interaction that can’t be simulated, so I think it was a success in terms of blending that practical with the visual.” —Nordin Rahhali, VFX Supervisor The film opens with an elaborate, large-scale set piece involving the 400-foot-high Skyview Tower restaurant – and its collapse. Drone footage was digitized to create a 3D asset for the LED wall so the time of day could be changed as needed. “The set that the directors wanted was very large,” says Nordin Rahhali, VFX Supervisor. “We had limited space options in stages given the scale and the footprint of the actual restaurant that they wanted. It was the first set piece, the first big thing we shot, so we had to get it all ready and going right off the bat. We built a bigger volume for our needs, including an LED wall that we built the assets for.” “We were outside Vancouver at Bridge Studios in Burnaby. The custom-built LED volume was a little over 200 feet in length” states Christian Sebaldt, ASC, the movie’s DP. The volume was 98 feet in diameter and 24 feet tall. Rahhali explains, “Pixomondo was the vendor that we contracted to come in and build the volume. They also built the asset that went on the LED wall, so they were part of our filming team and production shoot. Subsequently, they were also the main vendor doing post, which was by design. By having them design and take care of the asset during production, we were able to leverage their assets, tools and builds for some of the post VFX.” Rahhali adds, “It was really important to make sure we had days with the volume team and with Christian and his camera team ahead of the shoot so we could dial it in.” Built at Bridge Studios in Burnaby outside Vancouver, the custom-built LED volume for events at the Skyview restaurant was over 200 feet long, 98 feet wide and 24 feet tall. Extensive previs with Digital Domain was done to advance key shots.Zach Lipovsky and Adam Stein directed Final Destination Bloodlines for New Line film, distributed by Warner Bros., in which chain reactions of small and big events lead to bloody catastrophes befalling those who have cheated death at some point. Pixomondo was the lead VFX vendor, followed by FOLKS VFX. Picture Shop also contributed. There were around 800 VFX shots. Tony Lazarowich was the Special Effects Supervisor. “The Skyview restaurant involved building a massive setwas fire retardant, which meant the construction took longer than normal because they had to build it with certain materials and coat it with certain things because, obviously, it serves for the set piece. As it’s falling into chaos, a lot of that fire was practical. I really jived with what Christian and directors wanted and how Tony likes to work – to augment as much real practical stuff as possible,” Rahhali remarks. “I knew we couldn’t put the whole thing on fire, but Tony tried and put as much fire as he could safely, and then we just built off thatand added a lot more. Even when it’s just a little bit of real fire, the lighting and interaction can’t be simulated, so I think it was a success in terms of blending that practical with the visual.” The Skyview restaurant required building a massive set that was fire retardant. Construction on the set took longer because it had to be built and coated with special materials. As the Skyview restaurant falls into chaos, much of the fire was practical.“We got all the Vancouver skylineso we could rebuild our version of the city, which was based a little on the Vancouver footprint. So, we used all that to build a digital recreation of a city that was in line with what the directors wanted, which was a coastal city somewhere in the States that doesn’t necessarily have to be Vancouver or Seattle, but it looks a little like the Pacific Northwest.” —Christian Sebaldt, ASC, Director of Photography For drone shots, the team utilized a custom heavy-lift drone with three RED Komodo Digital Cinema cameras “giving us almost 180 degrees with overlap that we would then stitch in post and have a ridiculous amount of resolution off these three cameras,” Sebaldt states. “The other drone we used was a DJI Inspire 3, which was also very good. And we flew these drones up at the height. We flew them at different times of day. We flew full 360s, and we also used them for photogrammetry. We got all the Vancouver skyline so we could rebuild our version of the city, which was based a little on the Vancouver footprint. So, we used all that to build a digital recreation of a city that was in line with what the directors wanted, which was a coastal city somewhere in the States that doesn’t necessarily have to be Vancouver or Seattle, but it looks a little like the Pacific Northwest.” Rahhali adds, “All of this allowed us to figure out what we were going to shoot. We had the stage build, and we had the drone footage that we then digitized and created a 3D asset to go on the wallwe could change the times of day” Pixomondo built the volume and the asset that went on the LED wall for the Skyview sequence. They were also the main vendor during post. FOLKS VFX and Picture Shop contributed.“We did extensive previs with Digital Domain,” Rahhali explains. “That was important because we knew the key shots that the directors wanted. With a combination of those key shots, we then kind of reverse-engineeredwhile we did techvis off the previs and worked with Christian and the art department so we would have proper flexibility with the set to be able to pull off some of these shots.some of these shots required the Skyview restaurant ceiling to be lifted and partially removed for us to get a crane to shoot Paulas he’s about to fall and the camera’s going through a roof, that we then digitally had to recreate. Had we not done the previs to know those shots in advance, we would not have been able to build that in time to accomplish the look. We had many other shots that were driven off the previs that allowed the art department, construction and camera teams to work out how they would get those shots.” Some shots required the Skyview’s ceiling to be lifted and partially removed to get a crane to shoot Paul Campbellas he’s about to fall. The character Iris lived in a fortified house, isolating herself methodically to avoid the Grim Reaper. Rahhali comments, “That was a beautiful locationGVRD, very cold. It was a long, hard shoot, because it was all nights. It was just this beautiful pocket out in the middle of the mountains. We in visual effects didn’t do a ton other than a couple of clean-ups of the big establishing shots when you see them pull up to the compound. We had to clean up small roads we wanted to make look like one road and make the road look like dirt.” There were flames involved. Sebaldt says, “The explosionwas unbelievably big. We had eight cameras on it at night and shot it at high speed, and we’re all going ‘Whoa.’” Rahhali notes, “There was some clean-up, but the explosion was 100% practical. Our Special Effects Supervisor, Tony, went to town on that. He blew up the whole house, and it looked spectacular.” The tattoo shop piercing scene is one of the most talked-about sequences in the movie, where a dangling chain from a ceiling fan attaches itself to the septum nose piercing of Erik Campbelland drags him toward a raging fire. Rahhali observes, “That was very Final Destination and a great Rube Goldberg build-up event. Richard was great. He was tied up on a stunt line for most of it, balancing on top of furniture. All of that was him doing it for real with a stunt line.” Some effects solutions can be surprisingly extremely simple. Rahhali continues, “Our producercame up with a great gagseptum ring.” Richard’s nose was connected with just a nose plug that went inside his nostrils. “All that tugging and everything that you’re seeing was real. For weeks and weeks, we were all trying to figure out how to do it without it being a big visual effects thing. ‘How are we gonna pull his nose for real?’ Craig said, ‘I have these things I use to help me open up my nose and you can’t really see them.’ They built it off of that, and it looked great.” Filmmakers spent weeks figuring out how to execute the harrowing tattoo shop scene. A dangling chain from a ceiling fan attaches itself to the septum nose ring of Erik Campbell– with the actor’s nose being tugged by the chain connected to a nose plug that went inside his nostrils. “ome of these shots required the Skyview restaurant ceiling to be lifted and partially removed for us to get a crane to shoot Paulas he’s about to fall and the camera’s going through a roof, that we then digitally had to recreate. Had we not done the previs to know those shots in advance, we would not have been able to build that in time to accomplish the look. We had many other shots that were driven off the previs that allowed the art department, construction and camera teams to work out how they would get those shots.” —Nordin Rahhali, VFX Supervisor Most of the fire in the tattoo parlor was practical. “There are some fire bars and stuff that you’re seeing in there from SFX and the big pool of fire on the wide shots.” Sebaldt adds, “That was a lot of fun to shoot because it’s so insane when he’s dancing and balancing on all this stuff – we were laughing and laughing. We were convinced that this was going to be the best scene in the movie up to that moment.” Rahhali says, “They used the scene wholesale for the trailer. It went viral – people were taking out their septum rings.” Erik survives the parlor blaze only to meet his fate in a hospital when he is pulled by a wheelchair into an out-of-control MRI machine at its highest magnetic level. Rahhali comments, “That is a good combination of a bunch of different departments. Our Stunt Coordinator, Simon Burnett, came up with this hard pull-wire linewhen Erik flies and hits the MRI. That’s a real stunt with a double, and he hit hard. All the other shots are all CG wheelchairs because the directors wanted to art-direct how the crumpling metal was snapping and bending to show pressure on him as his body starts going into the MRI.” To augment the believability that comes with reality, the directors aimed to capture as much practically as possible, then VFX Supervisor Nordin Rahhali and his team built on that result.A train derailment concludes the film after Stefani and her brother, Charlie, realize they are still on death’s list. A train goes off the tracks, and logs from one of the cars fly though the air and kills them. “That one was special because it’s a hard sequence and was also shot quite late, so we didn’t have a lot of time. We went back to Vancouver and shot the actual street, and we shot our actors performing. They fell onto stunt pads, and the moment they get touched by the logs, it turns into CG as it was the only way to pull that off and the train of course. We had to add all that. The destruction of the houses and everything was done in visual effects.” Erik survives the tattoo parlor blaze only to meet his fate in a hospital when he is crushed by a wheelchair while being pulled into an out-of-control MRI machine. Erikappears about to be run over by a delivery truck at the corner of 21A Ave. and 132A St., but he’s not – at least not then. The truck is actually on the opposite side of the road, and the person being run over is Howard. A rolling penny plays a major part in the catastrophic chain reactions and seems to be a character itself. “The magic penny was a mix from two vendors, Pixomondo and FOLKS; both had penny shots,” Rahhali says. “All the bouncing pennies you see going through the vents and hitting the fan blade are all FOLKS. The bouncing penny at the end as a lady takes it out of her purse, that goes down the ramp and into the rail – that’s FOLKS. The big explosion shots in the Skyview with the penny slowing down after the kid throws itare all Pixomondo shots. It was a mix. We took a little time to find that balance between readability and believability.” Approximately 800 VFX shots were required for Final Destination Bloodlines.Chain reactions of small and big events lead to bloody catastrophes befalling those who have cheated Death at some point in the Final Destination films. From left: Kaitlyn Santa Juana as Stefani Reyes, director Adam Stein, director Zach Lipovsky and Gabrielle Rose as Iris.Rahhali adds, “The film is a great collaboration of departments. Good visual effects are always a good combination of special effects, makeup effects and cinematography; it’s all the planning of all the pieces coming together. For a film of this size, I’m really proud of the work. I think we punched above our weight class, and it looks quite good.” #explosive #mix #sfx #vfx #ignites
    WWW.VFXVOICE.COM
    AN EXPLOSIVE MIX OF SFX AND VFX IGNITES FINAL DESTINATION BLOODLINES
    By CHRIS McGOWAN Images courtesy of Warner Bros. Pictures. Final Destination Bloodlines, the sixth installment in the graphic horror series, kicks off with the film’s biggest challenge – deploying an elaborate, large-scale set piece involving the 400-foot-high Skyview Tower restaurant. While there in 1968, young Iris Campbell (Brec Bassinger) has a premonition about the Skyview burning, cracking, crumbling and collapsing. Then, when she sees these events actually starting to happen around her, she intervenes and causes an evacuation of the tower, thus thwarting death’s design and saving many lives. Years later, her granddaughter, Stefani Reyes (Kaitlyn Santa Juana), inherits the vision of the destruction that could have occurred and realizes death is still coming for the survivors. “I knew we couldn’t put the whole [Skyview restaurant] on fire, but Tony [Lazarowich, Special Effects Supervisor] tried and put as much fire as he could safely and then we just built off that [in VFX] and added a lot more. Even when it’s just a little bit of real fire, the lighting and interaction that can’t be simulated, so I think it was a success in terms of blending that practical with the visual.” —Nordin Rahhali, VFX Supervisor The film opens with an elaborate, large-scale set piece involving the 400-foot-high Skyview Tower restaurant – and its collapse. Drone footage was digitized to create a 3D asset for the LED wall so the time of day could be changed as needed. “The set that the directors wanted was very large,” says Nordin Rahhali, VFX Supervisor. “We had limited space options in stages given the scale and the footprint of the actual restaurant that they wanted. It was the first set piece, the first big thing we shot, so we had to get it all ready and going right off the bat. We built a bigger volume for our needs, including an LED wall that we built the assets for.” “We were outside Vancouver at Bridge Studios in Burnaby. The custom-built LED volume was a little over 200 feet in length” states Christian Sebaldt, ASC, the movie’s DP. The volume was 98 feet in diameter and 24 feet tall. Rahhali explains, “Pixomondo was the vendor that we contracted to come in and build the volume. They also built the asset that went on the LED wall, so they were part of our filming team and production shoot. Subsequently, they were also the main vendor doing post, which was by design. By having them design and take care of the asset during production, we were able to leverage their assets, tools and builds for some of the post VFX.” Rahhali adds, “It was really important to make sure we had days with the volume team and with Christian and his camera team ahead of the shoot so we could dial it in.” Built at Bridge Studios in Burnaby outside Vancouver, the custom-built LED volume for events at the Skyview restaurant was over 200 feet long, 98 feet wide and 24 feet tall. Extensive previs with Digital Domain was done to advance key shots. (Photo: Eric Milner) Zach Lipovsky and Adam Stein directed Final Destination Bloodlines for New Line film, distributed by Warner Bros., in which chain reactions of small and big events lead to bloody catastrophes befalling those who have cheated death at some point. Pixomondo was the lead VFX vendor, followed by FOLKS VFX. Picture Shop also contributed. There were around 800 VFX shots. Tony Lazarowich was the Special Effects Supervisor. “The Skyview restaurant involved building a massive set [that] was fire retardant, which meant the construction took longer than normal because they had to build it with certain materials and coat it with certain things because, obviously, it serves for the set piece. As it’s falling into chaos, a lot of that fire was practical. I really jived with what Christian and directors wanted and how Tony likes to work – to augment as much real practical stuff as possible,” Rahhali remarks. “I knew we couldn’t put the whole thing on fire, but Tony tried and put as much fire as he could safely, and then we just built off that [in VFX] and added a lot more. Even when it’s just a little bit of real fire, the lighting and interaction can’t be simulated, so I think it was a success in terms of blending that practical with the visual.” The Skyview restaurant required building a massive set that was fire retardant. Construction on the set took longer because it had to be built and coated with special materials. As the Skyview restaurant falls into chaos, much of the fire was practical. (Photo: Eric Milner) “We got all the Vancouver skyline [with drones] so we could rebuild our version of the city, which was based a little on the Vancouver footprint. So, we used all that to build a digital recreation of a city that was in line with what the directors wanted, which was a coastal city somewhere in the States that doesn’t necessarily have to be Vancouver or Seattle, but it looks a little like the Pacific Northwest.” —Christian Sebaldt, ASC, Director of Photography For drone shots, the team utilized a custom heavy-lift drone with three RED Komodo Digital Cinema cameras “giving us almost 180 degrees with overlap that we would then stitch in post and have a ridiculous amount of resolution off these three cameras,” Sebaldt states. “The other drone we used was a DJI Inspire 3, which was also very good. And we flew these drones up at the height [we needed]. We flew them at different times of day. We flew full 360s, and we also used them for photogrammetry. We got all the Vancouver skyline so we could rebuild our version of the city, which was based a little on the Vancouver footprint. So, we used all that to build a digital recreation of a city that was in line with what the directors wanted, which was a coastal city somewhere in the States that doesn’t necessarily have to be Vancouver or Seattle, but it looks a little like the Pacific Northwest.” Rahhali adds, “All of this allowed us to figure out what we were going to shoot. We had the stage build, and we had the drone footage that we then digitized and created a 3D asset to go on the wall [so] we could change the times of day” Pixomondo built the volume and the asset that went on the LED wall for the Skyview sequence. They were also the main vendor during post. FOLKS VFX and Picture Shop contributed. (Photo: Eric Milner) “We did extensive previs with Digital Domain,” Rahhali explains. “That was important because we knew the key shots that the directors wanted. With a combination of those key shots, we then kind of reverse-engineered [them] while we did techvis off the previs and worked with Christian and the art department so we would have proper flexibility with the set to be able to pull off some of these shots. [For example,] some of these shots required the Skyview restaurant ceiling to be lifted and partially removed for us to get a crane to shoot Paul [Max Lloyd-Jones] as he’s about to fall and the camera’s going through a roof, that we then digitally had to recreate. Had we not done the previs to know those shots in advance, we would not have been able to build that in time to accomplish the look. We had many other shots that were driven off the previs that allowed the art department, construction and camera teams to work out how they would get those shots.” Some shots required the Skyview’s ceiling to be lifted and partially removed to get a crane to shoot Paul Campbell (Max Lloyd-Jones) as he’s about to fall. The character Iris lived in a fortified house, isolating herself methodically to avoid the Grim Reaper. Rahhali comments, “That was a beautiful location [in] GVRD [Greater Vancouver], very cold. It was a long, hard shoot, because it was all nights. It was just this beautiful pocket out in the middle of the mountains. We in visual effects didn’t do a ton other than a couple of clean-ups of the big establishing shots when you see them pull up to the compound. We had to clean up small roads we wanted to make look like one road and make the road look like dirt.” There were flames involved. Sebaldt says, “The explosion [of Iris’s home] was unbelievably big. We had eight cameras on it at night and shot it at high speed, and we’re all going ‘Whoa.’” Rahhali notes, “There was some clean-up, but the explosion was 100% practical. Our Special Effects Supervisor, Tony, went to town on that. He blew up the whole house, and it looked spectacular.” The tattoo shop piercing scene is one of the most talked-about sequences in the movie, where a dangling chain from a ceiling fan attaches itself to the septum nose piercing of Erik Campbell (Richard Harmon) and drags him toward a raging fire. Rahhali observes, “That was very Final Destination and a great Rube Goldberg build-up event. Richard was great. He was tied up on a stunt line for most of it, balancing on top of furniture. All of that was him doing it for real with a stunt line.” Some effects solutions can be surprisingly extremely simple. Rahhali continues, “Our producer [Craig Perry] came up with a great gag [for the] septum ring.” Richard’s nose was connected with just a nose plug that went inside his nostrils. “All that tugging and everything that you’re seeing was real. For weeks and weeks, we were all trying to figure out how to do it without it being a big visual effects thing. ‘How are we gonna pull his nose for real?’ Craig said, ‘I have these things I use to help me open up my nose and you can’t really see them.’ They built it off of that, and it looked great.” Filmmakers spent weeks figuring out how to execute the harrowing tattoo shop scene. A dangling chain from a ceiling fan attaches itself to the septum nose ring of Erik Campbell (Richard Harmon) – with the actor’s nose being tugged by the chain connected to a nose plug that went inside his nostrils. “[S]ome of these shots required the Skyview restaurant ceiling to be lifted and partially removed for us to get a crane to shoot Paul [Campbell] as he’s about to fall and the camera’s going through a roof, that we then digitally had to recreate. Had we not done the previs to know those shots in advance, we would not have been able to build that in time to accomplish the look. We had many other shots that were driven off the previs that allowed the art department, construction and camera teams to work out how they would get those shots.” —Nordin Rahhali, VFX Supervisor Most of the fire in the tattoo parlor was practical. “There are some fire bars and stuff that you’re seeing in there from SFX and the big pool of fire on the wide shots.” Sebaldt adds, “That was a lot of fun to shoot because it’s so insane when he’s dancing and balancing on all this stuff – we were laughing and laughing. We were convinced that this was going to be the best scene in the movie up to that moment.” Rahhali says, “They used the scene wholesale for the trailer. It went viral – people were taking out their septum rings.” Erik survives the parlor blaze only to meet his fate in a hospital when he is pulled by a wheelchair into an out-of-control MRI machine at its highest magnetic level. Rahhali comments, “That is a good combination of a bunch of different departments. Our Stunt Coordinator, Simon Burnett, came up with this hard pull-wire line [for] when Erik flies and hits the MRI. That’s a real stunt with a double, and he hit hard. All the other shots are all CG wheelchairs because the directors wanted to art-direct how the crumpling metal was snapping and bending to show pressure on him as his body starts going into the MRI.” To augment the believability that comes with reality, the directors aimed to capture as much practically as possible, then VFX Supervisor Nordin Rahhali and his team built on that result. (Photo: Eric Milner) A train derailment concludes the film after Stefani and her brother, Charlie, realize they are still on death’s list. A train goes off the tracks, and logs from one of the cars fly though the air and kills them. “That one was special because it’s a hard sequence and was also shot quite late, so we didn’t have a lot of time. We went back to Vancouver and shot the actual street, and we shot our actors performing. They fell onto stunt pads, and the moment they get touched by the logs, it turns into CG as it was the only way to pull that off and the train of course. We had to add all that. The destruction of the houses and everything was done in visual effects.” Erik survives the tattoo parlor blaze only to meet his fate in a hospital when he is crushed by a wheelchair while being pulled into an out-of-control MRI machine. Erik (Richard Harmon) appears about to be run over by a delivery truck at the corner of 21A Ave. and 132A St., but he’s not – at least not then. The truck is actually on the opposite side of the road, and the person being run over is Howard. A rolling penny plays a major part in the catastrophic chain reactions and seems to be a character itself. “The magic penny was a mix from two vendors, Pixomondo and FOLKS; both had penny shots,” Rahhali says. “All the bouncing pennies you see going through the vents and hitting the fan blade are all FOLKS. The bouncing penny at the end as a lady takes it out of her purse, that goes down the ramp and into the rail – that’s FOLKS. The big explosion shots in the Skyview with the penny slowing down after the kid throws it [off the deck] are all Pixomondo shots. It was a mix. We took a little time to find that balance between readability and believability.” Approximately 800 VFX shots were required for Final Destination Bloodlines. (Photo: Eric Milner) Chain reactions of small and big events lead to bloody catastrophes befalling those who have cheated Death at some point in the Final Destination films. From left: Kaitlyn Santa Juana as Stefani Reyes, director Adam Stein, director Zach Lipovsky and Gabrielle Rose as Iris. (Photo: Eric Milner) Rahhali adds, “The film is a great collaboration of departments. Good visual effects are always a good combination of special effects, makeup effects and cinematography; it’s all the planning of all the pieces coming together. For a film of this size, I’m really proud of the work. I think we punched above our weight class, and it looks quite good.”
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