Page 93 - 3D Artist 110 - 2017 UK
P. 93

NO ROTOSCOPING

                                                                                             Jean-Pierre Bouchet reveals
                                                                                             Michael Dudok de Wit’s
                                                                                             one unbreakable rule in his
                                                                                             brief to the team as director

                                                                                             “Michael was a complete perfectionist,”
                                                                                             remembers jean-pierre Bouchet. “We
                                                                                             did ilm actors for the dificult scenes,
                                                                                             but only to study their movements and
                                                                                             things like the folds in their clothing.
                                                                                             rotoscoping was never allowed because
                                                                                             Michael wanted everyone to truly be
                                                                                             creative and explore without being
                                                                                             restricted to what rotoscoping was
                                                                                             telling them. He thought it made
                                                                                             animated work look too dead. We
                                                                                             started production by spending several
                                                                                             months drawing test shots on paper and
                                                                                             scanning it all in. We then waited about a
                                                                                             year to ensure the story was polished
                                                                                             before switching to doing most things
                                                                                             digitally using photoshop, tVpaint, 3ds
                                                                                             Max and fusion.”















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                                                                                            01  “We paid a lot of attention to the shape of the
                                                                                             turtle’s shell to make sure that it would work from
                                                                                             every angle, and kept things as smooth as possible
                                                                                             with no bumps or wrinkles,” explains Bouchet
                                                      05                                    02  “In Fusion we adjusted the colour and the opacity of
                                                                                              the shadows according to the reference provided by
                                                                                              the art department, and used the particle system to
                                                                                              add a variety of effects,” tells Bouchet
                                                                                            03   To complete The Red Turtle, Dudok de Wit worked
                                                                                              with a small crew made up of artists from
                                                                                              established studio Prima Linea
                                                                                            04  Creating a realistic turtle character was aided
                                                                                              through rigging, which was used to stretch and
                                                                                              twist the shape according to the camera angle, thus
                                                                                              further synthesising a 2D look
                                                                                            05  For some scenes, like when the main 2D character
                                                                                              lifts up the 3D turtle, both 2D and 3D elements
                                                                                              were combined
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