Trainspotting 2: zeitgeist of 2017 despair

March 24, 2017

Choose Post, choose effects, choose Union VFX. The effects of T2 Trainspotting.

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Lighting VFX master trick, from Chris Godfrey

March 23, 2017

Visual effects supervisor Chris Godfrey shares a technique on to gain the same effect as an additional four stops of depth of field without blowing the lighting budget.

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Logan: I will make you hurt

March 9, 2017

We talk to VFX Supervisor Chas Jarrett and Image Engine about Logan and the complexity of digital-double techniques for stunts.

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The Batman Movie: Keeping it real

March 2, 2017

The Batman Movie with exclusive looks at the AL workflow.

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The Mill’s incredible Blackbird at GDC : The future of virtual production

March 1, 2017

Epic games and The Mill redefine Virtual Production at GDC 2017

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Weta Digital’s FACETS honoured at the Sci-tech Awards

February 14, 2017

The Weta Digital Sci-tech award winning FACETS facial performance capture system.

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Avatars and Agents: BabyX

February 6, 2017

We explore a detailed technical look at “Creating Connection with Autonomous Facial Animation” and BabyX

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Part 3: Rogue One, ILM’s Digital Humans Sci-Tech Award winning pipeline

February 2, 2017

We cover the digital human pipeline, including the Sci-Tech winning tools that ILM needed to develop.

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V-Ray past and future with Vlado Koylazov

February 1, 2017

We explore noise, samples, render times past and future in V-Ray with Vlado Koylazov (plus bonus EGSR preview)

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A Monster Calls : MPC’s Character work

January 31, 2017

A look at MPC developed complex facial and character tools to bring a monster to life for ‘A Monster Calls’

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Face me part 3: high end faces R&D from Disney Research

January 27, 2017

We look at some of the exceptional industry focused research being published by Disney Research Zurich.

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The tech of PIXAR part 2: Finding Dory – making waves

January 18, 2017

In the run up to the Oscar Animated Feature Film nominations, we invited guest writer Leif Pedersen to deep dive into the tech of Pixar’s Finding Dory.

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The tech of PIXAR part 1: Piper – daring to be different

January 16, 2017

In the run up to the Oscar Short film nominations, we invited guest writer Leif Pedersen to deep dive into the tech of Pixar’s Piper.

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Passengers on MPC’s Avalon

January 8, 2017

Inside the Avalon for MPC’s VFX on Passengers.

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Part 2: Rogue One character animation

January 4, 2017

An in-depth look at K-2SO with ILM’s Hal Hickel. We explore how he avoided looking like Jar Jar, how he was filmed, and how the skill of the animators made him come to life.

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Part 1: Rogue One shows its Force

December 31, 2016

Rogue One we explore previz, on-set and post-viz with The Third Floor and ILM.

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Face me part 2: make me an avatar from a selfie

December 13, 2016

In our second part on facial R&D, we focus on Loom.ai which just went public with their 3D animated face from a selfie. We test drive the first version of the system.

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Face me part 1: photorealistic facial texture from a single still

December 12, 2016

The first in a series that looks at the latest in digital face technology. Starting with a textured 3D face from just one still.

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Fantastical effects and how to create them

December 8, 2016

A Fantastic Beasts and Where to Find Them deep dive, plus our WIRED exclusive on Erumpant Mating Dances.

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Doing it in camera: experimental and bold

November 21, 2016

We speak to two separate French crews exploring new and innovative macro and cloud tank photography.

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The eyes have it

November 17, 2016

Disney Research Zurich has successfully both advanced eye scanning and simplified the process for use in production.

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Doctor Strange’s Magical Mystery Tour in time

November 14, 2016

We deep dive into a Strange VFX world with work from ILM, Method, Framestore, Lola, Luma, and more.

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What sorcery is this? Adobe’s remarkable new VoCo tool

November 7, 2016

We look behind the magic of Adobe’s VoCo tech demo at the algorithms that powered it.

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VR on the Lot

November 5, 2016

Last month we were at VR on the Lot, at Paramount studios and Facebook introduced Social VR avatars. Here is our report looking at characters in VR.

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Award winning Milk and the state of UK episodic effects

October 31, 2016

We talk to Milk in the UK about their work and the UK Episodic TV market.

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Kubo and the Two Strings: the Moon Beast

October 19, 2016

LAIKA’s Moon Beast is the first puppet that was completely created using their 3D printing-based rapid prototyping technology.

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Adaptive ftrack project tools

October 3, 2016

Discover how ftrack adapts and is openly embracing change, including new Agile approaches that the team use daily themselves.

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Flame 2017 Extension 1 announced at IBC

September 9, 2016

Autodesk has taken the wraps off of its upcoming Flame release, Flame 2017 Extension 1. We have an interview with Product Manager Will Harris and he also answers questions submitted by artists.

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Kubo and the Two Strings: water effects

September 6, 2016

A look at the development process for the water effects in “Kubo and the Two Strings”, which broke new ground for the Portland-based LAIKA.

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EPIC win: previs to final in five minutes

September 4, 2016

EPIC won the SIGGRAPH Best Real-Time Graphics and Interactivity award at Real-Time Live 2016 and now Ninja Theory has launched Senua Studio.

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