Vertex 19 Visit




Today, myself and a few others from second year, visited the Vertex 2019 VFX conference in London. This was an incredible opportunity and very very informative. I got a lot out of the event, making lots of notes and getting some ideas for new pathways. Below are the notes I took in the sessions. I am definitely going again next year, and need to go to more events like these.

Matte Painting Talk

Composition
  • Use focal points to your advantage
  • Different sized shapes 
Perspective
  • 1,2&3 point perspective is fundamental
  • Getting perspectives right will make every drawing work
  • Texture and assets also need to be in perspective
Values
  • Composition values
  • Depth & scale
  • Match black and white values to placement in scene
  • Keep a black layer on top - blending mode colour - value checker - VERY IMPORTANT - match curves
  • Use values to guide eye through the image
  • Adding a large, out of focus in the foreground can make the design much more effective
  • Use histogram & keep checking values - check for curve clipping.
Shape & Form
  • Big shapes in first, smaller ones after
  • Basic fundamentals of how shapes interact with each other
  • Composition - shapes and forms
Tools
  • How much time do you have?
  • Photobash images with photoshop
  • 3D projection with Maya & Nuke
  • High res 3D assets and rendering, or just low res 3D cube bashing?
  • Do you have a week or two for the DMP or a day?
  • Modelling assets can save time in the long run - changes to time of day etc become very fast
  • OSM DATA - STREET MAP DATA
Photobashing
  • Scale
  • Match colour or grade
  • Build a resource of images
Story, geography & history
  • Reference 
  • Research
  • Accuracy
  • Attention to details
  • Make your world believable
  • List references by type, time of day etc...
Key tips
  • Use the brief, storyboard and directors notes as much as possible
  • Use as much reference as possible
  • Keep initial sketches really rough
  • Photobash 
  • Autodesk flame - resolution & colour space
  • Getty images - can be licensed
Email: adv@mpc.jobs
Web: adv.mpc.jobs
Twitter: MPC_Adv
Insta: @hellompc 

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Building a city in a day 

Adam Dewhirst - DNEG London

Why?
  • For concept
  • To save time and resources in design
  • Rough layout
  • For client approval
  • As a bid for a sequel
  • To map out proposed updates/changes
  • To test pipeline
  • As an exercise in efficiency
How
  • Work outside pipeline
  • Use new & innovative resources
  • Use alternative methods/software
  • Thinking creatively
  • Utilising library assets
  • Utilising pre made set ups
  • Procedural texturing
  • KITBASH!!! - can buy libraries of assets - colour code to make organisation easy
    • Mark van Haitsma
    • Nick Goracko - kit bash & art station
    • Cubebrush.co
    • Gumtree
    • OLeg Ushenok
Programmes
  • Moi3D - very fast CAD modelling
  • Blender
  • Modo - mesh fashion
  • ZBrush
  • Shapr3D - free on iPad (see below)
  • Houdini - procedural sculpting etc
Shapr3D
  • Can create to CAD measurements (eg. 10mm)
  • View - top, side, bottom
  • Can cut up shapes
  • Bevel and shamfer by pulling in and out
  • Supports STEP, IGES, STL, OBJ
  • Make as many slots I’m 14-day trial as possible
Maya structures
  • Procedural  building generator
  • Phytonutrients script
  • Can be used on own ,order
  • Works with and custom mesh
  • Use tags to randomise - slum kitbash
  • Front facades have to be facing down positive X
  • Turbo quid

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Bluzoo 

  • Look at Mamoon video & making of,.
  • Reference files into maya documents: file, reference - will stop rigs getting broken and killing everyone. 

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Creative development

  • Andrew White - creative director - background is compositing & VFX supervisor
  • Saddington Baynes - CGI stills & Animation. VFX & post production for all media. *beautiful and engaging*

Tools

  • Production
    • Houdini - Complex VFX, lighting & rendering
    • Maya
    • Cinema 4D - v. Fast design workflow & motion design user base.
  • Sculpt and texture
    • Z brush
    • Substance
    • Mari
  • Render
    • VRay
    • Clarisse - rendering & scene assembly - high bulk object numbers
    • Arnold
  • Compositing and finishing
    • Nuke
    • After effects
    • DaVimci resolve 15 - edit & grade all in one
    •  (has replaced premier)
  • Manage
    • Deadline - render requirements
    • FTrack - client feedback & communication
    • ProofHQ - client review tool
Pipeline

  • Conversations
    • Client likes concept, but it needs to be ‘realised’ better
    • Client loves agency visuals, agency wants to develop it further
    • Client loves the visuals, just want it higher resolution
  • Houdini = procedural simulation & Li ve action
  • Reference
  • Photobashing reference together - CG to fill in gaps and foreground real, background CG
  • Building systems as flexible as possible to deal with changes in client needs
  • Jaegermeister project
    • Maya to animate flowers opening, Houdini to animate splines and growth
    • Set = photoshop; taken into nuke and then Houdini 
  • Resolution can exceed 15K
  • 3D scanning, much like photoshop, each has scan will mismatch slightly
  • Houdini for renders & time remapping
  • Create different passes and layer and mask in nuke
  • 3D scans welded together (LIDAR scans) w/ ZBrush 
  • Gaggenau project
    • High end kitchen company
    • 3D scanned products recreated in CG
  • Motivation
    • Background work is incredibly important
    • In order to grow, you need to practice 
    • Direction is less important than going anywhere
  • Learn
    • Explore technical problems
    • Copy something you like
    • Value something new
    • Learn from mistakes and failure
  • R&D
    • Smart pipeline 
    • Tighter workflow
    • New tech
    • New techniques
    • More time to be creative
  • Keep track
    • Google +
    • Enhance
    • Vimeo
  • Workplace by Facebook
    • Best practices policy

    • Drives internal culture
    • Share new knowledge
    • Promote self-direction
    • Competition briefs

Pipeline overview

  1. Planning
  2. Testing
  3. Inspiration/references
  4. Motivation
  5. Practice
  6. Learn from experience
  7. Communication
  8. Flexibility
  9. WATCH OUT - DON'T GO DOWN THE RABBIT HOLE

VISUAL EFFECTS SOCIETY - THE VES HANDBOOK OF VISUAL EFFECTS

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Useful links

www.twitch.tv/torfric - Modo sessions (maya alternative)

www.lovedesignjobs.com

www.artstation.com/jama

Escape technology - hard and software

3DSK - kitbash resource

KITBASH 3D - buy kits - free samples. 



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