Amazing Before & After VFX Breakdown - Fantastic Beasts And Where To Find Them

Описание к видео Amazing Before & After VFX Breakdown - Fantastic Beasts And Where To Find Them

Fantastic Beasts is a Harry Potter spin-off written by JK Rowling. As always when dealing with magic and fantasy, VFX play a huge part and this film is no different, with multiple effects houses being used, including DNEG, Framestore, Image Engine Design and Rodeo FX.
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Framestore
Framestore used a team of 50 animators to create some truly, well, "Fantastic beasts", Including The Niffler, which was a mixture between platypus and mole with a few other cheeky rodent traits too.
Pickett the Bowtruckle, an insect eating tree dweller who hangs around in Newts' top pocket. Over 200 versions of concept art were made before arriving on the perfect one.
The Erumpent, which is a mixture of elephant and rhinoceros but with a glowing liquid sack on it forehead that made it look more unusual, clumsier and a little comical.
And the Gnarlack, who is a goblin, heavily based on actor Ron Perlman who was shot on set for a series of motion capture sessions using 4 witness cameras. In order to capture the subtle details in his face they had him sit in front of 98 cameras for a facial coding session allowing the team to construct a 3D digital model.

Rodeo FX
In addition to work on a number of magical beasts, Rodeo also worked on recreating New York in the 1920s including some shots of Broadway, the entire interior and exterior of the Woolworth building and the interior of the "Magic Congress of the United States" or Macusa.
The Macusa was based on the Hogwarts dining hall and is 100% CG.
Rodeo also worked on the magical reconstruction of Jacobs' apartment after a "Murtlap" destroys it. They tried just running the scene in reverse but it looked, well, just like they'd run it in reverse, so they used "Houdini" to simulate each individual element involved in the destruction as a staring point from where they could create an effective scattering of dust and debris from that a custom setup for each asset was built so that it looked like magic was putting them back together.

Image Engine Design
Image engine worked on a number of different beasts but most of their work was concentrated on the creation of the Graphorn an a 35 second/840 frame shot.
In this shot 2 adult and 2 young Graphorns interact with Newt, because so much of the Graphorn is in shot Image engine had to create complex muscle, fascia, and skin simulations to anchor the Graphorns in reality. they used physics anatomy simulator Ziva to provide a strong first musculature pass to work from, and Vital Skin software, to apply the muscle and fascia deformation to the Final HU resolution mesh, resulting in realistic skin slide effects across the massive Graphorn bodies. If you add breathing shakes, flaring nostrils, twitching eyes and blinks, mud and dirt in cracks, and other miniscule tweaks you start to understand what a monstrous task they had.

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